/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2006 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "dialogparent.h" #include // Note that currently effects need to be manually enabled in the EffectsHandler // class constructor (in effects.cpp). namespace KWinInternal { void DialogParentEffect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time ) { // How long does it take for the effect to get it's full strength (in ms) const float changeTime = 200; // Check if this window has a modal dialog and change the window's // effect's strength accordingly bool hasDialog = hasModalWindow(w->window()); if( hasDialog ) { // Increase effect strength of this window effectStrength[w] = qMin(1.0f, effectStrength[w] + time/changeTime); } else { effectStrength[w] = qMax(0.0f, effectStrength[w] - time/changeTime); } // Call the next effect effects->prePaintWindow( w, mask, region, time ); } void DialogParentEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data ) { float s = effectStrength[w]; if(s > 0.0f) { // Brightness will be within [1.0; 0.6] data.brightness *= (1.0 - s * 0.4); // Saturation within [1.0; 0.4] data.saturation *= (1.0 - s * 0.6); } // Call the next effect. effects->paintWindow( w, mask, region, data ); } void DialogParentEffect::postPaintWindow( Scene::Window* w ) { float s = effectStrength[w]; // If strength is between 0 and 1, the effect is still in progress and the // window has to be repainted during the next pass if( s > 0.0 && s < 1.0 ) w->window()->addDamageFull(); // trigger next animation repaint // Call the next effect. effects->postPaintWindow( w ); } void DialogParentEffect::windowActivated( Toplevel* t ) { // If this window is a dialog, we need to damage it's parent window, so // that the effect could be run for it // Set the window to be faded (or NULL if no window is active). Client* c = qobject_cast(t); if ( c && c->isModal() ) { // c is a modal dialog ClientList mainclients = c->mainClients(); foreach( Client* parent, mainclients ) parent->addDamageFull(); } } void DialogParentEffect::windowDeleted( Toplevel* t ) { // If this window is a dialog, we need to damage it's parent window, so // that the effect could be run for it // Set the window to be faded (or NULL if no window is active). Client* c = qobject_cast(t); if ( c && c->isModal() ) { // c is a modal dialog ClientList mainclients = c->mainClients(); foreach( Client* parent, mainclients ) parent->addDamageFull(); } } bool DialogParentEffect::hasModalWindow( Toplevel* t ) { Client* c = qobject_cast(t); if( !c ) return false; // Check if any of the direct transients (children) of this window is modal for( ClientList::ConstIterator it = c->transients().begin(); it != c->transients().end(); ++it ) if( (*it)->isModal()) return true; return false; } } // namespace