/***************************************************************** 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 ); } void MakeHalfTransparent::prePaintWindow( Scene::Window* w, int* mask, QRegion* region ) { const Client* c = dynamic_cast< const Client* >( w->window()); if(( c != NULL && ( c->isMove() || c->isResize())) || w->window()->isDialog()) { *mask |= Scene::PAINT_WINDOW_TRANSLUCENT; *mask &= ~Scene::PAINT_WINDOW_OPAQUE; } effects->nextPrePaintWindow( w, mask, region ); } void MakeHalfTransparent::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data ) { const Client* c = dynamic_cast< const Client* >( w->window()); if( w->window()->isDialog()) data.opacity *= 0.8; if( c->isMove() || c->isResize()) data.opacity *= 0.5; effects->nextPaintWindow( w, mask, region, data ); } 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::prePaintScreen( int* mask, QRegion* region ) { if( !windows.isEmpty()) *mask |= Scene::PAINT_WINDOW_TRANSFORMED; effects->nextPrePaintScreen( mask, region ); } void ShakyMove::prePaintWindow( Scene::Window* w, int* mask, QRegion* region ) { if( windows.contains( w->window())) *mask |= Scene::PAINT_WINDOW_TRANSFORMED; effects->nextPrePaintWindow( w, mask, region ); } void ShakyMove::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data ) { if( windows.contains( w->window())) data.xTranslate += shaky_diff[ windows[ w->window() ]]; effects->nextPaintWindow( w, mask, region, data ); } 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 ); // just damage whole screen, transformation is involved c->workspace()->addDamage( 0, 0, displayWidth(), displayHeight()); if( windows.isEmpty()) timer.stop(); } } void ShakyMove::windowDeleted( Toplevel* c ) { windows.remove( c ); if( windows.isEmpty()) timer.stop(); } void ShakyMove::tick() { for( QMap< const Toplevel*, int >::Iterator it = windows.begin(); it != windows.end(); ++it ) { if( *it == SHAKY_MAX - 1 ) *it = 0; else ++(*it); // just damage whole screen, transformation is involved it.key()->workspace()->addDamage( 0, 0, displayWidth(), displayHeight()); } } #if 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()); } } #endif ShiftWorkspaceUp::ShiftWorkspaceUp( Workspace* ws ) : up( false ) , wspace( ws ) { connect( &timer, SIGNAL( timeout()), SLOT( tick())); timer.start( 2000 ); } void ShiftWorkspaceUp::prePaintScreen( int* mask, QRegion* region ) { if( up ) *mask |= Scene::PAINT_SCREEN_TRANSFORMED; effects->nextPrePaintScreen( mask, region ); } void ShiftWorkspaceUp::paintScreen( int mask, QRegion region, ScreenPaintData& data ) { if( up ) data.yTranslate -= 10; effects->nextPaintScreen( mask, region, data ); } void ShiftWorkspaceUp::tick() { up = !up; wspace->addDamage( 0, 0, displayWidth(), displayHeight()); } //**************************************** // 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"