kwin/effects/slide/slide.cpp

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/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2007 Lubos Lunak <l.lunak@kde.org>
SPDX-FileCopyrightText: 2008 Lucas Murray <lmurray@undefinedfire.com>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
// own
#include "slide.h"
// KConfigSkeleton
#include "slideconfig.h"
namespace KWin
{
SlideEffect::SlideEffect()
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{
initConfig<SlideConfig>();
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reconfigure(ReconfigureAll);
m_timeLine.setEasingCurve(QEasingCurve::OutCubic);
connect(effects, QOverload<int, int, EffectWindow *>::of(&EffectsHandler::desktopChanged),
this, &SlideEffect::desktopChanged);
connect(effects, &EffectsHandler::windowAdded,
this, &SlideEffect::windowAdded);
connect(effects, &EffectsHandler::windowDeleted,
this, &SlideEffect::windowDeleted);
connect(effects, &EffectsHandler::numberDesktopsChanged,
this, &SlideEffect::numberDesktopsChanged);
connect(effects, &EffectsHandler::numberScreensChanged,
this, &SlideEffect::numberScreensChanged);
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}
SlideEffect::~SlideEffect()
{
if (m_active) {
stop();
}
}
bool SlideEffect::supported()
{
return effects->animationsSupported();
}
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void SlideEffect::reconfigure(ReconfigureFlags)
{
SlideConfig::self()->read();
m_timeLine.setDuration(
std::chrono::milliseconds(animationTime<SlideConfig>(500)));
m_hGap = SlideConfig::horizontalGap();
m_vGap = SlideConfig::verticalGap();
m_slideDocks = SlideConfig::slideDocks();
m_slideBackground = SlideConfig::slideBackground();
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}
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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void SlideEffect::prePaintScreen(ScreenPrePaintData &data, std::chrono::milliseconds presentTime)
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{
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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std::chrono::milliseconds delta = std::chrono::milliseconds::zero();
if (m_lastPresentTime.count()) {
delta = presentTime - m_lastPresentTime;
}
m_lastPresentTime = presentTime;
m_timeLine.update(delta);
data.mask |= PAINT_SCREEN_TRANSFORMED
| PAINT_SCREEN_BACKGROUND_FIRST;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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effects->prePaintScreen(data, presentTime);
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}
/**
* Wrap vector @p diff around grid @p w x @p h.
*
* Wrapping is done in such a way that magnitude of x and y component of vector
* @p diff is less than half of @p w and half of @p h, respectively. This will
* result in having the "shortest" path between two points.
*
* @param diff Vector between two points
* @param w Width of the desktop grid
* @param h Height of the desktop grid
*/
inline void wrapDiff(QPoint &diff, int w, int h)
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{
if (diff.x() > w/2) {
diff.setX(diff.x() - w);
} else if (diff.x() < -w/2) {
diff.setX(diff.x() + w);
}
if (diff.y() > h/2) {
diff.setY(diff.y() - h);
} else if (diff.y() < -h/2) {
diff.setY(diff.y() + h);
}
}
inline QRegion buildClipRegion(const QPoint &pos, int w, int h)
{
const QSize screenSize = effects->virtualScreenSize();
QRegion r = QRect(pos, screenSize);
if (effects->optionRollOverDesktops()) {
r |= (r & QRect(-w, 0, w, h)).translated(w, 0); // W
r |= (r & QRect(w, 0, w, h)).translated(-w, 0); // E
r |= (r & QRect(0, -h, w, h)).translated(0, h); // N
r |= (r & QRect(0, h, w, h)).translated(0, -h); // S
r |= (r & QRect(-w, -h, w, h)).translated(w, h); // NW
r |= (r & QRect(w, -h, w, h)).translated(-w, h); // NE
r |= (r & QRect(w, h, w, h)).translated(-w, -h); // SE
r |= (r & QRect(-w, h, w, h)).translated(w, -h); // SW
}
return r;
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}
void SlideEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData &data)
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{
const bool wrap = effects->optionRollOverDesktops();
const int w = workspaceWidth();
const int h = workspaceHeight();
QPoint currentPos = m_startPos + m_diff * m_timeLine.value();
// When "Desktop navigation wraps around" checkbox is checked, currentPos
// can be outside the rectangle Rect{x:-w, y:-h, width:2*w, height: 2*h},
// so we map currentPos back to the rect.
if (wrap) {
currentPos.setX(currentPos.x() % w);
currentPos.setY(currentPos.y() % h);
}
QVector<int> visibleDesktops;
visibleDesktops.reserve(4); // 4 - maximum number of visible desktops
const QRegion clipRegion = buildClipRegion(currentPos, w, h);
for (int i = 1; i <= effects->numberOfDesktops(); i++) {
const QRect desktopGeo = desktopGeometry(i);
if (!clipRegion.contains(desktopGeo)) {
continue;
}
visibleDesktops << i;
}
// When we enter a virtual desktop that has a window in fullscreen mode,
// stacking order is fine. When we leave a virtual desktop that has
// a window in fullscreen mode, stacking order is no longer valid
// because panels are raised above the fullscreen window. Construct
// a list of fullscreen windows, so we can decide later whether
// docks should be visible on different virtual desktops.
if (m_slideDocks) {
const auto windows = effects->stackingOrder();
m_paintCtx.fullscreenWindows.clear();
for (EffectWindow *w : windows) {
if (!w->isFullScreen()) {
continue;
}
m_paintCtx.fullscreenWindows << w;
}
}
// If screen is painted with either PAINT_SCREEN_TRANSFORMED or
// PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS there is no clipping!!
// Push the screen geometry to the paint clipper so everything outside
// of the screen geometry is clipped.
PaintClipper pc(QRegion(effects->virtualScreenGeometry()));
// Screen is painted in several passes. Each painting pass paints
// a single virtual desktop. There could be either 2 or 4 painting
// passes, depending how an user moves between virtual desktops.
// Windows, such as docks or keep-above windows, are painted in
// the last pass so they are above other windows.
m_paintCtx.firstPass = true;
const int lastDesktop = visibleDesktops.last();
for (int desktop : qAsConst(visibleDesktops)) {
m_paintCtx.desktop = desktop;
m_paintCtx.lastPass = (lastDesktop == desktop);
m_paintCtx.translation = desktopCoords(desktop) - currentPos;
if (wrap) {
wrapDiff(m_paintCtx.translation, w, h);
}
effects->paintScreen(mask, region, data);
m_paintCtx.firstPass = false;
}
}
/**
* Decide whether given window @p w should be transformed/translated.
* @returns @c true if given window @p w should be transformed, otherwise @c false
*/
bool SlideEffect::isTranslated(const EffectWindow *w) const
{
if (w->isOnAllDesktops()) {
if (w->isDock()) {
return m_slideDocks;
}
if (w->isDesktop()) {
return m_slideBackground;
}
return false;
} else if (w == m_movingWindow) {
return false;
} else if (w->isOnDesktop(m_paintCtx.desktop)) {
return true;
}
return false;
}
/**
* Decide whether given window @p w should be painted.
* @returns @c true if given window @p w should be painted, otherwise @c false
*/
bool SlideEffect::isPainted(const EffectWindow *w) const
{
if (w->isOnAllDesktops()) {
if (w->isDock()) {
if (!m_slideDocks) {
return m_paintCtx.lastPass;
}
for (const EffectWindow *fw : qAsConst(m_paintCtx.fullscreenWindows)) {
if (fw->isOnDesktop(m_paintCtx.desktop)
&& fw->screen() == w->screen()) {
return false;
}
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}
return true;
}
if (w->isDesktop()) {
// If desktop background is not being slided, draw it only
// in the first pass. Otherwise, desktop backgrounds from
// follow-up virtual desktops will be drawn above windows
// from previous virtual desktops.
return m_slideBackground || m_paintCtx.firstPass;
}
// In order to make sure that 'keep above' windows are above
// other windows during transition to another virtual desktop,
// they should be painted in the last pass.
if (w->keepAbove()) {
return m_paintCtx.lastPass;
}
return true;
} else if (w == m_movingWindow) {
return m_paintCtx.lastPass;
} else if (w->isOnDesktop(m_paintCtx.desktop)) {
return true;
}
return false;
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}
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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void SlideEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime)
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{
const bool painted = isPainted(w);
if (painted) {
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
} else {
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
}
if (painted && isTranslated(w)) {
data.setTransformed();
}
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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effects->prePaintWindow(w, data, presentTime);
}
void SlideEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
if (isTranslated(w)) {
data += m_paintCtx.translation;
}
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effects->paintWindow(w, mask, region, data);
}
void SlideEffect::postPaintScreen()
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{
if (m_timeLine.done()) {
stop();
}
effects->addRepaintFull();
effects->postPaintScreen();
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}
/**
* Get position of the top-left corner of desktop @p id within desktop grid with gaps.
* @param id ID of a virtual desktop
*/
QPoint SlideEffect::desktopCoords(int id) const
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{
QPoint c = effects->desktopCoords(id);
const QPoint gridPos = effects->desktopGridCoords(id);
c.setX(c.x() + m_hGap * gridPos.x());
c.setY(c.y() + m_vGap * gridPos.y());
return c;
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}
/**
* Get geometry of desktop @p id within desktop grid with gaps.
* @param id ID of a virtual desktop
*/
QRect SlideEffect::desktopGeometry(int id) const
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{
QRect g = effects->virtualScreenGeometry();
g.translate(desktopCoords(id));
return g;
}
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/**
* Get width of a virtual desktop grid.
*/
int SlideEffect::workspaceWidth() const
{
int w = effects->workspaceWidth();
w += m_hGap * effects->desktopGridWidth();
return w;
}
/**
* Get height of a virtual desktop grid.
*/
int SlideEffect::workspaceHeight() const
{
int h = effects->workspaceHeight();
h += m_vGap * effects->desktopGridHeight();
return h;
}
bool SlideEffect::shouldElevate(const EffectWindow *w) const
{
// Static docks(i.e. this effect doesn't slide docks) should be elevated
// so they can properly animate themselves when an user enters or leaves
// a virtual desktop with a window in fullscreen mode.
return w->isDock() && !m_slideDocks;
}
void SlideEffect::start(int old, int current, EffectWindow *movingWindow)
{
m_movingWindow = movingWindow;
const bool wrap = effects->optionRollOverDesktops();
const int w = workspaceWidth();
const int h = workspaceHeight();
if (m_active) {
QPoint passed = m_diff * m_timeLine.value();
QPoint currentPos = m_startPos + passed;
QPoint delta = desktopCoords(current) - desktopCoords(old);
if (wrap) {
wrapDiff(delta, w, h);
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}
m_diff += delta - passed;
m_startPos = currentPos;
// TODO: Figure out how to smooth movement.
m_timeLine.reset();
return;
}
const auto windows = effects->stackingOrder();
for (EffectWindow *w : windows) {
if (shouldElevate(w)) {
effects->setElevatedWindow(w, true);
m_elevatedWindows << w;
}
w->setData(WindowForceBackgroundContrastRole, QVariant(true));
w->setData(WindowForceBlurRole, QVariant(true));
}
m_diff = desktopCoords(current) - desktopCoords(old);
if (wrap) {
wrapDiff(m_diff, w, h);
}
m_startPos = desktopCoords(old);
m_timeLine.reset();
m_active = true;
effects->setActiveFullScreenEffect(this);
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effects->addRepaintFull();
}
void SlideEffect::stop()
{
const EffectWindowList windows = effects->stackingOrder();
for (EffectWindow *w : windows) {
w->setData(WindowForceBackgroundContrastRole, QVariant());
w->setData(WindowForceBlurRole, QVariant());
}
for (EffectWindow *w : m_elevatedWindows) {
effects->setElevatedWindow(w, false);
}
m_elevatedWindows.clear();
m_paintCtx.fullscreenWindows.clear();
m_movingWindow = nullptr;
m_active = false;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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m_lastPresentTime = std::chrono::milliseconds::zero();
effects->setActiveFullScreenEffect(nullptr);
}
void SlideEffect::desktopChanged(int old, int current, EffectWindow *with)
{
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this) {
return;
}
start(old, current, with);
}
void SlideEffect::windowAdded(EffectWindow *w)
{
if (!m_active) {
return;
}
if (shouldElevate(w)) {
effects->setElevatedWindow(w, true);
m_elevatedWindows << w;
}
w->setData(WindowForceBackgroundContrastRole, QVariant(true));
w->setData(WindowForceBlurRole, QVariant(true));
}
void SlideEffect::windowDeleted(EffectWindow *w)
{
if (!m_active) {
return;
}
if (w == m_movingWindow) {
m_movingWindow = nullptr;
}
m_elevatedWindows.removeAll(w);
m_paintCtx.fullscreenWindows.removeAll(w);
}
void SlideEffect::numberDesktopsChanged(uint)
{
if (!m_active) {
return;
}
stop();
}
void SlideEffect::numberScreensChanged()
{
if (!m_active) {
return;
}
stop();
}
} // namespace KWin