/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008 Martin Gräßlin . *********************************************************************/ #include "flipswitch.h" #include #include #include #include #include #include #ifdef KWIN_HAVE_OPENGL_COMPOSITING #include #endif namespace KWin { KWIN_EFFECT( flipswitch, FlipSwitchEffect ) FlipSwitchEffect::FlipSwitchEffect() : mActivated( 0 ) , animateFlip( false ) , forward( true ) , start( false ) , stop( false ) , addFullRepaint( false ) , rearrangeWindows( 0 ) , stopRequested( false ) , startRequested( false ) , twinview( false ) { KConfigGroup conf = effects->effectConfig( "FlipSwitch" ); mFlipDuration = conf.readEntry( "FlipDuration", 200 ); mAnimation = conf.readEntry( "AnimateFlip", true ); timeLine.setCurveShape( TimeLine::EaseInOutCurve ); timeLine.setDuration( mFlipDuration ); } FlipSwitchEffect::~FlipSwitchEffect() { } void FlipSwitchEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { if( mActivated || stopRequested || stop ) { data.mask |= Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; if( mAnimation ) timeLine.addTime( (double)time ); } effects->prePaintScreen(data, time); } void FlipSwitchEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data ) { effects->paintScreen( mask, region, data ); if( mActivated || stopRequested || stop ) { #ifdef KWIN_HAVE_OPENGL_COMPOSITING glMatrixMode( GL_PROJECTION ); glPushMatrix(); glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT ); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glLoadIdentity(); int viewport[4]; glGetIntegerv( GL_VIEWPORT, viewport ); int yPos = area.y(); QRect fullArea = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop()); if( twinview ) { if( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).x() == 0 && effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).x() == 0 ) { // top <-> bottom // have to correct the yPos for top bottom constellation yPos = area.height()-area.y(); if( ( area.height() * 2 != fullArea.height() ) || ( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).width() != effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).width() ) ) { // different resolutions if( area.y() > 0 ) yPos = 0; else yPos = fullArea.height() - area.height(); } } else { // left <-> right if( ( area.width() * 2 != fullArea.width() ) || ( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).height() != effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).height() ) ) { // different resolutions yPos = area.y() + fullArea.height() - area.height(); } } } float left, right, top, bottom; left = -area.width() * 0.5f; right = area.width() * 0.5f; top = area.height()*0.5f; bottom = -area.height()*0.5f; if( twinview && ( start || stop ) ) { // special handling for start and stop animation in twin view setup glViewport( fullArea.x(), fullArea.y(), fullArea.width(), fullArea.height() ); left = -(area.x() + area.width() * 0.5f); right = fullArea.width() + left; bottom = -(area.y() + area.height() * 0.5f); top = fullArea.height() + bottom; } else { glViewport( area.x(), yPos, area.width(), area.height() ); } glFrustum( left, right, top, bottom, 10, 50 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); float xOffset = area.width()*0.33f; float zOffset = 10.0; // bring the selected window to the back of the list QList< EffectWindow* > tempList = effects->currentTabBoxWindowList(); int index = tempList.indexOf( effects->currentTabBoxWindow() ); QList< EffectWindow* > windowList; for( int i=index; irearrangeWindows; i-- ) { EffectWindow* w = windowList.front(); windowList.pop_front(); windowList.append( w ); } } else { for( int i=0; ix()+left; float y = bottom-area.height()+w->y()+w->height(); float z = -10.0; if( w->isMinimized() ) { // use icon instead of window x = w->iconGeometry().x()+left; y = bottom-area.height()+w->iconGeometry().y()+w->height(); } // Position of the window in the stack float stackX = -area.width()*0.25f-(xOffset*windowList.count())+xOffset*(i+1); float stackY = -area.height()*0.5f; float stackZ = (-1*zOffset*windowList.count()) -12.5+zOffset*(i+1); float animateXOffset; float animateYOffset; float animateZOffset; float rotation; // if start move to stack, if stop move from stack if( start ) { animateXOffset = x+timeLine.value()*(stackX-x); animateYOffset = y+timeLine.value()*(stackY-y); animateZOffset = z+timeLine.value()*(stackZ-z); rotation = timeLine.value()*0.25; } else // = if( stop ) { animateXOffset = stackX+timeLine.value()*(x-stackX); animateYOffset = stackY+timeLine.value()*(y-stackY); animateZOffset = stackZ+timeLine.value()*(z-stackZ); rotation = 0.25-timeLine.value()*0.25; } // go to current position and rotate by the time based factor glTranslatef(animateXOffset, animateYOffset, animateZOffset ); glRotatef(rotation, 0.0, 1.0, 0.0); // top most window has to be painted not drawn. if( i 1 ) { if( timeLine.value() < 1.0 ) { float animateXOffset = timeLine.value()*xOffset; float animateZOffset = timeLine.value()*zOffset; if( forward ) { if( animateXOffset > xOffset ) animateXOffset = xOffset; if( animateZOffset > zOffset ) animateZOffset = zOffset; glTranslatef(animateXOffset, 0.0, animateZOffset); EffectWindow* w = windowList.front(); windowList.pop_front(); windowList.append( w ); } else { animateXOffset = xOffset - animateXOffset; animateZOffset = zOffset - animateZOffset; if( animateXOffset < 0.0 ) animateXOffset = 0.0; if( animateZOffset < 0.0 ) animateZOffset = 0.0; glTranslatef(animateXOffset, 0.0, animateZOffset); } } else { timeLine.setProgress( 0.0 ); if( rearrangeWindows != 0 ) { animateFlip = true; if( rearrangeWindows < 0 ) { forward = true; rearrangeWindows++; localProgress = 0.0; } else { forward = false; rearrangeWindows--; localProgress = 1.0; } } else { animateFlip = false; if( stopRequested ) { stop = true; stopRequested = false; } } } } for( int i=0; i 1 ) { if( forward ) opacity = opacity - localProgress*opacity; else opacity = localProgress*opacity; } paintWindowFlip( windowList[i], false, opacity); } glPopMatrix(); } glPopMatrix(); } glPopAttrib(); glMatrixMode( GL_PROJECTION ); glPopMatrix(); glMatrixMode( GL_MODELVIEW ); glViewport( viewport[0], viewport[1], viewport[2], viewport[3] ); // caption of selected window QColor color_frame; QColor color_text; color_frame = KColorScheme( QPalette::Active, KColorScheme::Window ).background().color(); color_frame.setAlphaF( 0.9 ); color_text = KColorScheme( QPalette::Active, KColorScheme::Window ).foreground().color(); if( start ) { color_frame.setAlphaF( 0.9 * timeLine.value() ); color_text.setAlphaF( timeLine.value() ); } else if( stop ) { color_frame.setAlphaF( 0.9 - 0.9 * timeLine.value() ); color_text.setAlphaF( 1.0 - timeLine.value() ); } else if( addFullRepaint ) { // special case: timeLine was reset, but actual frame will be painted color_frame.setAlphaF( 0.0 ); color_text.setAlphaF( 0.0 ); } QFont text_font; text_font.setBold( true ); text_font.setPointSize( 20 ); glPushAttrib( GL_CURRENT_BIT ); glColor4f( color_frame.redF(), color_frame.greenF(), color_frame.blueF(), color_frame.alphaF()); QRect frameRect = QRect( area.width()*0.25f + area.x(), area.height()*0.9f + area.y(), area.width()*0.5f, QFontMetrics( text_font ).height() * 1.2 ); renderRoundBoxWithEdge( frameRect ); effects->paintText( effects->currentTabBoxWindow()->caption(), frameRect.center(), frameRect.width() - 100, color_text, text_font ); glPopAttrib(); // icon of selected window QPixmap iconPixmap = effects->currentTabBoxWindow()->icon(); if( start || stop || addFullRepaint ) { int alpha = 255.0f * timeLine.value(); if( stop ) { alpha = 255.0f - alpha; } else if( addFullRepaint ) { alpha = 0.0f; } QPixmap transparency = iconPixmap.copy( iconPixmap.rect() ); transparency.fill( QColor( 255, 255, 255, alpha ) ); iconPixmap.setAlphaChannel( transparency.alphaChannel() ); } GLTexture* icon = new GLTexture( iconPixmap ); icon->bind(); glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT ); icon->bind(); glEnable( GL_BLEND ); glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); // icon takes 80 % of the height of the frame. So each 10 % space left on the top and botton QRect iconRect = QRect( frameRect.x() + frameRect.height()*0.1f, frameRect.y() + frameRect.height()*0.1f, frameRect.height()*0.8f, frameRect.height()*0.8f ); icon->render( region, iconRect); icon->unbind(); delete icon; glDisable( GL_BLEND ); glPopAttrib(); #endif } } void FlipSwitchEffect::postPaintScreen() { if( (mActivated && ( animateFlip || start )) || stopRequested || stop ) { effects->addRepaintFull(); } if( addFullRepaint ) { addFullRepaint = false; effects->setActiveFullScreenEffect( 0 ); effects->addRepaintFull(); } effects->postPaintScreen(); } void FlipSwitchEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( mActivated || stopRequested || stop ) { if( !( mask & PAINT_WINDOW_TRANSFORMED ) && ( !w->isDesktop() ) ) { if( ( start || stop ) && w->isDock() ) { data.opacity = 1.0 - timeLine.value(); if( stop ) data.opacity = timeLine.value(); } else return; } } effects->paintWindow( w, mask, region, data ); } void FlipSwitchEffect::tabBoxAdded( int mode ) { if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this ) return; if( !mActivated ) { // only for windows mode if( mode == TabBoxWindowsMode && effects->currentTabBoxWindowList().count() > 0 ) { effects->refTabBox(); effects->setActiveFullScreenEffect( this ); selectedWindow = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow()); if( !stop && !stopRequested ) { mActivated = true; start = true; effects->addRepaintFull(); } else { // last tabbox effect still running - schedule start effect startRequested = true; } // Calculation of correct area area = effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()); QRect fullArea = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop()); // twinview? if( area.height() != fullArea.height() || area.width() != fullArea.width() ) twinview = true; else twinview = false; } } } void FlipSwitchEffect::tabBoxClosed() { if( mActivated ) { // if animation than deactivate after animation mActivated = false; effects->unrefTabBox(); if( mAnimation ) { if( start && rearrangeWindows == 0 ) { stop = true; start = false; timeLine.setProgress( 1.0 - timeLine.value() ); } else if( start || animateFlip ) stopRequested = true; else { stop = true; effects->addRepaintFull(); } } else effects->setActiveFullScreenEffect( 0 ); } } void FlipSwitchEffect::tabBoxUpdated() { if( mActivated ) { if( mAnimation && effects->currentTabBoxWindowList().count() > 1 ) { // determine the switch direction int index = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow()); bool direction = false; int windowCount = effects->currentTabBoxWindowList().count(); if( index > selectedWindow ) { if( index == windowCount-1 && selectedWindow == 0 ) forward = false; else direction = true; } else if( index == 0 && ( selectedWindow == windowCount-1 ) ) { direction = true; } else if( index == selectedWindow ) return; // nothing changed else { direction = false; } selectedWindow = index; if( !animateFlip && !start ) { forward = direction; animateFlip = true; } else { if( direction ) rearrangeWindows--; else rearrangeWindows++; if( rearrangeWindows >= windowCount ) rearrangeWindows = rearrangeWindows % windowCount; else if( (-1*rearrangeWindows) >= windowCount ) rearrangeWindows = -1*((-1*rearrangeWindows) % windowCount); } } effects->addRepaintFull(); } } void FlipSwitchEffect::paintWindowFlip( EffectWindow* w, bool draw, float opacity ) { WindowPaintData data( w ); int x = 0; int y = area.height() - w->geometry().height(); QRect thumbnail; setPositionTransformations( data, thumbnail, w, QRect( x, y, w->geometry().width(), w->geometry().height() ), Qt::KeepAspectRatio ); data.opacity = opacity; thumbnail = infiniteRegion(); // if paintWindow() is used the window behind the initial selected window is not painted on the stack, // but painted when it is selected // if drawWindow() is used the front window does not glide through the monitor during animation // so use drawWindow() for all windows but the selected and paintWindow() for the selected window if( draw ) effects->drawWindow( w, PAINT_WINDOW_TRANSFORMED, thumbnail, data ); else effects->paintWindow( w, PAINT_WINDOW_TRANSFORMED, thumbnail, data ); } } // namespace