kwin/effects/dialogparent.cpp

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/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "dialogparent.h"
#include <client.h>
// Note that currently effects need to be manually enabled in the EffectsHandler
// class constructor (in effects.cpp).
namespace KWinInternal
{
void DialogParentEffect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
{
// How long does it take for the effect to get it's full strength (in ms)
const float changeTime = 200;
// Check if this window has a modal dialog and change the window's
// effect's strength accordingly
bool hasDialog = hasModalWindow(w->window());
if( hasDialog )
{
// Increase effect strength of this window
effectStrength[w] = qMin(1.0f, effectStrength[w] + time/changeTime);
}
else
{
effectStrength[w] = qMax(0.0f, effectStrength[w] - time/changeTime);
}
// Call the next effect
effects->prePaintWindow( w, mask, region, time );
}
void DialogParentEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
{
float s = effectStrength[w];
if(s > 0.0f)
{
// Brightness will be within [1.0; 0.6]
data.brightness *= (1.0 - s * 0.4);
// Saturation within [1.0; 0.4]
data.saturation *= (1.0 - s * 0.6);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
}
void DialogParentEffect::postPaintWindow( Scene::Window* w )
{
float s = effectStrength[w];
// If strength is between 0 and 1, the effect is still in progress and the
// window has to be repainted during the next pass
if( s > 0.0 && s < 1.0 )
w->window()->addDamageFull(); // trigger next animation repaint
// Call the next effect.
effects->postPaintWindow( w );
}
void DialogParentEffect::windowActivated( Toplevel* t )
{
// If this window is a dialog, we need to damage it's parent window, so
// that the effect could be run for it
// Set the window to be faded (or NULL if no window is active).
Client* c = qobject_cast<Client *>(t);
if ( c && c->isModal() )
{
// c is a modal dialog
ClientList mainclients = c->mainClients();
foreach( Client* parent, mainclients )
parent->addDamageFull();
}
}
void DialogParentEffect::windowDeleted( Toplevel* t )
{
// If this window is a dialog, we need to damage it's parent window, so
// that the effect could be run for it
// Set the window to be faded (or NULL if no window is active).
Client* c = qobject_cast<Client *>(t);
if ( c && c->isModal() )
{
// c is a modal dialog
ClientList mainclients = c->mainClients();
foreach( Client* parent, mainclients )
parent->addDamageFull();
}
}
bool DialogParentEffect::hasModalWindow( Toplevel* t )
{
Client* c = qobject_cast<Client *>(t);
if( !c )
return false;
// Check if any of the direct transients (children) of this window is modal
for( ClientList::ConstIterator it = c->transients().begin(); it != c->transients().end(); ++it )
if( (*it)->isModal())
return true;
return false;
}
} // namespace