kwin/libkwineffects/kwineffects.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>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "kwineffects.h"
#include "kwinglutils.h"
#include "kwinxrenderutils.h"
#include <QtDBus/QtDBus>
#include <QVariant>
#include <QList>
#include <QtCore/QTimeLine>
#include <QtGui/QFontMetrics>
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
#include <kdebug.h>
#include <ksharedconfig.h>
#include <kstandarddirs.h>
#include <kconfiggroup.h>
#include <assert.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/extensions/Xrender.h>
#include <X11/extensions/Xfixes.h>
#endif
namespace KWin
{
void WindowPrePaintData::setTranslucent()
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{
mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
mask &= ~Effect::PAINT_WINDOW_OPAQUE;
clip = QRegion(); // cannot clip, will be transparent
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}
void WindowPrePaintData::setTransformed()
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{
mask |= Effect::PAINT_WINDOW_TRANSFORMED;
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}
WindowPaintData::WindowPaintData(EffectWindow* w)
: opacity(w->opacity())
, contents_opacity(1.0)
, decoration_opacity(1.0)
, xScale(1)
, yScale(1)
, zScale(1)
, xTranslate(0)
, yTranslate(0)
, zTranslate(0)
, saturation(1)
, brightness(1)
, shader(NULL)
, rotation(NULL)
{
quads = w->buildQuads();
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}
ScreenPaintData::ScreenPaintData()
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: xScale(1)
, yScale(1)
, zScale(1)
, xTranslate(0)
, yTranslate(0)
, zTranslate(0)
, rotation(NULL)
{
}
RotationData::RotationData()
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: axis(ZAxis)
, angle(0.0)
, xRotationPoint(0.0)
, yRotationPoint(0.0)
, zRotationPoint(0.0)
{
}
//****************************************
// Effect
//****************************************
Effect::Effect()
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{
}
Effect::~Effect()
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{
}
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void Effect::reconfigure(ReconfigureFlags)
{
}
void* Effect::proxy()
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{
return NULL;
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}
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void Effect::windowInputMouseEvent(Window, QEvent*)
{
}
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void Effect::grabbedKeyboardEvent(QKeyEvent*)
{
}
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bool Effect::borderActivated(ElectricBorder)
{
return false;
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}
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void Effect::prePaintScreen(ScreenPrePaintData& data, int time)
{
effects->prePaintScreen(data, time);
}
void Effect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
}
void Effect::postPaintScreen()
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{
effects->postPaintScreen();
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}
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void Effect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
effects->prePaintWindow(w, data, time);
}
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void Effect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
}
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void Effect::postPaintWindow(EffectWindow* w)
{
effects->postPaintWindow(w);
}
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void Effect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
{
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
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bool Effect::provides(Feature)
{
return false;
}
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void Effect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->drawWindow(w, mask, region, data);
}
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void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList)
{
effects->buildQuads(w, quadList);
}
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void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect)
{
QSize size = w->size();
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size.scale(r.size(), aspect);
data.xScale = size.width() / double(w->width());
data.yScale = size.height() / double(w->height());
int width = int(w->width() * data.xScale);
int height = int(w->height() * data.yScale);
int x = r.x() + (r.width() - width) / 2;
int y = r.y() + (r.height() - height) / 2;
region = QRect(x, y, width, height);
data.xTranslate = x - w->x();
data.yTranslate = y - w->y();
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}
int Effect::displayWidth()
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{
return KWin::displayWidth();
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}
int Effect::displayHeight()
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{
return KWin::displayHeight();
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}
QPoint Effect::cursorPos()
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{
return effects->cursorPos();
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}
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double Effect::animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime)
{
int time = cfg.readEntry(key, 0);
return time != 0 ? time : qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
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double Effect::animationTime(int defaultTime)
{
// at least 1ms, otherwise 0ms times can break some things
return qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler(CompositingType type)
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: current_paint_screen(0)
, current_paint_window(0)
, current_draw_window(0)
, current_build_quads(0)
, compositing_type(type)
{
if (compositing_type == NoCompositing)
return;
KWin::effects = this;
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}
EffectsHandler::~EffectsHandler()
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{
// All effects should already be unloaded by Impl dtor
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assert(loaded_effects.count() == 0);
}
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Window EffectsHandler::createInputWindow(Effect* e, const QRect& r, const QCursor& cursor)
{
return createInputWindow(e, r.x(), r.y(), r.width(), r.height(), cursor);
}
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Window EffectsHandler::createFullScreenInputWindow(Effect* e, const QCursor& cursor)
{
return createInputWindow(e, 0, 0, displayWidth(), displayHeight(), cursor);
}
CompositingType EffectsHandler::compositingType() const
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{
return compositing_type;
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}
bool EffectsHandler::saturationSupported() const
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{
switch(compositing_type) {
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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case OpenGLCompositing:
return GLTexture::saturationSupported();
#endif
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case XRenderCompositing:
return false; // never
default:
abort();
}
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}
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void EffectsHandler::sendReloadMessage(const QString& effectname)
{
QDBusMessage message = QDBusMessage::createMethodCall("org.kde.kwin", "/KWin", "org.kde.KWin", "reconfigureEffect");
message << QString("kwin4_effect_" + effectname);
QDBusConnection::sessionBus().send(message);
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}
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KConfigGroup EffectsHandler::effectConfig(const QString& effectname)
{
KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig("kwinrc", KConfig::NoGlobals);
return kwinconfig->group("Effect-" + effectname);
}
EffectsHandler* effects = 0;
//****************************************
// EffectWindow
//****************************************
EffectWindow::EffectWindow()
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{
}
EffectWindow::~EffectWindow()
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{
}
bool EffectWindow::isOnCurrentDesktop() const
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{
return isOnDesktop(effects->currentDesktop());
}
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bool EffectWindow::isOnDesktop(int d) const
{
return desktop() == d || isOnAllDesktops();
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}
bool EffectWindow::hasDecoration() const
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{
return contentsRect() != QRect(0, 0, width(), height());
}
//****************************************
// EffectWindowGroup
//****************************************
EffectWindowGroup::~EffectWindowGroup()
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{
}
//****************************************
// GlobalShortcutsEditor
//****************************************
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GlobalShortcutsEditor::GlobalShortcutsEditor(QWidget *parent) :
KShortcutsEditor(parent, GlobalAction)
{
}
/***************************************************************
WindowQuad
***************************************************************/
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WindowQuad WindowQuad::makeSubQuad(double x1, double y1, double x2, double y2) const
{
assert(x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
#ifndef NDEBUG
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if (isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
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WindowQuad ret(*this);
// vertices are clockwise starting from topleft
ret.verts[ 0 ].px = x1;
ret.verts[ 3 ].px = x1;
ret.verts[ 1 ].px = x2;
ret.verts[ 2 ].px = x2;
ret.verts[ 0 ].py = y1;
ret.verts[ 1 ].py = y1;
ret.verts[ 2 ].py = y2;
ret.verts[ 3 ].py = y2;
// original x/y are supposed to be the same, no transforming is done here
ret.verts[ 0 ].ox = x1;
ret.verts[ 3 ].ox = x1;
ret.verts[ 1 ].ox = x2;
ret.verts[ 2 ].ox = x2;
ret.verts[ 0 ].oy = y1;
ret.verts[ 1 ].oy = y1;
ret.verts[ 2 ].oy = y2;
ret.verts[ 3 ].oy = y2;
double my_tleft = verts[ 0 ].tx;
double my_tright = verts[ 2 ].tx;
double my_ttop = verts[ 0 ].ty;
double my_tbottom = verts[ 2 ].ty;
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double tleft = (x1 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
double tright = (x2 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
double ttop = (y1 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
double tbottom = (y2 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
ret.verts[ 0 ].tx = tleft;
ret.verts[ 3 ].tx = tleft;
ret.verts[ 1 ].tx = tright;
ret.verts[ 2 ].tx = tright;
ret.verts[ 0 ].ty = ttop;
ret.verts[ 1 ].ty = ttop;
ret.verts[ 2 ].ty = tbottom;
ret.verts[ 3 ].ty = tbottom;
return ret;
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}
bool WindowQuad::smoothNeeded() const
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{
// smoothing is needed if the width or height of the quad does not match the original size
double width = verts[ 1 ].ox - verts[ 0 ].ox;
double height = verts[ 2 ].oy - verts[ 1 ].oy;
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return(verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height);
}
/***************************************************************
WindowQuadList
***************************************************************/
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WindowQuadList WindowQuadList::splitAtX(double x) const
{
WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholeleft = true;
bool wholeright = true;
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for (int i = 0;
i < 4;
++i) {
if (quad[ i ].x() < x)
wholeright = false;
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if (quad[ i ].x() > x)
wholeleft = false;
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}
if (wholeleft || wholeright) { // is whole in one split part
ret.append(quad);
continue;
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}
if (quad.left() == quad.right()) { // quad has no size
ret.append(quad);
continue;
}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), x, quad.bottom()));
ret.append(quad.makeSubQuad(x, quad.top(), quad.right(), quad.bottom()));
}
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return ret;
}
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WindowQuadList WindowQuadList::splitAtY(double y) const
{
WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholetop = true;
bool wholebottom = true;
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for (int i = 0;
i < 4;
++i) {
if (quad[ i ].y() < y)
wholebottom = false;
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if (quad[ i ].y() > y)
wholetop = false;
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}
if (wholetop || wholebottom) { // is whole in one split part
ret.append(quad);
continue;
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}
if (quad.top() == quad.bottom()) { // quad has no size
ret.append(quad);
continue;
}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), quad.right(), y));
ret.append(quad.makeSubQuad(quad.left(), y, quad.right(), quad.bottom()));
}
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return ret;
}
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WindowQuadList WindowQuadList::makeGrid(int maxquadsize) const
{
if (empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
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left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
bottom = qMax(bottom, quad.bottom());
}
WindowQuadList ret;
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for (double x = left;
x < right;
x += maxquadsize) {
for (double y = top;
y < bottom;
y += maxquadsize) {
foreach (const WindowQuad & quad, *this) {
if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
.intersects(QRectF(x, y, maxquadsize, maxquadsize))) {
ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
qMin(quad.right(), x + maxquadsize), qMin(quad.bottom(), y + maxquadsize)));
}
}
}
}
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return ret;
}
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WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisions) const
{
if (empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
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left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
bottom = qMax(bottom, quad.bottom());
}
double xincrement = (right - left) / xSubdivisions;
double yincrement = (bottom - top) / ySubdivisions;
WindowQuadList ret;
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for (double y = top;
y < bottom;
y += yincrement) {
for (double x = left;
x < right;
x += xincrement) {
foreach (const WindowQuad & quad, *this) {
if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
.intersects(QRectF(x, y, xincrement, yincrement))) {
ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
qMin(quad.right(), x + xincrement), qMin(quad.bottom(), y + yincrement)));
}
}
}
}
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return ret;
}
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void WindowQuadList::makeArrays(float** vertices, float** texcoords) const
{
*vertices = new float[ count() * 6 * 2 ];
*texcoords = new float[ count() * 6 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
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for (int i = 0;
i < count();
++i) {
*vpos++ = at(i)[ 1 ].x();
*vpos++ = at(i)[ 1 ].y();
*vpos++ = at(i)[ 0 ].x();
*vpos++ = at(i)[ 0 ].y();
*vpos++ = at(i)[ 3 ].x();
*vpos++ = at(i)[ 3 ].y();
*vpos++ = at(i)[ 3 ].x();
*vpos++ = at(i)[ 3 ].y();
*vpos++ = at(i)[ 2 ].x();
*vpos++ = at(i)[ 2 ].y();
*vpos++ = at(i)[ 1 ].x();
*vpos++ = at(i)[ 1 ].y();
*tpos++ = at(i)[ 1 ].tx;
*tpos++ = at(i)[ 1 ].ty;
*tpos++ = at(i)[ 0 ].tx;
*tpos++ = at(i)[ 0 ].ty;
*tpos++ = at(i)[ 3 ].tx;
*tpos++ = at(i)[ 3 ].ty;
*tpos++ = at(i)[ 3 ].tx;
*tpos++ = at(i)[ 3 ].ty;
*tpos++ = at(i)[ 2 ].tx;
*tpos++ = at(i)[ 2 ].ty;
*tpos++ = at(i)[ 1 ].tx;
*tpos++ = at(i)[ 1 ].ty;
}
}
WindowQuadList WindowQuadList::select(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() != type) { // something else than ones to select, make a copy and filter
WindowQuadList ret;
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foreach (const WindowQuad & q, *this) {
if (q.type() == type)
ret.append(q);
}
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return ret;
}
}
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return *this; // nothing to filter out
}
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WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() == type) { // something to filter out, make a copy and filter
WindowQuadList ret;
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foreach (const WindowQuad & q, *this) {
if (q.type() != type)
ret.append(q);
}
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return ret;
}
}
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return *this; // nothing to filter out
}
bool WindowQuadList::smoothNeeded() const
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{
foreach (const WindowQuad & q, *this)
if (q.smoothNeeded())
return true;
return false;
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}
bool WindowQuadList::isTransformed() const
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{
foreach (const WindowQuad & q, *this)
if (q.isTransformed())
return true;
return false;
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}
/***************************************************************
PaintClipper
***************************************************************/
QStack< QRegion >* PaintClipper::areas = NULL;
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PaintClipper::PaintClipper(const QRegion& allowed_area)
: area(allowed_area)
{
push(area);
}
PaintClipper::~PaintClipper()
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{
pop(area);
}
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void PaintClipper::push(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion()) // don't push these
return;
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if (areas == NULL)
areas = new QStack< QRegion >;
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areas->push(allowed_area);
}
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void PaintClipper::pop(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion())
return;
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Q_ASSERT(areas != NULL);
Q_ASSERT(areas->top() == allowed_area);
areas->pop();
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if (areas->isEmpty()) {
delete areas;
areas = NULL;
}
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}
bool PaintClipper::clip()
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{
return areas != NULL;
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}
QRegion PaintClipper::paintArea()
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{
assert(areas != NULL); // can be called only with clip() == true
QRegion ret = QRegion(0, 0, displayWidth(), displayHeight());
foreach (const QRegion & r, *areas)
ret &= r;
return ret;
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}
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struct PaintClipper::Iterator::Data {
Data() : index(0) {}
int index;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
QVector< QRect > rects;
#endif
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};
PaintClipper::Iterator::Iterator()
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: data(new Data)
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (clip() && effects->compositingType() == OpenGLCompositing) {
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib(GL_SCISSOR_BIT);
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#endif
if (!GLRenderTarget::isRenderTargetBound())
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glEnable(GL_SCISSOR_TEST);
data->rects = paintArea().rects();
data->index = -1;
next(); // move to the first one
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}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (clip() && effects->compositingType() == XRenderCompositing) {
XserverRegion region = toXserverRegion(paintArea());
XFixesSetPictureClipRegion(display(), effects->xrenderBufferPicture(), 0, 0, region);
XFixesDestroyRegion(display(), region); // it's ref-counted
}
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#endif
}
PaintClipper::Iterator::~Iterator()
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{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (clip() && effects->compositingType() == OpenGLCompositing) {
if (!GLRenderTarget::isRenderTargetBound())
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glDisable(GL_SCISSOR_TEST);
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#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
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#endif
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}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (clip() && effects->compositingType() == XRenderCompositing)
XFixesSetPictureClipRegion(display(), effects->xrenderBufferPicture(), 0, 0, None);
#endif
delete data;
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}
bool PaintClipper::Iterator::isDone()
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{
if (!clip())
return data->index == 1; // run once
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (effects->compositingType() == OpenGLCompositing)
return data->index >= data->rects.count(); // run once per each area
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing)
return data->index == 1; // run once
#endif
abort();
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}
void PaintClipper::Iterator::next()
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{
data->index++;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if (clip() && effects->compositingType() == OpenGLCompositing && !GLRenderTarget::isRenderTargetBound() && data->index < data->rects.count()) {
const QRect& r = data->rects[ data->index ];
// Scissor rect has to be given in OpenGL coords
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glScissor(r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
}
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#endif
}
QRect PaintClipper::Iterator::boundingRect() const
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{
if (!clip())
return infiniteRegion();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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if (effects->compositingType() == OpenGLCompositing)
return data->rects[ data->index ];
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing)
return paintArea().boundingRect();
#endif
abort();
return infiniteRegion();
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}
/***************************************************************
Motion1D
***************************************************************/
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Motion1D::Motion1D(double initial, double strength, double smoothness)
: Motion<double>(initial, strength, smoothness)
{
}
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Motion1D::Motion1D(const Motion1D &other)
: Motion<double>(other)
{
}
Motion1D::~Motion1D()
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{
}
/***************************************************************
Motion2D
***************************************************************/
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Motion2D::Motion2D(QPointF initial, double strength, double smoothness)
: Motion<QPointF>(initial, strength, smoothness)
{
}
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Motion2D::Motion2D(const Motion2D &other)
: Motion<QPointF>(other)
{
}
Motion2D::~Motion2D()
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{
}
/***************************************************************
WindowMotionManager
***************************************************************/
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WindowMotionManager::WindowMotionManager(bool useGlobalAnimationModifier)
: m_useGlobalAnimationModifier(useGlobalAnimationModifier)
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{
// TODO: Allow developer to modify motion attributes
} // TODO: What happens when the window moves by an external force?
WindowMotionManager::~WindowMotionManager()
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{
}
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void WindowMotionManager::manage(EffectWindow *w)
{
if (m_managedWindows.contains(w))
return;
double strength = 0.08;
double smoothness = 4.0;
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if (m_useGlobalAnimationModifier && effects->animationTimeFactor()) {
// If the factor is == 0 then we just skip the calculation completely
strength = 0.08 / effects->animationTimeFactor();
smoothness = effects->animationTimeFactor() * 4.0;
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}
m_managedWindows[ w ] = WindowMotion();
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m_managedWindows[ w ].translation.setStrength(strength);
m_managedWindows[ w ].translation.setSmoothness(smoothness);
m_managedWindows[ w ].scale.setStrength(strength * 1.33);
m_managedWindows[ w ].scale.setSmoothness(smoothness / 2.0);
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m_managedWindows[ w ].translation.setValue(w->pos());
m_managedWindows[ w ].scale.setValue(QPointF(1.0, 1.0));
}
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void WindowMotionManager::unmanage(EffectWindow *w)
{
if (!m_managedWindows.contains(w))
return;
QPointF diffT = m_managedWindows[ w ].translation.distance();
QPointF diffS = m_managedWindows[ w ].scale.distance();
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m_movingWindowsSet.remove(w);
m_managedWindows.remove(w);
}
void WindowMotionManager::unmanageAll()
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{
m_managedWindows.clear();
m_movingWindowsSet.clear();
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}
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void WindowMotionManager::calculate(int time)
{
if (!effects->animationTimeFactor()) {
// Just skip it completely if the user wants no animation
m_movingWindowsSet.clear();
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
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for (; it != m_managedWindows.end(); it++) {
WindowMotion *motion = &it.value();
motion->translation.finish();
motion->scale.finish();
}
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}
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
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for (; it != m_managedWindows.end(); it++) {
WindowMotion *motion = &it.value();
bool stopped = false;
// TODO: What happens when distance() == 0 but we are still moving fast?
// TODO: Motion needs to be calculated from the window's center
QPointF diffT = motion->translation.distance();
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if (diffT != QPoint(0.0, 0.0)) {
// Still moving
motion->translation.calculate(time);
diffT = motion->translation.distance();
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if (qAbs(diffT.x()) < 0.5 && qAbs(motion->translation.velocity().x()) < 0.2 &&
qAbs(diffT.y()) < 0.5 && qAbs(motion->translation.velocity().y()) < 0.2) {
// Hide tiny oscillations
motion->translation.finish();
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diffT = QPoint(0.0, 0.0);
stopped = true;
}
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}
QPointF diffS = motion->scale.distance();
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if (diffS != QPoint(0.0, 0.0)) {
// Still scaling
motion->scale.calculate(time);
diffS = motion->scale.distance();
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if (qAbs(diffS.x()) < 0.001 && qAbs(motion->scale.velocity().x()) < 0.05 &&
qAbs(diffS.y()) < 0.001 && qAbs(motion->scale.velocity().y()) < 0.05) {
// Hide tiny oscillations
motion->scale.finish();
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diffS = QPoint(0.0, 0.0);
stopped = true;
}
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}
// We just finished this window's motion
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if (stopped && diffT == QPoint(0.0, 0.0) && diffS == QPoint(0.0, 0.0))
m_movingWindowsSet.remove(it.key());
}
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}
void WindowMotionManager::reset()
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{
if (!m_managedWindows.count())
return;
EffectWindowList windows = m_managedWindows.keys();
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for (int i = 0; i < windows.size(); i++) {
EffectWindow *w = windows.at(i);
m_managedWindows[ w ].translation.setTarget(w->pos());
m_managedWindows[ w ].translation.finish();
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m_managedWindows[ w ].scale.setTarget(QPointF(1.0, 1.0));
m_managedWindows[ w ].scale.finish();
}
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}
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void WindowMotionManager::reset(EffectWindow *w)
{
if (!m_managedWindows.contains(w))
return;
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m_managedWindows[ w ].translation.setTarget(w->pos());
m_managedWindows[ w ].translation.finish();
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m_managedWindows[ w ].scale.setTarget(QPointF(1.0, 1.0));
m_managedWindows[ w ].scale.finish();
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}
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void WindowMotionManager::apply(EffectWindow *w, WindowPaintData &data)
{
if (!m_managedWindows.contains(w))
return;
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
data.xTranslate += m_managedWindows[ w ].translation.value().x() - w->x();
data.yTranslate += m_managedWindows[ w ].translation.value().y() - w->y();
data.xScale *= m_managedWindows[ w ].scale.value().x();
data.yScale *= m_managedWindows[ w ].scale.value().y();
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}
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void WindowMotionManager::moveWindow(EffectWindow *w, QPoint target, double scale, double yScale)
{
if (!m_managedWindows.contains(w))
abort(); // Notify the effect author that they did something wrong
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if (yScale == 0.0)
yScale = scale;
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QPointF scalePoint(scale, yScale);
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if (m_managedWindows[ w ].translation.value() == target &&
m_managedWindows[ w ].scale.value() == scalePoint)
return; // Window already at that position
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m_managedWindows[ w ].translation.setTarget(target);
m_managedWindows[ w ].scale.setTarget(scalePoint);
m_movingWindowsSet << w;
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}
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QRectF WindowMotionManager::transformedGeometry(EffectWindow *w) const
{
QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
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geometry.moveTo(m_managedWindows[ w ].translation.value());
geometry.setWidth(geometry.width() * m_managedWindows[ w ].scale.value().x());
geometry.setHeight(geometry.height() * m_managedWindows[ w ].scale.value().y());
return geometry;
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}
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void WindowMotionManager::setTransformedGeometry(EffectWindow *w, const QRectF &geometry)
{
m_managedWindows[ w ].translation.setValue(geometry.topLeft());
m_managedWindows[ w ].scale.setValue(QPointF(geometry.width() / qreal(w->width()),
geometry.height() / qreal(w->height())));
}
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QRectF WindowMotionManager::targetGeometry(EffectWindow *w) const
{
QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
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geometry.moveTo(m_managedWindows[ w ].translation.target());
geometry.setWidth(geometry.width() * m_managedWindows[ w ].scale.target().x());
geometry.setHeight(geometry.height() * m_managedWindows[ w ].scale.target().y());
return geometry;
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}
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EffectWindow* WindowMotionManager::windowAtPoint(QPoint point, bool useStackingOrder) const
{
Q_UNUSED(useStackingOrder);
// TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows
QHash< EffectWindow*, WindowMotion >::ConstIterator it = m_managedWindows.constBegin();
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while (it != m_managedWindows.constEnd()) {
if (transformedGeometry(it.key()).contains(point))
return it.key();
++it;
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}
return NULL;
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}
/***************************************************************
EffectFramePrivate
***************************************************************/
class EffectFramePrivate
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{
public:
EffectFramePrivate();
~EffectFramePrivate();
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bool crossFading;
qreal crossFadeProgress;
};
EffectFramePrivate::EffectFramePrivate()
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: crossFading(false)
, crossFadeProgress(1.0)
{
}
EffectFramePrivate::~EffectFramePrivate()
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{
}
/***************************************************************
EffectFrame
***************************************************************/
EffectFrame::EffectFrame()
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: d(new EffectFramePrivate)
{
}
EffectFrame::~EffectFrame()
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{
delete d;
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}
qreal EffectFrame::crossFadeProgress() const
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{
return d->crossFadeProgress;
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}
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void EffectFrame::setCrossFadeProgress(qreal progress)
{
d->crossFadeProgress = progress;
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}
bool EffectFrame::isCrossFade() const
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{
return d->crossFading;
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}
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void EffectFrame::enableCrossFade(bool enable)
{
d->crossFading = enable;
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}
} // namespace
#include "kwineffects.moc"