kwin/effects/flipswitch/flipswitch.cpp

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2020-08-02 22:22:19 +00:00
/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2008, 2009 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "flipswitch.h"
// KConfigSkeleton
#include "flipswitchconfig.h"
#include <QAction>
#include <kwinconfig.h>
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#include <QKeyEvent>
#include <KGlobalAccel>
#include <KLocalizedString>
#include <kwinglutils.h>
#include <cmath>
namespace KWin
{
FlipSwitchEffect::FlipSwitchEffect()
: m_selectedWindow(nullptr)
, m_currentAnimationEasingCurve(QEasingCurve::InOutSine)
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())
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, m_active(false)
, m_start(false)
, m_stop(false)
, m_animation(false)
, m_hasKeyboardGrab(false)
, m_captionFrame(nullptr)
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{
initConfig<FlipSwitchConfig>();
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reconfigure(ReconfigureAll);
// Caption frame
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m_captionFont.setBold(true);
m_captionFont.setPointSize(m_captionFont.pointSize() * 2);
QAction* flipSwitchCurrentAction = new QAction(this);
flipSwitchCurrentAction->setObjectName(QStringLiteral("FlipSwitchCurrent"));
flipSwitchCurrentAction->setText(i18n("Toggle Flip Switch (Current desktop)"));
KGlobalAccel::self()->setShortcut(flipSwitchCurrentAction, QList<QKeySequence>());
m_shortcutCurrent = KGlobalAccel::self()->shortcut(flipSwitchCurrentAction);
effects->registerGlobalShortcut(QKeySequence(), flipSwitchCurrentAction);
connect(flipSwitchCurrentAction, &QAction::triggered, this, &FlipSwitchEffect::toggleActiveCurrent);
QAction* flipSwitchAllAction = new QAction(this);
flipSwitchAllAction->setObjectName(QStringLiteral("FlipSwitchAll"));
flipSwitchAllAction->setText(i18n("Toggle Flip Switch (All desktops)"));
KGlobalAccel::self()->setShortcut(flipSwitchAllAction, QList<QKeySequence>());
effects->registerGlobalShortcut(QKeySequence(), flipSwitchAllAction);
m_shortcutAll = KGlobalAccel::self()->shortcut(flipSwitchAllAction);
connect(flipSwitchAllAction, &QAction::triggered, this, &FlipSwitchEffect::toggleActiveAllDesktops);
connect(KGlobalAccel::self(), &KGlobalAccel::globalShortcutChanged, this, &FlipSwitchEffect::globalShortcutChanged);
connect(effects, &EffectsHandler::windowAdded, this, &FlipSwitchEffect::slotWindowAdded);
connect(effects, &EffectsHandler::windowClosed, this, &FlipSwitchEffect::slotWindowClosed);
connect(effects, &EffectsHandler::tabBoxAdded, this, &FlipSwitchEffect::slotTabBoxAdded);
connect(effects, &EffectsHandler::tabBoxClosed, this, &FlipSwitchEffect::slotTabBoxClosed);
connect(effects, &EffectsHandler::tabBoxUpdated, this, &FlipSwitchEffect::slotTabBoxUpdated);
connect(effects, &EffectsHandler::tabBoxKeyEvent, this, &FlipSwitchEffect::slotTabBoxKeyEvent);
connect(effects, &EffectsHandler::screenAboutToLock, this, [this]() {
setActive(false, AllDesktopsMode);
setActive(false, CurrentDesktopMode);
});
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}
FlipSwitchEffect::~FlipSwitchEffect()
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{
delete m_captionFrame;
}
bool FlipSwitchEffect::supported()
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{
return effects->isOpenGLCompositing() && effects->animationsSupported();
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}
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void FlipSwitchEffect::reconfigure(ReconfigureFlags)
{
FlipSwitchConfig::self()->read();
m_tabbox = FlipSwitchConfig::tabBox();
m_tabboxAlternative = FlipSwitchConfig::tabBoxAlternative();
const int duration = animationTime<FlipSwitchConfig>(200);
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m_timeLine.setDuration(duration);
m_startStopTimeLine.setDuration(duration);
m_angle = FlipSwitchConfig::angle();
m_xPosition = FlipSwitchConfig::xPosition() / 100.0f;
m_yPosition = FlipSwitchConfig::yPosition() / 100.0f;
m_windowTitle = FlipSwitchConfig::windowTitle();
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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 FlipSwitchEffect::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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int time = 0;
if (m_lastPresentTime.count()) {
time = (presentTime - m_lastPresentTime).count();
}
m_lastPresentTime = presentTime;
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if (m_active) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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if (m_start)
m_startStopTimeLine.setCurrentTime(m_startStopTimeLine.currentTime() + time);
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if (m_stop && m_scheduledDirections.isEmpty())
m_startStopTimeLine.setCurrentTime(m_startStopTimeLine.currentTime() - time);
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if (m_animation)
m_timeLine.setCurrentTime(m_timeLine.currentTime() + time);
}
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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}
void FlipSwitchEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData& data)
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{
effects->paintScreen(mask, region, data);
if (m_active) {
EffectWindowList tempList;
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if (m_mode == TabboxMode)
tempList = effects->currentTabBoxWindowList();
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else {
// we have to setup the list
// using stacking order directly is not possible
// as not each window in stacking order is shown
// TODO: store list instead of calculating in each frame?
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foreach (EffectWindow * w, effects->stackingOrder()) {
if (m_windows.contains(w))
tempList.append(w);
}
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}
m_flipOrderedWindows.clear();
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int index = tempList.indexOf(m_selectedWindow);
int tabIndex = index;
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if (m_mode == TabboxMode) {
foreach (SwitchingDirection direction, m_scheduledDirections) { // krazy:exclude=foreach
if (direction == DirectionBackward)
index++;
else
index--;
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if (index < 0)
index = tempList.count() + index;
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if (index >= tempList.count())
index = index % tempList.count();
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}
tabIndex = index;
EffectWindow* w = nullptr;
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if (!m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward) {
index--;
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if (index < 0)
index = tempList.count() + index;
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w = tempList.at(index);
}
for (int i = index - 1; i >= 0; i--)
m_flipOrderedWindows.append(tempList.at(i));
for (int i = effects->currentTabBoxWindowList().count() - 1; i >= index; i--)
m_flipOrderedWindows.append(tempList.at(i));
if (w) {
m_flipOrderedWindows.removeAll(w);
m_flipOrderedWindows.append(w);
}
} else {
foreach (SwitchingDirection direction, m_scheduledDirections) { // krazy:exclude=foreach
if (direction == DirectionForward)
index++;
else
index--;
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if (index < 0)
index = tempList.count() - 1;
if (index >= tempList.count())
index = 0;
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}
tabIndex = index;
EffectWindow* w = nullptr;
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if (!m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward) {
index++;
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if (index >= tempList.count())
index = 0;
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}
// sort from stacking order
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for (int i = index + 1; i < tempList.count(); i++)
m_flipOrderedWindows.append(tempList.at(i));
for (int i = 0; i <= index; i++)
m_flipOrderedWindows.append(tempList.at(i));
if (w) {
m_flipOrderedWindows.removeAll(w);
m_flipOrderedWindows.append(w);
}
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}
int winMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_TRANSLUCENT;
// fade in/out one window at the end of the stack during animation
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if (m_animation && !m_scheduledDirections.isEmpty()) {
EffectWindow* w = m_flipOrderedWindows.last();
if (ItemInfo *info = m_windows.value(w,0)) {
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WindowPaintData data(w);
if (effects->numScreens() > 1) {
data.setProjectionMatrix(m_projectionMatrix);
data.setModelViewMatrix(m_modelviewMatrix);
}
data.setRotationAxis(Qt::YAxis);
data.setRotationAngle(m_angle * m_startStopTimeLine.currentValue());
data.setOpacity(info->opacity);
data.setBrightness(info->brightness);
data.setSaturation(info->saturation);
int distance = tempList.count() - 1;
float zDistance = 500.0f;
data.translate(- (w->x() - m_screenArea.x() + data.xTranslation()) * m_startStopTimeLine.currentValue());
data.translate(m_screenArea.width() * m_xPosition * m_startStopTimeLine.currentValue(),
(m_screenArea.y() + m_screenArea.height() * m_yPosition - (w->y() + w->height() + data.yTranslation())) * m_startStopTimeLine.currentValue());
data.translate(- (m_screenArea.width() * 0.25f) * distance * m_startStopTimeLine.currentValue(),
- (m_screenArea.height() * 0.10f) * distance * m_startStopTimeLine.currentValue(),
- (zDistance * distance) * m_startStopTimeLine.currentValue());
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if (m_scheduledDirections.head() == DirectionForward)
data.multiplyOpacity(0.8 * m_timeLine.currentValue());
else
data.multiplyOpacity(0.8 * (1.0 - m_timeLine.currentValue()));
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if (effects->numScreens() > 1) {
adjustWindowMultiScreen(w, data);
}
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effects->drawWindow(w, winMask, infiniteRegion(), data);
}
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}
foreach (EffectWindow *w, m_flipOrderedWindows) {
ItemInfo *info = m_windows.value(w,0);
if (!info)
continue;
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WindowPaintData data(w);
if (effects->numScreens() > 1) {
data.setProjectionMatrix(m_projectionMatrix);
data.setModelViewMatrix(m_modelviewMatrix);
}
data.setRotationAxis(Qt::YAxis);
data.setRotationAngle(m_angle * m_startStopTimeLine.currentValue());
data.setOpacity(info->opacity);
data.setBrightness(info->brightness);
data.setSaturation(info->saturation);
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int windowIndex = tempList.indexOf(w);
int distance;
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if (m_mode == TabboxMode) {
if (windowIndex < tabIndex)
distance = tempList.count() - (tabIndex - windowIndex);
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else if (windowIndex > tabIndex)
distance = windowIndex - tabIndex;
else
distance = 0;
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} else {
distance = m_flipOrderedWindows.count() - m_flipOrderedWindows.indexOf(w) - 1;
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if (!m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward) {
distance--;
}
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}
if (!m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward) {
if (w == m_flipOrderedWindows.last()) {
distance = -1;
data.multiplyOpacity(m_timeLine.currentValue());
}
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}
float zDistance = 500.0f;
data.translate(- (w->x() - m_screenArea.x() + data.xTranslation()) * m_startStopTimeLine.currentValue());
data.translate(m_screenArea.width() * m_xPosition * m_startStopTimeLine.currentValue(),
(m_screenArea.y() + m_screenArea.height() * m_yPosition - (w->y() + w->height() + data.yTranslation())) * m_startStopTimeLine.currentValue());
data.translate(-(m_screenArea.width() * 0.25f) * distance * m_startStopTimeLine.currentValue(),
-(m_screenArea.height() * 0.10f) * distance * m_startStopTimeLine.currentValue(),
-(zDistance * distance) * m_startStopTimeLine.currentValue());
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if (m_animation && !m_scheduledDirections.isEmpty()) {
if (m_scheduledDirections.head() == DirectionForward) {
data.translate((m_screenArea.width() * 0.25f) * m_timeLine.currentValue(),
(m_screenArea.height() * 0.10f) * m_timeLine.currentValue(),
zDistance * m_timeLine.currentValue());
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if (distance == 0)
data.multiplyOpacity((1.0 - m_timeLine.currentValue()));
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} else {
data.translate(- (m_screenArea.width() * 0.25f) * m_timeLine.currentValue(),
- (m_screenArea.height() * 0.10f) * m_timeLine.currentValue(),
- zDistance * m_timeLine.currentValue());
}
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}
data.multiplyOpacity((0.8 + 0.2 * (1.0 - m_startStopTimeLine.currentValue())));
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if (effects->numScreens() > 1) {
adjustWindowMultiScreen(w, data);
}
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effects->drawWindow(w, winMask, infiniteRegion(), data);
}
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if (m_windowTitle) {
// Render the caption frame
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if (m_animation) {
m_captionFrame->setCrossFadeProgress(m_timeLine.currentValue());
}
m_captionFrame->render(region, m_startStopTimeLine.currentValue());
}
}
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}
void FlipSwitchEffect::postPaintScreen()
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{
if (m_active) {
if (m_start && m_startStopTimeLine.currentValue() == 1.0f) {
m_start = false;
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if (!m_scheduledDirections.isEmpty()) {
m_animation = true;
m_timeLine.setCurrentTime(0);
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if (m_scheduledDirections.count() == 1) {
m_currentAnimationEasingCurve = QEasingCurve::OutSine;
m_timeLine.setEasingCurve(m_currentAnimationEasingCurve);
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} else {
m_currentAnimationEasingCurve = QEasingCurve::Linear;
m_timeLine.setEasingCurve(m_currentAnimationEasingCurve);
}
}
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effects->addRepaintFull();
}
if (m_stop && m_startStopTimeLine.currentValue() == 0.0f) {
m_stop = false;
m_active = false;
m_captionFrame->free();
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);
effects->addRepaintFull();
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qDeleteAll(m_windows);
m_windows.clear();
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}
if (m_animation && m_timeLine.currentValue() == 1.0f) {
m_timeLine.setCurrentTime(0);
m_scheduledDirections.dequeue();
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if (m_scheduledDirections.isEmpty()) {
m_animation = false;
effects->addRepaintFull();
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} else {
if (m_scheduledDirections.count() == 1) {
if (m_stop)
m_currentAnimationEasingCurve = QEasingCurve::Linear;
else
m_currentAnimationEasingCurve = QEasingCurve::OutSine;
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} else {
m_currentAnimationEasingCurve = QEasingCurve::Linear;
}
m_timeLine.setEasingCurve(m_currentAnimationEasingCurve);
}
}
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if (m_start || m_stop || m_animation)
effects->addRepaintFull();
}
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effects->postPaintScreen();
}
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 FlipSwitchEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, std::chrono::milliseconds presentTime)
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{
if (m_active) {
if (m_windows.contains(w)) {
data.setTransformed();
data.setTranslucent();
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if (!w->isOnCurrentDesktop())
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
if (w->isMinimized())
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE);
} else {
if ((m_start || m_stop) && !w->isDesktop() && w->isOnCurrentDesktop())
data.setTranslucent();
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else if (!w->isDesktop())
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
}
}
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);
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}
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void FlipSwitchEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (m_active) {
ItemInfo *info = m_windows.value(w,0);
if (info) {
info->opacity = data.opacity();
info->brightness = data.brightness();
info->saturation = data.saturation();
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}
// fade out all windows not in window list except the desktops
const bool isFader = (m_start || m_stop) && !info && !w->isDesktop();
if (isFader)
data.multiplyOpacity((1.0 - m_startStopTimeLine.currentValue()));
// if not a fader or the desktop, skip painting here to prevent flicker
if (!(isFader || w->isDesktop()))
return;
}
effects->paintWindow(w, mask, region, data);
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}
//*************************************************************
// Tabbox handling
//*************************************************************
void FlipSwitchEffect::slotTabBoxAdded(int mode)
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{
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
return;
// only for windows mode
effects->setShowingDesktop(false);
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if (((mode == TabBoxWindowsMode && m_tabbox) ||
(mode == TabBoxWindowsAlternativeMode && m_tabboxAlternative) ||
(mode == TabBoxCurrentAppWindowsMode && m_tabbox) ||
(mode == TabBoxCurrentAppWindowsAlternativeMode && m_tabboxAlternative))
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&& (!m_active || (m_active && m_stop))
&& !effects->currentTabBoxWindowList().isEmpty()) {
setActive(true, TabboxMode);
if (m_active)
effects->refTabBox();
}
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}
void FlipSwitchEffect::slotTabBoxClosed()
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{
if (m_active) {
setActive(false, TabboxMode);
effects->unrefTabBox();
}
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}
void FlipSwitchEffect::slotTabBoxUpdated()
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{
if (m_active && !m_stop) {
if (!effects->currentTabBoxWindowList().isEmpty()) {
// determine the switch direction
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if (m_selectedWindow != effects->currentTabBoxWindow()) {
if (m_selectedWindow != nullptr) {
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int old_index = effects->currentTabBoxWindowList().indexOf(m_selectedWindow);
int new_index = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow());
SwitchingDirection new_direction;
int distance = new_index - old_index;
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if (distance > 0)
new_direction = DirectionForward;
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if (distance < 0)
new_direction = DirectionBackward;
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if (effects->currentTabBoxWindowList().count() == 2) {
new_direction = DirectionForward;
distance = 1;
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}
if (distance != 0) {
distance = abs(distance);
int tempDistance = effects->currentTabBoxWindowList().count() - distance;
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if (tempDistance < abs(distance)) {
distance = tempDistance;
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if (new_direction == DirectionForward)
new_direction = DirectionBackward;
else
new_direction = DirectionForward;
}
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scheduleAnimation(new_direction, distance);
}
}
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m_selectedWindow = effects->currentTabBoxWindow();
updateCaption();
}
}
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effects->addRepaintFull();
}
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}
//*************************************************************
// Window adding/removing handling
//*************************************************************
void FlipSwitchEffect::slotWindowAdded(EffectWindow* w)
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{
if (m_active && isSelectableWindow(w)) {
m_windows[ w ] = new ItemInfo;
}
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}
void FlipSwitchEffect::slotWindowClosed(EffectWindow* w)
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{
if (m_selectedWindow == w)
m_selectedWindow = nullptr;
if (m_active) {
QHash< const EffectWindow*, ItemInfo* >::iterator it = m_windows.find(w);
if (it != m_windows.end()) {
delete *it;
m_windows.erase(it);
}
}
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}
//*************************************************************
// Activation
//*************************************************************
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void FlipSwitchEffect::setActive(bool activate, FlipSwitchMode mode)
{
if (activate) {
// effect already active, do some sanity checks
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if (m_active) {
if (m_stop) {
if (mode != m_mode) {
// only the same mode may reactivate the effect
return;
}
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} else {
// active, but not scheduled for closing -> abort
return;
}
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}
m_mode = mode;
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foreach (EffectWindow * w, effects->stackingOrder()) {
if (isSelectableWindow(w) && !m_windows.contains(w))
m_windows[ w ] = new ItemInfo;
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}
if (m_windows.isEmpty())
return;
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effects->setActiveFullScreenEffect(this);
m_active = true;
m_start = true;
m_startStopTimeLine.setEasingCurve(QEasingCurve::InOutSine);
m_activeScreen = effects->activeScreen();
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m_screenArea = effects->clientArea(ScreenArea, m_activeScreen, effects->currentDesktop());
if (effects->numScreens() > 1) {
// unfortunatelly we have to change the projection matrix in dual screen mode
// code is copied from Coverswitch
QRect fullRect = effects->clientArea(FullArea, m_activeScreen, effects->currentDesktop());
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * std::tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
if (m_screenArea.width() != fullRect.width()) {
if (m_screenArea.x() == 0) {
// horizontal layout: left screen
xmin *= (float)m_screenArea.width() / (float)fullRect.width();
xmax *= (fullRect.width() - 0.5f * m_screenArea.width()) / (0.5f * fullRect.width());
} else {
// horizontal layout: right screen
xmin *= (fullRect.width() - 0.5f * m_screenArea.width()) / (0.5f * fullRect.width());
xmax *= (float)m_screenArea.width() / (float)fullRect.width();
}
}
if (m_screenArea.height() != fullRect.height()) {
if (m_screenArea.y() == 0) {
// vertical layout: top screen
ymin *= (fullRect.height() - 0.5f * m_screenArea.height()) / (0.5f * fullRect.height());
ymax *= (float)m_screenArea.height() / (float)fullRect.height();
} else {
// vertical layout: bottom screen
ymin *= (float)m_screenArea.height() / (float)fullRect.height();
ymax *= (fullRect.height() - 0.5f * m_screenArea.height()) / (0.5f * fullRect.height());
}
}
m_projectionMatrix = QMatrix4x4();
m_projectionMatrix.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
const float scaleFactor = 1.1f / zNear;
// Create a second matrix that transforms screen coordinates
// to world coordinates.
QMatrix4x4 matrix;
matrix.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
matrix.scale( (xmax - xmin) * scaleFactor / fullRect.width(),
-(ymax - ymin) * scaleFactor / fullRect.height(),
0.001);
// Combine the matrices
m_projectionMatrix *= matrix;
m_modelviewMatrix = QMatrix4x4();
m_modelviewMatrix.translate(m_screenArea.x(), m_screenArea.y(), 0.0);
}
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if (m_stop) {
// effect is still closing from last usage
m_stop = false;
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} else {
// things to do only when there is no closing animation
m_scheduledDirections.clear();
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}
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switch(m_mode) {
case TabboxMode:
m_selectedWindow = effects->currentTabBoxWindow();
effects->startMouseInterception(this, Qt::ArrowCursor);
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break;
case CurrentDesktopMode:
m_selectedWindow = effects->activeWindow();
effects->startMouseInterception(this, Qt::BlankCursor);
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m_hasKeyboardGrab = effects->grabKeyboard(this);
break;
case AllDesktopsMode:
m_selectedWindow = effects->activeWindow();
effects->startMouseInterception(this, Qt::BlankCursor);
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m_hasKeyboardGrab = effects->grabKeyboard(this);
break;
}
// Setup caption frame geometry
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QRect frameRect = QRect(m_screenArea.width() * 0.25f + m_screenArea.x(),
m_screenArea.height() * 0.1f + m_screenArea.y() - QFontMetrics(m_captionFont).height(),
m_screenArea.width() * 0.5f,
QFontMetrics(m_captionFont).height());
if (!m_captionFrame) {
m_captionFrame = effects->effectFrame(EffectFrameStyled);
m_captionFrame->setFont(m_captionFont);
m_captionFrame->enableCrossFade(true);
}
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m_captionFrame->setGeometry(frameRect);
m_captionFrame->setIconSize(QSize(frameRect.height(), frameRect.height()));
updateCaption();
effects->addRepaintFull();
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} else {
// only deactivate if mode is current mode
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if (mode != m_mode)
return;
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if (m_start && m_scheduledDirections.isEmpty()) {
m_start = false;
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}
m_stop = true;
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if (m_animation) {
m_startStopTimeLine.setEasingCurve(QEasingCurve::OutSine);
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if (m_scheduledDirections.count() == 1) {
if (m_currentAnimationEasingCurve == QEasingCurve::InOutSine)
m_currentAnimationEasingCurve = QEasingCurve::InSine;
else if (m_currentAnimationEasingCurve == QEasingCurve::OutSine)
m_currentAnimationEasingCurve = QEasingCurve::Linear;
m_timeLine.setEasingCurve(m_currentAnimationEasingCurve);
}
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} else
m_startStopTimeLine.setEasingCurve(QEasingCurve::InOutSine);
effects->stopMouseInterception(this);
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if (m_hasKeyboardGrab) {
effects->ungrabKeyboard();
m_hasKeyboardGrab = false;
}
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effects->addRepaintFull();
}
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}
void FlipSwitchEffect::toggleActiveAllDesktops()
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{
if (m_active) {
if (m_stop) {
// reactivate if stopping
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setActive(true, AllDesktopsMode);
} else {
// deactivate if not stopping
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setActive(false, AllDesktopsMode);
}
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} else {
setActive(true, AllDesktopsMode);
}
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}
void FlipSwitchEffect::toggleActiveCurrent()
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{
if (m_active) {
if (m_stop) {
// reactivate if stopping
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setActive(true, CurrentDesktopMode);
} else {
// deactivate if not stopping
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setActive(false, CurrentDesktopMode);
}
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} else {
setActive(true, CurrentDesktopMode);
}
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}
//*************************************************************
// Helper function
//*************************************************************
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bool FlipSwitchEffect::isSelectableWindow(EffectWindow* w) const
{
// desktop windows might be included
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if ((w->isSpecialWindow() && !w->isDesktop()) || w->isUtility())
return false;
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if (w->isDesktop())
return (m_mode == TabboxMode && effects->currentTabBoxWindowList().contains(w));
if (w->isDeleted())
return false;
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if (!w->acceptsFocus())
return false;
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switch(m_mode) {
case TabboxMode:
return effects->currentTabBoxWindowList().contains(w);
case CurrentDesktopMode:
return w->isOnCurrentDesktop();
case AllDesktopsMode:
//nothing special
break;
}
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return true;
}
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void FlipSwitchEffect::scheduleAnimation(const SwitchingDirection& direction, int distance)
{
if (m_start) {
// start is still active so change the shape to have a nice transition
m_startStopTimeLine.setEasingCurve(QEasingCurve::InSine);
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}
if (!m_animation && !m_start) {
m_animation = true;
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m_scheduledDirections.enqueue(direction);
distance--;
// reset shape just to make sure
m_currentAnimationEasingCurve = QEasingCurve::InOutSine;
m_timeLine.setEasingCurve(m_currentAnimationEasingCurve);
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}
for (int i = 0; i < distance; i++) {
if (m_scheduledDirections.count() > 1 && m_scheduledDirections.last() != direction)
m_scheduledDirections.pop_back();
else
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m_scheduledDirections.enqueue(direction);
if (m_scheduledDirections.count() == m_windows.count() + 1) {
SwitchingDirection temp = m_scheduledDirections.dequeue();
m_scheduledDirections.clear();
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m_scheduledDirections.enqueue(temp);
}
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}
if (m_scheduledDirections.count() > 1) {
QEasingCurve curve;
switch (m_currentAnimationEasingCurve.type()) {
case QEasingCurve::InOutSine:
curve = QEasingCurve::InSine;
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break;
case QEasingCurve::OutSine:
curve = QEasingCurve::Linear;
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break;
default:
curve = m_currentAnimationEasingCurve;
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}
if (m_currentAnimationEasingCurve != curve) {
m_currentAnimationEasingCurve = curve;
m_timeLine.setEasingCurve(curve);
}
}
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}
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void FlipSwitchEffect::adjustWindowMultiScreen(const KWin::EffectWindow* w, WindowPaintData& data)
{
if (effects->numScreens() <= 1)
return;
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QRect clientRect = effects->clientArea(FullScreenArea, w->screen(), effects->currentDesktop());
QRect rect = effects->clientArea(ScreenArea, m_activeScreen, effects->currentDesktop());
QRect fullRect = effects->clientArea(FullArea, m_activeScreen, effects->currentDesktop());
if (w->screen() == m_activeScreen) {
if (clientRect.width() != fullRect.width() && clientRect.x() != fullRect.x()) {
data.translate(- clientRect.x());
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}
if (clientRect.height() != fullRect.height() && clientRect.y() != fullRect.y()) {
data.translate(0.0, - clientRect.y());
}
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} else {
if (clientRect.width() != fullRect.width() && clientRect.x() < rect.x()) {
data.translate(- (m_screenArea.x() - clientRect.x()));
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}
if (clientRect.height() != fullRect.height() && clientRect.y() < m_screenArea.y()) {
data.translate(0.0, - (m_screenArea.y() - clientRect.y()));
}
}
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}
void FlipSwitchEffect::selectNextOrPreviousWindow(bool forward)
{
if (!m_active || !m_selectedWindow) {
return;
}
const int index = effects->currentTabBoxWindowList().indexOf(m_selectedWindow);
int newIndex = index;
if (forward) {
++newIndex;
} else {
--newIndex;
}
if (newIndex == effects->currentTabBoxWindowList().size()) {
newIndex = 0;
} else if (newIndex < 0) {
newIndex = effects->currentTabBoxWindowList().size() -1;
}
if (index == newIndex) {
return;
}
effects->setTabBoxWindow(effects->currentTabBoxWindowList().at(newIndex));
}
//*************************************************************
// Keyboard handling
//*************************************************************
void FlipSwitchEffect::globalShortcutChanged(QAction *action, const QKeySequence &shortcut)
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{
if (action->objectName() == QStringLiteral("FlipSwitchAll")) {
m_shortcutAll.clear();
m_shortcutAll.append(shortcut);
} else if (action->objectName() == QStringLiteral("FlipSwitchCurrent")) {
m_shortcutCurrent.clear();
m_shortcutCurrent.append(shortcut);
}
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}
void FlipSwitchEffect::grabbedKeyboardEvent(QKeyEvent* e)
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{
if (e->type() == QEvent::KeyPress) {
// check for global shortcuts
// HACK: keyboard grab disables the global shortcuts so we have to check for global shortcut (bug 156155)
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if (m_mode == CurrentDesktopMode && m_shortcutCurrent.contains(e->key() + e->modifiers())) {
toggleActiveCurrent();
return;
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}
if (m_mode == AllDesktopsMode && m_shortcutAll.contains(e->key() + e->modifiers())) {
toggleActiveAllDesktops();
return;
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}
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switch(e->key()) {
case Qt::Key_Escape:
setActive(false, m_mode);
return;
case Qt::Key_Tab: {
// find next window
if (m_windows.isEmpty())
return; // sanity check
bool found = false;
for (int i = effects->stackingOrder().indexOf(m_selectedWindow) - 1; i >= 0; i--) {
if (isSelectableWindow(effects->stackingOrder().at(i))) {
m_selectedWindow = effects->stackingOrder().at(i);
found = true;
break;
}
}
if (!found) {
for (int i = effects->stackingOrder().count() - 1; i > effects->stackingOrder().indexOf(m_selectedWindow); i--) {
if (isSelectableWindow(effects->stackingOrder().at(i))) {
m_selectedWindow = effects->stackingOrder().at(i);
found = true;
break;
}
}
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}
if (found) {
updateCaption();
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scheduleAnimation(DirectionForward);
}
break;
}
case Qt::Key_Backtab: {
// find previous window
if (m_windows.isEmpty())
return; // sanity check
bool found = false;
for (int i = effects->stackingOrder().indexOf(m_selectedWindow) + 1; i < effects->stackingOrder().count(); i++) {
if (isSelectableWindow(effects->stackingOrder().at(i))) {
m_selectedWindow = effects->stackingOrder().at(i);
found = true;
break;
}
}
if (!found) {
for (int i = 0; i < effects->stackingOrder().indexOf(m_selectedWindow); i++) {
if (isSelectableWindow(effects->stackingOrder().at(i))) {
m_selectedWindow = effects->stackingOrder().at(i);
found = true;
break;
}
}
}
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if (found) {
updateCaption();
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scheduleAnimation(DirectionBackward);
}
break;
}
case Qt::Key_Return:
case Qt::Key_Enter:
case Qt::Key_Space:
if (m_selectedWindow)
effects->activateWindow(m_selectedWindow);
setActive(false, m_mode);
break;
default:
break;
}
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effects->addRepaintFull();
}
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}
void FlipSwitchEffect::slotTabBoxKeyEvent(QKeyEvent *event)
{
if (event->type() == QEvent::KeyPress) {
switch (event->key()) {
case Qt::Key_Up:
case Qt::Key_Left:
selectPreviousWindow();
break;
case Qt::Key_Down:
case Qt::Key_Right:
selectNextWindow();
break;
default:
// nothing
break;
}
}
}
bool FlipSwitchEffect::isActive() const
{
return m_active && !effects->isScreenLocked();
}
void FlipSwitchEffect::updateCaption()
{
if (!m_selectedWindow) {
return;
}
if (m_selectedWindow->isDesktop()) {
m_captionFrame->setText(i18nc("Special entry in alt+tab list for minimizing all windows",
"Show Desktop"));
static QPixmap pix = QIcon::fromTheme(QStringLiteral("user-desktop")).pixmap(m_captionFrame->iconSize());
m_captionFrame->setIcon(pix);
} else {
m_captionFrame->setText(m_selectedWindow->caption());
m_captionFrame->setIcon(m_selectedWindow->icon());
}
}
//*************************************************************
// Mouse handling
//*************************************************************
void FlipSwitchEffect::windowInputMouseEvent(QEvent* e)
{
if (e->type() != QEvent::MouseButtonPress)
return;
// we don't want click events during animations
if (m_animation)
return;
QMouseEvent* event = static_cast< QMouseEvent* >(e);
switch (event->button()) {
case Qt::XButton1: // wheel up
selectPreviousWindow();
break;
case Qt::XButton2: // wheel down
selectNextWindow();
break;
case Qt::LeftButton:
case Qt::RightButton:
case Qt::MiddleButton:
default:
// TODO: Change window on mouse button click
break;
}
}
//*************************************************************
// Item Info
//*************************************************************
FlipSwitchEffect::ItemInfo::ItemInfo()
: deleted(false)
2011-01-30 14:34:42 +00:00
, opacity(0.0)
, brightness(0.0)
, saturation(0.0)
{
}
FlipSwitchEffect::ItemInfo::~ItemInfo()
2011-01-30 14:34:42 +00:00
{
}
} // namespace