kwin/effects/fade.cpp

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/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.com>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "fade.h"
#include <kconfiggroup.h>
namespace KWin
{
KWIN_EFFECT( fade, FadeEffect )
FadeEffect::FadeEffect()
{
KConfigGroup conf = effects->effectConfig( "Fade" );
fadeInTime = qMax( conf.readEntry( "FadeInTime", 150 ), 1 );
fadeOutTime = qMax( conf.readEntry( "FadeOutTime", 150 ), 1 );
fadeWindows = conf.readEntry( "FadeWindows", true );
}
void FadeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( !windows.isEmpty())
{
fadeInStep = time / double( fadeInTime );
fadeOutStep = time / double( fadeOutTime );
}
effects->prePaintScreen( data, time );
}
void FadeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( windows.contains( w ))
{
windows[ w ].fadeInStep += fadeInStep;
windows[ w ].fadeOutStep += fadeOutStep;
if( windows[ w ].opacity < 1.0 )
data.setTranslucent();
if( windows[ w ].deleted )
{
if( windows[ w ].opacity <= 0.0 )
{
windows.remove( w );
w->unrefWindow();
}
else
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
}
}
effects->prePaintWindow( w, data, time );
if( windows.contains( w ) && !w->isPaintingEnabled())
{ // if the window isn't to be painted, then let's make sure
// to track its progress
if( windows[ w ].fadeInStep < 1.0
|| windows[ w ].fadeOutStep < 1.0 )
{ // but only if the total change is less than the
// maximum possible change
w->addRepaintFull();
}
}
}
void FadeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
if( windows[ w ].deleted
|| windows[ w ].opacity != data.opacity
|| windows[ w ].saturation != data.saturation
|| windows[ w ].brightness != data.brightness )
{
WindowPaintData new_data = data;
if( windows[ w ].deleted )
new_data.opacity = 0.0;
if( new_data.opacity > windows[ w ].opacity )
{
windows[ w ].opacity = qMin( new_data.opacity,
windows[ w ].opacity + windows[ w ].fadeInStep );
}
else if( new_data.opacity < windows[ w ].opacity )
{
windows[ w ].opacity = qMax( new_data.opacity,
windows[ w ].opacity - windows[ w ].fadeOutStep );
}
if( new_data.saturation > windows[ w ].saturation )
{
windows[ w ].saturation = qMin( new_data.saturation,
windows[ w ].saturation + float( windows[ w ].fadeInStep ));
}
else if( new_data.saturation < windows[ w ].saturation )
{
windows[ w ].saturation = qMax( new_data.saturation,
windows[ w ].saturation - float( windows[ w ].fadeOutStep ));
}
if( new_data.brightness > windows[ w ].brightness )
{
windows[ w ].brightness = qMin( new_data.brightness,
windows[ w ].brightness + float( windows[ w ].fadeInStep ));
}
else if( new_data.brightness < windows[ w ].brightness )
{
windows[ w ].brightness = qMax( new_data.brightness,
windows[ w ].brightness - float( windows[ w ].fadeOutStep ));
}
windows[ w ].opacity = qBound( 0.0, windows[ w ].opacity, 1.0 );
windows[ w ].saturation = qBound( 0.0f, windows[ w ].saturation, 1.0f );
windows[ w ].brightness = qBound( 0.0f, windows[ w ].brightness, 1.0f );
windows[ w ].fadeInStep = 0.0;
windows[ w ].fadeOutStep = 0.0;
new_data.opacity = windows[ w ].opacity;
new_data.saturation = windows[ w ].saturation;
new_data.brightness = windows[ w ].brightness;
effects->paintWindow( w, mask, region, new_data );
if( windows[ w ].opacity != data.opacity
|| windows[ w ].saturation != data.saturation
|| windows[ w ].brightness != data.brightness )
w->addRepaintFull();
return;
}
windows[ w ].fadeInStep = 0.0;
windows[ w ].fadeOutStep = 0.0;
}
effects->paintWindow( w, mask, region, data );
}
void FadeEffect::windowOpacityChanged( EffectWindow* w, double old_opacity )
{
if( !windows.contains( w ))
windows[ w ].opacity = old_opacity;
if( windows[ w ].opacity == 1.0 )
windows[ w ].opacity -= 0.1 / fadeOutTime;
w->addRepaintFull();
}
void FadeEffect::windowAdded( EffectWindow* w )
{
if( !fadeWindows || !isFadeWindow( w ))
return;
windows[ w ].opacity = 0.0;
w->addRepaintFull();
}
void FadeEffect::windowClosed( EffectWindow* w )
{
if( !fadeWindows || !isFadeWindow( w ))
return;
if( !windows.contains( w ))
windows[ w ].opacity = w->opacity();
if( windows[ w ].opacity == 1.0 )
windows[ w ].opacity -= 0.1 / fadeOutTime;
windows[ w ].deleted = true;
w->refWindow();
w->addRepaintFull();
}
void FadeEffect::windowDeleted( EffectWindow* w )
{
windows.remove( w );
}
bool FadeEffect::isFadeWindow( EffectWindow* w )
{
return !w->isDesktop();
}
} // namespace