/***************************************************************** 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 { //**************************************** // Effect //**************************************** Effect::~Effect() { } void Effect::windowUserMovedResized( Toplevel* , bool, bool ) { } void Effect::windowAdded( Toplevel* ) { } void Effect::windowDeleted( Toplevel* ) { } void Effect::prePaintScreen( int* mask, QRegion* region ) { effects->nextPrePaintScreen( mask, region ); } void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) { effects->nextPaintScreen( mask, region, data ); } void Effect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region ) { effects->nextPrePaintWindow( w, mask, region ); } void Effect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data ) { effects->nextPaintWindow( w, mask, region, data ); } #if 0 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->addDamage( c->rect()); } 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 ); // TODO just damage whole screen, transformation is involved c->workspace()->addDamage( 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); // TODO damage whole screen, transformation is involved it.key()->workspace()->addDamage( 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 ) { // TODO damage whole screen, transformation is involved c->workspace()->addDamage( 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; #endif //**************************************** // EffectsHandler //**************************************** EffectsHandler::EffectsHandler( Workspace* ws ) : current_paint_window( 0 ) , current_paint_screen( 0 ) { if( !compositing()) return; // effects.append( new MakeHalfTransparent ); // effects.append( new ShakyMove ); // effects.append( new GrowMove ); // effects.append( new ShiftWorkspaceUp( ws )); } EffectsHandler::~EffectsHandler() { foreach( Effect* e, effects ) delete e; } void EffectsHandler::windowUserMovedResized( Toplevel* c, bool first, bool last ) { foreach( Effect* e, effects ) e->windowUserMovedResized( c, first, last ); } void EffectsHandler::windowAdded( Toplevel* c ) { foreach( Effect* e, effects ) e->windowAdded( c ); } void EffectsHandler::windowDeleted( Toplevel* c ) { foreach( Effect* e, effects ) e->windowDeleted( c ); } void EffectsHandler::prePaintScreen( int* mask, QRegion* region, Effect* final ) { assert( current_paint_screen == 0 ); effects.append( final ); nextPrePaintScreen( mask, region ); effects.pop_back(); } void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data, Effect* final ) { assert( current_paint_screen == 0 ); effects.append( final ); nextPaintScreen( mask, region, data ); effects.pop_back(); } void EffectsHandler::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, Effect* final ) { assert( current_paint_window == 0 ); effects.append( final ); nextPrePaintWindow( w, mask, region ); effects.pop_back(); } void EffectsHandler::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data, Effect* final ) { assert( current_paint_window == 0 ); effects.append( final ); nextPaintWindow( w, mask, region, data ); effects.pop_back(); } // the idea is that effects call this function again which calls the next one void EffectsHandler::nextPrePaintScreen( int* mask, QRegion* region ) { effects[ current_paint_screen++ ]->prePaintScreen( mask, region ); --current_paint_screen; } void EffectsHandler::nextPaintScreen( int mask, QRegion region, ScreenPaintData& data ) { effects[ current_paint_screen++ ]->paintScreen( mask, region, data ); --current_paint_screen; } void EffectsHandler::nextPrePaintWindow( Scene::Window* w, int* mask, QRegion* region ) { effects[ current_paint_window++ ]->prePaintWindow( w, mask, region ); --current_paint_window; } void EffectsHandler::nextPaintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data ) { effects[ current_paint_window++ ]->paintWindow( w, mask, region, data ); --current_paint_window; } EffectsHandler* effects; } // namespace #include "effects.moc"