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If we are designing our UI's windows from QML, it makes sense that we might want to configure how they're placed from the same place. Everything was already in place but for a few technical bits which this change adds. Signed-off-by: Victoria Fischer <victoria.fischer@mbition.io>
123 lines
3.5 KiB
C++
123 lines
3.5 KiB
C++
/*
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* SPDX-FileCopyrightText: 2021 Aleix Pol Gonzalez <aleixpol@blue-systems.com>
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* SPDX-FileCopyrightText: 2018 Drew DeVault <sir@cmpwn.com>
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*
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* SPDX-License-Identifier: LGPL-3.0-or-later
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*/
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#ifndef LAYERSHELLQTWINDOW_H
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#define LAYERSHELLQTWINDOW_H
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#include <QObject>
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#include <QScreen>
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#include <QWindow>
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#include "layershellqt_export.h"
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namespace LayerShellQt
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{
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class WindowPrivate;
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class LAYERSHELLQT_EXPORT Window : public QObject
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{
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Q_OBJECT
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Q_PROPERTY(int anchors READ anchors WRITE setAnchorsInt NOTIFY anchorsChanged)
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Q_PROPERTY(QString scope READ scope WRITE setScope)
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Q_PROPERTY(QMargins margins READ margins WRITE setMargins NOTIFY marginsChanged)
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Q_PROPERTY(qint32 exclusionZone READ exclusionZone WRITE setExclusiveZone NOTIFY exclusionZoneChanged)
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Q_PROPERTY(Layer layer READ layer WRITE setLayer NOTIFY layerChanged)
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Q_PROPERTY(KeyboardInteractivity keyboardInteractivity READ keyboardInteractivity WRITE setKeyboardInteractivity NOTIFY keyboardInteractivityChanged)
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public:
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Window(QWindow *window = nullptr);
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~Window() override;
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enum Anchor {
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AnchorTop = 1, ///< The top edge of the anchor rectangle
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AnchorBottom = 2, ///< The bottom edge of the anchor rectangle
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AnchorLeft = 4, ///< The left edge of the anchor rectangle
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AnchorRight = 8, ///< The right edge of the anchor rectangle
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};
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Q_ENUM(Anchor);
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Q_DECLARE_FLAGS(Anchors, Anchor)
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/**
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* This enum type is used to specify the layer where a surface can be put in.
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*/
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enum Layer {
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LayerBackground = 0,
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LayerBottom = 1,
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LayerTop = 2,
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LayerOverlay = 3,
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};
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Q_ENUM(Layer)
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/**
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* This enum type is used to specify how the layer surface handles keyboard focus.
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*/
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enum KeyboardInteractivity {
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KeyboardInteractivityNone = 0,
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KeyboardInteractivityExclusive = 1,
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KeyboardInteractivityOnDemand = 2,
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};
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Q_ENUM(KeyboardInteractivity)
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void setAnchors(Anchors anchor);
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Anchors anchors() const;
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void setExclusiveZone(int32_t zone);
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int32_t exclusionZone() const;
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void setMargins(const QMargins &margins);
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QMargins margins() const;
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void setKeyboardInteractivity(KeyboardInteractivity interactivity);
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KeyboardInteractivity keyboardInteractivity() const;
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void setLayer(Layer layer);
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Layer layer() const;
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/**
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* If set, the compositor will try to put the window on the given screen.
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* If its not set, then the compositor will decide where to put the window.
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* Under normal circumstances, this should be the active output.
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*/
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void setDesiredOutput(QScreen *output);
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QScreen *desiredOutput() const;
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/**
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* Sets a string based identifier for this window.
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* This may be used by a compositor to determine stacking
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* order within a given layer.
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*
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* May also be referred to as a role
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*/
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void setScope(const QString &scope);
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QString scope() const;
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/// Workaround needed for Qt 5 not to get confused with types, not necessary on Qt 6
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void setAnchorsInt(int x) { setAnchors(Anchors(x)); }
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/**
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* Gets the LayerShell Window for a given Qt Window
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* Ownership is not transferred
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*/
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static Window *get(QWindow *window);
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static Window *qmlAttachedProperties(QObject *object);
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Q_SIGNALS:
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void anchorsChanged();
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void exclusionZoneChanged();
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void marginsChanged();
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void keyboardInteractivityChanged();
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void layerChanged();
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private:
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QScopedPointer<WindowPrivate> d;
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};
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}
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#endif
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