kwin/effects.cpp

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/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "effects.h"
#include "toplevel.h"
#include "client.h"
#include "scene.h"
#include "options.h"
#include "effects/desktopchangeslide.h"
#include "effects/dialogparent.h"
#include "effects/fadein.h"
#include "effects/fadeout.h"
#include "effects/howto.h"
#include "effects/maketransparent.h"
#include "effects/minimizeanimation.h"
#include "effects/presentwindows.h"
#include "effects/scalein.h"
#include "effects/shakymove.h"
#include "effects/shiftworkspaceup.h"
#include "effects/showfps.h"
#include "effects/wavywindows.h"
#include "effects/zoom.h"
#include "effects/test_input.h"
namespace KWinInternal
{
//****************************************
// Effect
//****************************************
Effect::~Effect()
{
}
void Effect::windowUserMovedResized( EffectWindow* , bool, bool )
{
}
void Effect::windowAdded( EffectWindow* )
{
}
void Effect::windowClosed( EffectWindow* )
{
}
void Effect::windowDeleted( EffectWindow* )
{
}
void Effect::windowActivated( EffectWindow* )
{
}
void Effect::windowMinimized( EffectWindow* )
{
}
void Effect::windowUnminimized( EffectWindow* )
{
}
void Effect::windowInputMouseEvent( Window, QEvent* )
{
}
void Effect::desktopChanged( int )
{
}
void Effect::prePaintScreen( int* mask, QRegion* region, int time )
{
effects->prePaintScreen( mask, region, time );
}
void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
}
void Effect::postPaintScreen()
{
effects->postPaintScreen();
}
void Effect::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
{
effects->prePaintWindow( w, mask, region, time );
}
void Effect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->paintWindow( w, mask, region, data );
}
void Effect::postPaintWindow( EffectWindow* w )
{
effects->postPaintWindow( w );
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler()
: current_paint_window( 0 )
, current_paint_screen( 0 )
{
if( !compositing())
return;
KWinInternal::effects = this;
// effects.append( new DesktopChangeSlideEffect );
registerEffect("ShowFps", new GenericEffectFactory<ShowFpsEffect>);
registerEffect("Zoom", new GenericEffectFactory<ZoomEffect>);
registerEffect("PresentWindows", new GenericEffectFactory<PresentWindowsEffect>);
registerEffect("WavyWindows", new GenericEffectFactory<WavyWindowsEffect>);
registerEffect("MinimizeAnimation", new GenericEffectFactory<MinimizeAnimationEffect>);
registerEffect("Howto", new GenericEffectFactory<HowtoEffect>);
registerEffect("MakeTransparent", new GenericEffectFactory<MakeTransparentEffect>);
registerEffect("ShakyMove", new GenericEffectFactory<ShakyMoveEffect>);
registerEffect("ShiftWorkspaceUp", new GenericEffectFactory<ShiftWorkspaceUpEffect>);
registerEffect("FadeIn", new GenericEffectFactory<FadeInEffect>);
registerEffect("FadeOut", new GenericEffectFactory<FadeOutEffect>);
registerEffect("ScaleIn", new GenericEffectFactory<ScaleInEffect>);
registerEffect("DialogParent", new GenericEffectFactory<DialogParentEffect>);
registerEffect("TestInput", new GenericEffectFactory<TestInputEffect>);
QStringList::const_iterator effectsIterator;
for( effectsIterator = options->defaultEffects.constBegin();
effectsIterator != options->defaultEffects.constEnd();
++effectsIterator)
{
loadEffect(*effectsIterator);
}
}
EffectsHandler::~EffectsHandler()
{
foreach( EffectPair ep, loaded_effects )
delete ep.second;
foreach( EffectFactory* ef, effect_factories )
delete ef;
foreach( InputWindowPair pos, input_windows )
XDestroyWindow( display(), pos.second );
}
void EffectsHandler::windowUserMovedResized( EffectWindow* c, bool first, bool last )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowUserMovedResized( c, first, last );
}
void EffectsHandler::windowAdded( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowAdded( c );
}
void EffectsHandler::windowDeleted( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowDeleted( c );
}
void EffectsHandler::windowClosed( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowClosed( c );
}
void EffectsHandler::windowActivated( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowActivated( c );
}
void EffectsHandler::windowMinimized( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowMinimized( c );
}
void EffectsHandler::windowUnminimized( EffectWindow* c )
{
foreach( EffectPair ep, loaded_effects )
ep.second->windowUnminimized( c );
}
void EffectsHandler::desktopChanged( int old )
{
foreach( EffectPair ep, loaded_effects )
ep.second->desktopChanged( old );
}
// start another painting pass
void EffectsHandler::startPaint()
{
assert( current_paint_screen == 0 );
assert( current_paint_window == 0 );
}
// the idea is that effects call this function again which calls the next one
void EffectsHandler::prePaintScreen( int* mask, QRegion* region, int time )
{
if( current_paint_screen < loaded_effects.size())
{
loaded_effects[current_paint_screen++].second->prePaintScreen( mask, region, time );
--current_paint_screen;
}
// no special final code
}
void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( current_paint_screen < loaded_effects.size())
{
loaded_effects[current_paint_screen++].second->paintScreen( mask, region, data );
--current_paint_screen;
}
else
scene->finalPaintScreen( mask, region, data );
}
void EffectsHandler::postPaintScreen()
{
if( current_paint_screen < loaded_effects.size())
{
loaded_effects[current_paint_screen++].second->postPaintScreen();
--current_paint_screen;
}
// no special final code
}
void EffectsHandler::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
{
if( current_paint_window < loaded_effects.size())
{
loaded_effects[current_paint_window++].second->prePaintWindow( w, mask, region, time );
--current_paint_window;
}
// no special final code
}
void EffectsHandler::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( current_paint_window < loaded_effects.size())
{
loaded_effects[current_paint_window++].second->paintWindow( w, mask, region, data );
--current_paint_window;
}
else
scene->finalPaintWindow( w, mask, region, data );
}
void EffectsHandler::postPaintWindow( EffectWindow* w )
{
if( current_paint_window < loaded_effects.size())
{
loaded_effects[current_paint_window++].second->postPaintWindow( w );
--current_paint_window;
}
// no special final code
}
Window EffectsHandler::createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor )
{
XSetWindowAttributes attrs;
attrs.override_redirect = True;
Window win = XCreateWindow( display(), rootWindow(), x, y, w, h, 0, 0, InputOnly, CopyFromParent,
CWOverrideRedirect, &attrs );
// TODO keeping on top?
// TODO enter/leave notify?
XSelectInput( display(), win, ButtonPressMask | ButtonReleaseMask | PointerMotionMask );
XDefineCursor( display(), win, cursor.handle());
XMapWindow( display(), win );
input_windows.append( qMakePair( e, win ));
return win;
}
Window EffectsHandler::createInputWindow( Effect* e, const QRect& r, const QCursor& cursor )
{
return createInputWindow( e, r.x(), r.y(), r.width(), r.height(), cursor );
}
void EffectsHandler::destroyInputWindow( Window w )
{
foreach( InputWindowPair pos, input_windows )
{
if( pos.second == w )
{
input_windows.removeAll( pos );
XDestroyWindow( display(), w );
return;
}
}
assert( false );
}
bool EffectsHandler::checkInputWindowEvent( XEvent* e )
{
if( e->type != ButtonPress && e->type != ButtonRelease && e->type != MotionNotify )
return false;
foreach( InputWindowPair pos, input_windows )
{
if( pos.second == e->xany.window )
{
switch( e->type )
{
case ButtonPress:
case ButtonRelease:
{
XButtonEvent* e2 = &e->xbutton;
QMouseEvent ev( e->type == ButtonPress ? QEvent::MouseButtonPress : QEvent::MouseButtonRelease,
QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ), x11ToQtMouseButton( e2->button ),
x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state ));
pos.first->windowInputMouseEvent( pos.second, &ev );
break; // --->
}
case MotionNotify:
{
XMotionEvent* e2 = &e->xmotion;
QMouseEvent ev( QEvent::MouseMove, QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ),
Qt::NoButton, x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state ));
pos.first->windowInputMouseEvent( pos.second, &ev );
break; // --->
}
}
return true; // eat event
}
}
return false;
}
void EffectsHandler::checkInputWindowStacking()
{
if( input_windows.count() == 0 )
return;
Window* wins = new Window[ input_windows.count() ];
int pos = 0;
foreach( InputWindowPair it, input_windows )
wins[ pos++ ] = it.second;
XRaiseWindow( display(), wins[ 0 ] );
XRestackWindows( display(), wins, pos );
delete[] wins;
}
void EffectsHandler::activateWindow( EffectWindow* c )
{
if( Client* cl = dynamic_cast< Client* >( c->window()))
Workspace::self()->activateClient( cl, true );
}
void EffectsHandler::registerEffect( const QString& name, EffectFactory* factory )
{
QMap<QString, EffectFactory*>::const_iterator factories_iterator = effect_factories.find(name);
if( factories_iterator != effect_factories.end() )
{
kDebug( 1212 ) << "EffectsHandler::registerEffect : Effect name already registered : " << name << endl;
}
else
{
kDebug( 1212 ) << "EffectsHandler::registerEffect : Register effect : " << name << endl;
effect_factories[name] = factory;
}
}
void EffectsHandler::loadEffect( const QString& name )
{
assert( current_paint_screen == 0 );
assert( current_paint_window == 0 );
for(QVector< EffectPair >::const_iterator it = loaded_effects.constBegin(); it != loaded_effects.constEnd(); it++)
{
if( (*it).first == name )
{
kDebug( 1212 ) << "EffectsHandler::loadEffect : Effect already loaded : " << name << endl;
return;
}
}
QMap<QString, EffectFactory*>::const_iterator factories_iterator = effect_factories.find(name);
if( factories_iterator != effect_factories.end() )
{
kDebug( 1212 ) << "EffectsHandler::loadEffect : Loading effect : " << name << endl;
loaded_effects.append( EffectPair( name, factories_iterator.value()->create() ) );
}
else
{
kDebug( 1212 ) << "EffectsHandler::loadEffect : Unknown effect : " << name << endl;
}
}
void EffectsHandler::unloadEffect( const QString& name )
{
assert( current_paint_screen == 0 );
assert( current_paint_window == 0 );
for( QVector< EffectPair >::iterator it = loaded_effects.begin(); it != loaded_effects.end(); it++)
{
if ( (*it).first == name )
{
kDebug( 1212 ) << "EffectsHandler::unloadEffect : Unloading Effect : " << name << endl;
delete (*it).second;
loaded_effects.erase(it);
return;
}
}
kDebug( 1212 ) << "EffectsHandler::unloadEffect : Effect not loaded : " << name << endl;
}
EffectFactory::~EffectFactory()
{
}
int EffectsHandler::currentDesktop() const
{
return Workspace::self()->currentDesktop();
}
EffectsHandler* effects;
//****************************************
// EffectWindow
//****************************************
EffectWindow::EffectWindow()
: toplevel( NULL )
, sw( NULL )
{
}
int EffectWindow::desktop() const
{
return toplevel->desktop();
}
bool EffectWindow::isOnCurrentDesktop() const
{
return isOnDesktop( effects->currentDesktop());
}
bool EffectWindow::isOnAllDesktops() const
{
return desktop() == NET::OnAllDesktops;
}
bool EffectWindow::isOnDesktop( int d ) const
{
return desktop() == d || isOnAllDesktops();
}
} // namespace