/***************************************************************** 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" #include "effects/dialogparent.h" #include "effects/fadein.h" #include "effects/fadeout.h" #include "effects/howto.h" #include "effects/maketransparent.h" #include "effects/minimizeanimation.h" #include "effects/presentwindows.h" #include "effects/scalein.h" #include "effects/shakymove.h" #include "effects/shiftworkspaceup.h" #include "effects/showfps.h" #include "effects/wavywindows.h" #include "effects/zoom.h" #include "effects/test_input.h" namespace KWinInternal { //**************************************** // Effect //**************************************** Effect::~Effect() { } void Effect::windowUserMovedResized( EffectWindow* , bool, bool ) { } void Effect::windowAdded( EffectWindow* ) { } void Effect::windowClosed( EffectWindow* ) { } void Effect::windowDeleted( EffectWindow* ) { } void Effect::windowActivated( EffectWindow* ) { } void Effect::windowMinimized( EffectWindow* ) { } void Effect::windowUnminimized( EffectWindow* ) { } void Effect::windowInputMouseEvent( Window, QEvent* ) { } 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( EffectWindow* w, int* mask, QRegion* region, int time ) { effects->prePaintWindow( w, mask, region, time ); } void Effect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { effects->paintWindow( w, mask, region, data ); } void Effect::postPaintWindow( EffectWindow* w ) { effects->postPaintWindow( w ); } //**************************************** // EffectsHandler //**************************************** EffectsHandler::EffectsHandler( Workspace* ws ) : current_paint_window( 0 ) , current_paint_screen( 0 ) { if( !compositing()) return; KWinInternal::effects = this; effects.append( new ShowFpsEffect( ws )); // effects.append( new ZoomEffect( ws )); // effects.append( new PresentWindowsEffect( ws )); // effects.append( new WavyWindowsEffect( ws )); // effects.append( new MinimizeAnimationEffect( ws )); // effects.append( new HowtoEffect ); // effects.append( new MakeTransparentEffect ); // effects.append( new ShakyMoveEffect ); // effects.append( new ShiftWorkspaceUpEffect( ws )); // effects.append( new FadeInEffect ); effects.append( new FadeOutEffect ); // effects.append( new ScaleInEffect ); // effects.append( new DialogParentEffect ); // effects.append( new TestInputEffect ); } EffectsHandler::~EffectsHandler() { foreach( Effect* e, effects ) delete e; foreach( InputWindowPair pos, input_windows ) XDestroyWindow( display(), pos.second ); } void EffectsHandler::windowUserMovedResized( EffectWindow* c, bool first, bool last ) { foreach( Effect* e, effects ) e->windowUserMovedResized( c, first, last ); } void EffectsHandler::windowAdded( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowAdded( c ); } void EffectsHandler::windowDeleted( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowDeleted( c ); } void EffectsHandler::windowClosed( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowClosed( c ); } void EffectsHandler::windowActivated( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowActivated( c ); } void EffectsHandler::windowMinimized( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowMinimized( c ); } void EffectsHandler::windowUnminimized( EffectWindow* c ) { foreach( Effect* e, effects ) e->windowUnminimized( 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( EffectWindow* 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( EffectWindow* 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( EffectWindow* w ) { if( current_paint_window < effects.size()) { effects[ current_paint_window++ ]->postPaintWindow( w ); --current_paint_window; } // no special final code } Window EffectsHandler::createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor ) { XSetWindowAttributes attrs; attrs.override_redirect = True; Window win = XCreateWindow( display(), rootWindow(), x, y, w, h, 0, 0, InputOnly, CopyFromParent, CWOverrideRedirect, &attrs ); // TODO keeping on top? // TODO enter/leave notify? XSelectInput( display(), win, ButtonPressMask | ButtonReleaseMask | PointerMotionMask ); XDefineCursor( display(), win, cursor.handle()); XMapWindow( display(), win ); input_windows.append( qMakePair( e, win )); return win; } Window EffectsHandler::createInputWindow( Effect* e, const QRect& r, const QCursor& cursor ) { return createInputWindow( e, r.x(), r.y(), r.width(), r.height(), cursor ); } void EffectsHandler::destroyInputWindow( Window w ) { foreach( InputWindowPair pos, input_windows ) { if( pos.second == w ) { input_windows.removeAll( pos ); XDestroyWindow( display(), w ); return; } } assert( false ); } bool EffectsHandler::checkInputWindowEvent( XEvent* e ) { if( e->type != ButtonPress && e->type != ButtonRelease && e->type != MotionNotify ) return false; foreach( InputWindowPair pos, input_windows ) { if( pos.second == e->xany.window ) { switch( e->type ) { case ButtonPress: case ButtonRelease: { XButtonEvent* e2 = &e->xbutton; QMouseEvent ev( e->type == ButtonPress ? QEvent::MouseButtonPress : QEvent::MouseButtonRelease, QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ), x11ToQtMouseButton( e2->button ), x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state )); pos.first->windowInputMouseEvent( pos.second, &ev ); break; // ---> } case MotionNotify: { XMotionEvent* e2 = &e->xmotion; QMouseEvent ev( QEvent::MouseMove, QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ), Qt::NoButton, x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state )); pos.first->windowInputMouseEvent( pos.second, &ev ); break; // ---> } } return true; // eat event } } return false; } void EffectsHandler::checkInputWindowStacking() { if( input_windows.count() == 0 ) return; Window* wins = new Window[ input_windows.count() ]; int pos = 0; foreach( InputWindowPair it, input_windows ) wins[ pos++ ] = it.second; XRaiseWindow( display(), wins[ 0 ] ); XRestackWindows( display(), wins, pos ); delete[] wins; } void EffectsHandler::activateWindow( EffectWindow* c ) { if( Client* cl = dynamic_cast< Client* >( c->window())) Workspace::self()->activateClient( cl, true ); } EffectsHandler* effects; } // namespace