/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Philip Falkner You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "fade.h" #include namespace KWin { KWIN_EFFECT( fade, FadeEffect ) FadeEffect::FadeEffect() { KConfigGroup conf = effects->effectConfig( "Fade" ); fadeInTime = qMax( conf.readEntry( "FadeInTime", 150 ), 1 ); fadeOutTime = qMax( conf.readEntry( "FadeOutTime", 150 ), 1 ); fadeWindows = conf.readEntry( "FadeWindows", true ); } void FadeEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { if( !windows.isEmpty()) { fadeInStep = time / double( fadeInTime ); fadeOutStep = time / double( fadeOutTime ); } effects->prePaintScreen( data, time ); } void FadeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) { if( windows.contains( w )) { windows[ w ].fadeInStep += fadeInStep; windows[ w ].fadeOutStep += fadeOutStep; if( windows[ w ].opacity < 1.0 ) data.setTranslucent(); if( windows[ w ].deleted ) { if( windows[ w ].opacity <= 0.0 ) { windows.remove( w ); w->unrefWindow(); } else w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE ); } } effects->prePaintWindow( w, data, time ); if( windows.contains( w ) && !w->isPaintingEnabled()) { // if the window isn't to be painted, then let's make sure // to track its progress if( windows[ w ].fadeInStep < 1.0 || windows[ w ].fadeOutStep < 1.0 ) { // but only if the total change is less than the // maximum possible change w->addRepaintFull(); } } } void FadeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( windows.contains( w )) { if( windows[ w ].deleted || windows[ w ].opacity != data.opacity || windows[ w ].saturation != data.saturation || windows[ w ].brightness != data.brightness ) { WindowPaintData new_data = data; if( windows[ w ].deleted ) new_data.opacity = 0.0; if( new_data.opacity > windows[ w ].opacity ) { windows[ w ].opacity = qMin( new_data.opacity, windows[ w ].opacity + windows[ w ].fadeInStep ); } else if( new_data.opacity < windows[ w ].opacity ) { windows[ w ].opacity = qMax( new_data.opacity, windows[ w ].opacity - windows[ w ].fadeOutStep ); } if( new_data.saturation > windows[ w ].saturation ) { windows[ w ].saturation = qMin( new_data.saturation, windows[ w ].saturation + windows[ w ].fadeInStep ); } else if( new_data.saturation < windows[ w ].saturation ) { windows[ w ].saturation = qMax( new_data.saturation, windows[ w ].saturation - windows[ w ].fadeOutStep ); } if( new_data.brightness > windows[ w ].brightness ) { windows[ w ].brightness = qMin( new_data.brightness, windows[ w ].brightness + windows[ w ].fadeInStep ); } else if( new_data.brightness < windows[ w ].brightness ) { windows[ w ].brightness = qMax( new_data.brightness, windows[ w ].brightness - windows[ w ].fadeOutStep ); } windows[ w ].opacity = qBound( 0.0, windows[ w ].opacity, 1.0 ); windows[ w ].saturation = qBound( 0.0, windows[ w ].saturation, 1.0 ); windows[ w ].brightness = qBound( 0.0, windows[ w ].brightness, 1.0 ); windows[ w ].fadeInStep = 0.0; windows[ w ].fadeOutStep = 0.0; new_data.opacity = windows[ w ].opacity; new_data.saturation = windows[ w ].saturation; new_data.brightness = windows[ w ].brightness; effects->paintWindow( w, mask, region, new_data ); if( windows[ w ].opacity != data.opacity || windows[ w ].saturation != data.saturation || windows[ w ].brightness != data.brightness ) w->addRepaintFull(); return; } windows[ w ].fadeInStep = 0.0; windows[ w ].fadeOutStep = 0.0; } effects->paintWindow( w, mask, region, data ); } void FadeEffect::windowOpacityChanged( EffectWindow* w, double old_opacity ) { if( !windows.contains( w )) windows[ w ].opacity = old_opacity; if( windows[ w ].opacity == 1.0 ) windows[ w ].opacity -= 0.1 / fadeOutTime; w->addRepaintFull(); } void FadeEffect::windowAdded( EffectWindow* w ) { if( !fadeWindows || !isFadeWindow( w )) return; windows[ w ].opacity = 0.0; w->addRepaintFull(); } void FadeEffect::windowClosed( EffectWindow* w ) { if( !fadeWindows || !isFadeWindow( w )) return; if( !windows.contains( w )) windows[ w ].opacity = w->opacity(); if( windows[ w ].opacity == 1.0 ) windows[ w ].opacity -= 0.1 / fadeOutTime; windows[ w ].deleted = true; w->refWindow(); w->addRepaintFull(); } void FadeEffect::windowDeleted( EffectWindow* w ) { windows.remove( w ); } bool FadeEffect::isFadeWindow( EffectWindow* w ) { return !w->isDesktop(); } } // namespace