kwin/effects.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>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "effects.h"
#include "toplevel.h"
#include "client.h"
#include "scene.h"
#include "effects/fadein.h"
#include "effects/maketransparent.h"
#include "effects/scalein.h"
#include "effects/shakymove.h"
#include "effects/shiftworkspaceup.h"
namespace KWinInternal
{
//****************************************
// Effect
//****************************************
Effect::~Effect()
{
}
void Effect::windowUserMovedResized( Toplevel* , bool, bool )
{
}
void Effect::windowAdded( Toplevel* )
{
}
void Effect::windowDeleted( Toplevel* )
{
}
void Effect::prePaintScreen( int* mask, QRegion* region, int time )
{
effects->prePaintScreen( mask, region, time );
}
void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
}
void Effect::postPaintScreen()
{
effects->postPaintScreen();
}
void Effect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
{
effects->prePaintWindow( w, mask, region, time );
}
void Effect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
{
effects->paintWindow( w, mask, region, data );
}
void Effect::postPaintWindow( Scene::Window* w )
{
effects->postPaintWindow( w );
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler( Workspace* ws )
: current_paint_window( 0 )
, current_paint_screen( 0 )
{
if( !compositing())
return;
// effects.append( new MakeTransparentEffect );
// effects.append( new ShakyMoveEffect );
// effects.append( new ShiftWorkspaceUpEffect( ws ));
// effects.append( new FadeInEffect );
// effects.append( new ScaleInEffect );
}
EffectsHandler::~EffectsHandler()
{
foreach( Effect* e, effects )
delete e;
}
void EffectsHandler::windowUserMovedResized( Toplevel* c, bool first, bool last )
{
foreach( Effect* e, effects )
e->windowUserMovedResized( c, first, last );
}
void EffectsHandler::windowAdded( Toplevel* c )
{
foreach( Effect* e, effects )
e->windowAdded( c );
}
void EffectsHandler::windowDeleted( Toplevel* c )
{
foreach( Effect* e, effects )
e->windowDeleted( c );
}
// start another painting pass
void EffectsHandler::startPaint()
{
assert( current_paint_screen == 0 );
assert( current_paint_window == 0 );
}
// the idea is that effects call this function again which calls the next one
void EffectsHandler::prePaintScreen( int* mask, QRegion* region, int time )
{
if( current_paint_screen < effects.size())
{
effects[ current_paint_screen++ ]->prePaintScreen( mask, region, time );
--current_paint_screen;
}
// no special final code
}
void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( current_paint_screen < effects.size())
{
effects[ current_paint_screen++ ]->paintScreen( mask, region, data );
--current_paint_screen;
}
else
scene->finalPaintScreen( mask, region, data );
}
void EffectsHandler::postPaintScreen()
{
if( current_paint_screen < effects.size())
{
effects[ current_paint_screen++ ]->postPaintScreen();
--current_paint_screen;
}
// no special final code
}
void EffectsHandler::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
{
if( current_paint_window < effects.size())
{
effects[ current_paint_window++ ]->prePaintWindow( w, mask, region, time );
--current_paint_window;
}
// no special final code
}
void EffectsHandler::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
{
if( current_paint_window < effects.size())
{
effects[ current_paint_window++ ]->paintWindow( w, mask, region, data );
--current_paint_window;
}
else
scene->finalPaintWindow( w, mask, region, data );
}
void EffectsHandler::postPaintWindow( Scene::Window* w )
{
if( current_paint_window < effects.size())
{
effects[ current_paint_window++ ]->postPaintWindow( w );
--current_paint_window;
}
// no special final code
}
EffectsHandler* effects;
} // namespace