/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Lubos Lunak 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" namespace KWinInternal { //**************************************** // Matrix //**************************************** Matrix::Matrix() { m[ 0 ][ 0 ] = 1; m[ 0 ][ 1 ] = 0; m[ 0 ][ 2 ] = 0; m[ 0 ][ 3 ] = 0; m[ 1 ][ 0 ] = 0; m[ 1 ][ 1 ] = 1; m[ 1 ][ 2 ] = 0; m[ 1 ][ 3 ] = 0; m[ 2 ][ 0 ] = 0; m[ 2 ][ 1 ] = 0; m[ 2 ][ 2 ] = 1; m[ 2 ][ 3 ] = 0; m[ 3 ][ 0 ] = 0; m[ 3 ][ 1 ] = 0; m[ 3 ][ 2 ] = 0; m[ 3 ][ 3 ] = 1; } Matrix operator*( const Matrix& m1, const Matrix& m2 ) { Matrix r; for( int i = 0; i < 4; ++i ) for( int j = 0; j < 4; ++j ) { double s = 0; for( int k = 0; k < 4; ++k ) s += m1.m[ k ][ j ] * m2.m[ i ][ k ]; r.m[ i ][ j ] = s; } return r; } bool Matrix::isIdentity() const { return m[ 0 ][ 0 ] == 1 && m[ 0 ][ 1 ] == 0 && m[ 0 ][ 2 ] == 0 && m[ 0 ][ 3 ] == 0 && m[ 1 ][ 0 ] == 0 && m[ 1 ][ 1 ] == 1 && m[ 1 ][ 2 ] == 0 && m[ 1 ][ 3 ] == 0 && m[ 2 ][ 0 ] == 0 && m[ 2 ][ 1 ] == 0 && m[ 2 ][ 2 ] == 1 && m[ 2 ][ 3 ] == 0 && m[ 3 ][ 0 ] == 0 && m[ 3 ][ 1 ] == 0 && m[ 3 ][ 2 ] == 0 && m[ 3 ][ 3 ] == 1; } bool Matrix::isOnlyTranslate() const { return m[ 0 ][ 0 ] == 1 && m[ 0 ][ 1 ] == 0 && m[ 0 ][ 2 ] == 0 // && m[ 0 ][ 3 ] == && m[ 1 ][ 0 ] == 0 && m[ 1 ][ 1 ] == 1 && m[ 1 ][ 2 ] == 0 // && m[ 1 ][ 3 ] == && m[ 2 ][ 0 ] == 0 && m[ 2 ][ 1 ] == 0 && m[ 2 ][ 2 ] == 1 // && m[ 2 ][ 3 ] == && m[ 3 ][ 0 ] == 0 && m[ 3 ][ 1 ] == 0 && m[ 3 ][ 2 ] == 0 && m[ 3 ][ 3 ] == 1; } QPoint Matrix::transform( const QPoint& p ) const { int vec[ 4 ] = { p.x(), p.y(), 0, 1 }; int res[ 4 ]; for( int i = 0; i < 4; ++i ) { double s = 0; for( int j = 0; j < 4; ++j ) s += m[ i ][ j ] * vec[ j ]; res[ i ] = int( s ); } return QPoint( res[ 0 ], res[ 1 ] ); } //**************************************** // Effect //**************************************** Effect::~Effect() { } void Effect::windowUserMovedResized( Toplevel* , bool, bool ) { } void Effect::transformWindow( Toplevel*, Matrix&, EffectData& ) { } void Effect::transformWorkspace( Matrix&, EffectData& ) { } void Effect::windowDeleted( Toplevel* ) { } void MakeHalfTransparent::transformWindow( Toplevel* c, Matrix&, EffectData& data ) { if( c->isDialog()) data.opacity *= 0.8; if( Client* c2 = dynamic_cast< Client* >( c )) if( c2->isMove() || c2->isResize()) data.opacity *= 0.5; } void MakeHalfTransparent::windowUserMovedResized( Toplevel* c, bool first, bool last ) { if( first || last ) c->workspace()->addDamage( c, c->geometry()); } ShakyMove::ShakyMove() { connect( &timer, SIGNAL( timeout()), SLOT( tick())); } static const int shaky_diff[] = { 0, 1, 2, 3, 2, 1, 0, -1, -2, -3, -2, -1 }; static const int SHAKY_MAX = sizeof( shaky_diff ) / sizeof( shaky_diff[ 0 ] ); void ShakyMove::transformWindow( Toplevel* c, Matrix& matrix, EffectData& ) { if( windows.contains( c )) { Matrix m; m.m[ 0 ][ 3 ] = shaky_diff[ windows[ c ]]; matrix *= m; } } void ShakyMove::windowUserMovedResized( Toplevel* c, bool first, bool last ) { if( first ) { if( windows.isEmpty()) timer.start( 50 ); windows[ c ] = 0; } else if( last ) { windows.remove( c ); scene->updateTransformation( c ); c->workspace()->addDamage( c, c->geometry().adjusted( -3, 7, 0, 0 )); if( windows.isEmpty()) timer.stop(); } } void ShakyMove::windowDeleted( Toplevel* c ) { windows.remove( c ); if( windows.isEmpty()) timer.stop(); } void ShakyMove::tick() { for( QMap< Toplevel*, int >::Iterator it = windows.begin(); it != windows.end(); ++it ) { if( *it == SHAKY_MAX - 1 ) *it = 0; else ++(*it); scene->updateTransformation( it.key()); it.key()->workspace()->addDamage( it.key(), it.key()->geometry().adjusted( -1, 2, 0, 0 )); } } void GrowMove::transformWindow( Toplevel* c, Matrix& matrix, EffectData& ) { if( Client* c2 = dynamic_cast< Client* >( c )) if( c2->isMove()) { Matrix m; m.m[ 0 ][ 0 ] = 1.2; m.m[ 1 ][ 1 ] = 1.4; matrix *= m; } } void GrowMove::windowUserMovedResized( Toplevel* c, bool first, bool last ) { if( first || last ) { c->workspace()->addDamage( c, c->geometry()); scene->updateTransformation( c ); c->workspace()->addDamage( c, c->geometry()); } } ShiftWorkspaceUp::ShiftWorkspaceUp( Workspace* ws ) : up( false ) , wspace( ws ) { connect( &timer, SIGNAL( timeout()), SLOT( tick())); timer.start( 2000 ); } void ShiftWorkspaceUp::transformWorkspace( Matrix& matrix, EffectData& ) { if( !up ) return; Matrix m; m.m[ 1 ][ 3 ] = -10; matrix *= m; } void ShiftWorkspaceUp::tick() { up = !up; wspace->addDamage( 0, 0, displayWidth(), displayHeight()); } static MakeHalfTransparent* mht; static ShakyMove* sm; static GrowMove* gm; static ShiftWorkspaceUp* swu; //**************************************** // EffectsHandler //**************************************** EffectsHandler::EffectsHandler( Workspace* ws ) { mht = new MakeHalfTransparent; sm = new ShakyMove; // gm = new GrowMove; swu = new ShiftWorkspaceUp( ws ); } void EffectsHandler::windowUserMovedResized( Toplevel* c, bool first, bool last ) { if( mht ) mht->windowUserMovedResized( c, first, last ); if( sm ) sm->windowUserMovedResized( c, first, last ); if( gm ) gm->windowUserMovedResized( c, first, last ); if( swu ) swu->windowUserMovedResized( c, first, last ); } void EffectsHandler::transformWindow( Toplevel* c, Matrix& matrix, EffectData& data ) { if( mht ) mht->transformWindow( c, matrix, data ); if( sm ) sm->transformWindow( c, matrix, data ); if( gm ) gm->transformWindow( c, matrix, data ); if( swu ) swu->transformWindow( c, matrix, data ); } void EffectsHandler::transformWorkspace( Matrix& matrix, EffectData& data ) { if( mht ) mht->transformWorkspace( matrix, data ); if( sm ) sm->transformWorkspace( matrix, data ); if( gm ) gm->transformWorkspace( matrix, data ); if( swu ) swu->transformWorkspace( matrix, data ); } void EffectsHandler::windowDeleted( Toplevel* c ) { if( mht ) mht->windowDeleted( c ); if( sm ) sm->windowDeleted( c ); if( gm ) gm->windowDeleted( c ); if( swu ) swu->windowDeleted( c ); } EffectsHandler* effects; } // namespace #include "effects.moc"