Add a commented howto effect.

svn path=/branches/work/kwin_composite/; revision=600553
This commit is contained in:
Luboš Luňák 2006-10-30 22:49:59 +00:00
parent bed1c3c6b9
commit 0f03921271
6 changed files with 238 additions and 1 deletions

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@ -56,6 +56,7 @@ set(kwin_KDEINIT_SRCS
effects/scalein.cpp effects/scalein.cpp
effects/shakymove.cpp effects/shakymove.cpp
effects/shiftworkspaceup.cpp effects/shiftworkspaceup.cpp
effects/howto.cpp
) )
kde4_automoc(kwin ${kwin_KDEINIT_SRCS}) kde4_automoc(kwin ${kwin_KDEINIT_SRCS})

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@ -29,6 +29,7 @@ License. See the file "COPYING" for the exact licensing terms.
#include "atoms.h" #include "atoms.h"
#include "group.h" #include "group.h"
#include "rules.h" #include "rules.h"
#include "effects.h"
#include <QX11Info> #include <QX11Info>
namespace KWinInternal namespace KWinInternal
@ -245,6 +246,8 @@ void Workspace::setActiveClient( Client* c, allowed_t )
rootInfo->setActiveWindow( active_client? active_client->window() : 0 ); rootInfo->setActiveWindow( active_client? active_client->window() : 0 );
updateColormap(); updateColormap();
if( effects )
effects->windowActivated( active_client );
--set_active_client_recursion; --set_active_client_recursion;
} }
@ -697,7 +700,7 @@ void Client::demandAttentionKNotify()
} }
// TODO I probably shouldn't be lazy here and do it without the macro, so that people can read it // TODO I probably shouldn't be lazy here and do it without the macro, so that people can read it
KWIN_COMPARE_PREDICATE( SameApplicationActiveHackPredicate, const Client*, KWIN_COMPARE_PREDICATE( SameApplicationActiveHackPredicate, Client, const Client*,
// ignore already existing splashes, toolbars, utilities, menus and topmenus, // ignore already existing splashes, toolbars, utilities, menus and topmenus,
// as the app may show those before the main window // as the app may show those before the main window
!cl->isSplash() && !cl->isToolbar() && !cl->isTopMenu() && !cl->isUtility() && !cl->isMenu() !cl->isSplash() && !cl->isToolbar() && !cl->isTopMenu() && !cl->isUtility() && !cl->isMenu()

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@ -15,6 +15,7 @@ License. See the file "COPYING" for the exact licensing terms.
#include "scene.h" #include "scene.h"
#include "effects/fadein.h" #include "effects/fadein.h"
#include "effects/howto.h"
#include "effects/maketransparent.h" #include "effects/maketransparent.h"
#include "effects/scalein.h" #include "effects/scalein.h"
#include "effects/shakymove.h" #include "effects/shakymove.h"
@ -43,6 +44,10 @@ void Effect::windowDeleted( Toplevel* )
{ {
} }
void Effect::windowActivated( Toplevel* )
{
}
void Effect::prePaintScreen( int* mask, QRegion* region, int time ) void Effect::prePaintScreen( int* mask, QRegion* region, int time )
{ {
effects->prePaintScreen( mask, region, time ); effects->prePaintScreen( mask, region, time );
@ -83,6 +88,7 @@ EffectsHandler::EffectsHandler( Workspace* ws )
{ {
if( !compositing()) if( !compositing())
return; return;
effects.append( new HowtoEffect );
// effects.append( new MakeTransparentEffect ); // effects.append( new MakeTransparentEffect );
// effects.append( new ShakyMoveEffect ); // effects.append( new ShakyMoveEffect );
// effects.append( new ShiftWorkspaceUpEffect( ws )); // effects.append( new ShiftWorkspaceUpEffect( ws ));
@ -114,6 +120,12 @@ void EffectsHandler::windowDeleted( Toplevel* c )
e->windowDeleted( c ); e->windowDeleted( c );
} }
void EffectsHandler::windowActivated( Toplevel* c )
{
foreach( Effect* e, effects )
e->windowActivated( c );
}
// start another painting pass // start another painting pass
void EffectsHandler::startPaint() void EffectsHandler::startPaint()
{ {

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@ -54,6 +54,7 @@ class Effect
virtual void windowUserMovedResized( Toplevel* c, bool first, bool last ); virtual void windowUserMovedResized( Toplevel* c, bool first, bool last );
virtual void windowAdded( Toplevel* c ); virtual void windowAdded( Toplevel* c );
virtual void windowDeleted( Toplevel* c ); virtual void windowDeleted( Toplevel* c );
virtual void windowActivated( Toplevel* c );
}; };
class EffectsHandler class EffectsHandler
@ -73,6 +74,7 @@ class EffectsHandler
void windowUserMovedResized( Toplevel* c, bool first, bool last ); void windowUserMovedResized( Toplevel* c, bool first, bool last );
void windowAdded( Toplevel* c ); void windowAdded( Toplevel* c );
void windowDeleted( Toplevel* c ); void windowDeleted( Toplevel* c );
void windowActivated( Toplevel* c );
private: private:
QVector< Effect* > effects; QVector< Effect* > effects;
int current_paint_window; int current_paint_window;

150
effects/howto.cpp Normal file
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@ -0,0 +1,150 @@
/*****************************************************************
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.
******************************************************************/
/*
Files howto.cpp and howto.h implement HowtoEffect, a commented demo compositing
effect that fades out and again in a window after it has been activated.
Please see file howto.h first.
*/
// Include the class definition.
#include "howto.h"
// Note that currently effects need to be manually enabled in the EffectsHandler
// class constructor (in effects.cpp).
namespace KWinInternal
{
// A pre-paint function that tells the compositing code how this effect will affect
// the painting. During every painting pass this function is called first, before
// the actual painting function.
// Arguments:
// w - the window that will be painted
// mask - a mask of flags controlling the painting, setting or resetting flags changes
// how the painting will be done
// region - the region of the screen that needs to be painted, support for modifying it
// is not fully implemented yet, do not use
// time - time in milliseconds since the last paint, useful for animations
void HowtoEffect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
{
// Is this window the one that is going to be faded out and in again?
// Note that since the effects framework is still work in progress, the window()
// function is used to access internal class Toplevel. The plan is to hide away
// internal classes and have only API for effects.
if( w->window() == fade_window )
{
// Simply add the time to the total progress. The value of progress will be used
// to determine how far in effect is.
progress += time;
// If progress is < 1000 (milliseconds), the effect is still in progress.
if( progress < 1000 ) // complete change in 1000ms
{
// Since the effect will make the window translucent, explicitly change
// the flags so that the window will be painted only as translucent.
*mask |= Scene::PAINT_WINDOW_TRANSLUCENT;
*mask &= ~Scene::PAINT_WINDOW_OPAQUE;
}
else
{
// If progress has reached 1000 (milliseconds), it means the effect is done
// and there is no window to fade anymore.
fade_window = NULL;
}
}
// Call the next effect (or the actual window painting code if this is the last effect).
// Effects are chained and they all modify something if needed and then call the next one.
effects->prePaintWindow( w, mask, region, time );
}
// The function that handles the actual painting. Some simple modifications are possible
// by only changing the painting data. More complicated effects would do some painting
// or transformations directly.
// Arguments:
// w - the window that will be painted
// mask - a mask of flags controlling the painting
// region - the region of the screen that needs to be painted, if mask includes the TRANSFORMED
// flag, region is infiniteRegion(), meaning that everything needs to be painted
// data - painting data that can be modified to do some simple transformations
void HowtoEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
{
// Is this the window to be faded out and in again?
if( w->window() == fade_window )
{
// This effect, after a window has been activated, fades it out to only 50% transparency
// and then fades it in again to be fully opaque (assuming it's otherwise a fully opaque
// window, otherwise the transparencies will be added).
if( progress <= 500 )
{
// For the first 500 milliseconds (progress being 0 to 500), the window is faded out.
// progress == 0 -> opacity *= 1
// progress == 500 -> opacity *= 0.5
// Note that the division is floating-point division to avoid integer rounding down.
// Note that data.opacity is not set but multiplied - this allows chaining of effects,
// for example if another effect always changes opacity of some window types.
data.opacity *= 1 - 0.5 * ( progress / 500.0 );
}
else
{
// For the second 500 milliseconds (progress being 500 to 1000), the window is
// faded in again.
// progress == 500 -> opacity *= 0.5
// progress == 1000 -> opacity *= 1
data.opacity *= 0.5 + 0.5 * ( progress - 500 ) / 500.0;
}
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
}
// The function that is called after the painting pass is finished. When an animation is going on,
// it can damage some areas so that the next painting pass has to repaint them again.
void HowtoEffect::postPaintWindow( Scene::Window* w )
{
// Is this the window to be faded out and in again?
if( w->window() == fade_window )
{
// Damage the whole window, this will cause it to be repainted the next painting pass.
w->window()->addDamageFull(); // trigger next animation repaint
}
// Call the next effect.
effects->postPaintWindow( w );
}
// This function is called when a new window becomes active.
void HowtoEffect::windowActivated( Toplevel* c )
{
// Set the window to be faded (or NULL if no window is active).
fade_window = c;
if( fade_window != NULL )
{
// If there is a window to be faded, reset the progress to zero.
progress = 0;
// And damage the window so that it needs to be repainted.
c->addDamageFull();
}
}
// This function is called when a window is destroyed.
void HowtoEffect::windowDeleted( Toplevel* c )
{
// If the window to be faded out and in is destroyed, just reset the pointer.
// This effect then will do nothing and just call the next effect.
if( fade_window == c )
fade_window = NULL;
}
// That's all. Don't forget to enable the effect as described at the beginning of this file.
} // namespace

69
effects/howto.h Normal file
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@ -0,0 +1,69 @@
/*****************************************************************
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.
******************************************************************/
/*
Files howto.cpp and howto.h implement HowtoEffect, a commented demo compositing
effect that fades out and again in a window after it has been activated.
*/
#ifndef KWIN_HOWTO_H
#define KWIN_HOWTO_H
// Include with base class for effects.
#include <effects.h>
// Everything in KWin is in a namespace. There's no need to prefix names
// with KWin or K, there's no (big) need to care about symbol clashes.
namespace KWinInternal
{
// The class implementing the effect.
class HowtoEffect
// Inherit from the base class for effects.
: public Effect
{
public:
// There are two kinds of functions in an effect:
// Functions related to painting: These allow the effect to affect painting.
// A pre-paint function. It tells the compositing code how the painting will
// be affected by this effect.
virtual void prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time );
// A paint function. It actually performs the modifications to the painting.
virtual void paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data );
// A post-paint function. It can be used for cleanups after painting, but with animations
// it is also used to trigger repaints during the next painting pass by manually "damaging"
// areas of the window.
virtual void postPaintWindow( Scene::Window* w );
// Notification functions: These inform the effect about changes such as a new window
// being activated.
// The given window has been deleted (destroyed).
virtual void windowDeleted( Toplevel* c );
// The given window has been activated.
virtual void windowActivated( Toplevel* c );
private:
// The window that will be faded out and in again.
Toplevel* fade_window;
// The progress of the fading.
int progress;
};
} // namespace
#endif