kwin/effects/fade/fade.cpp
2011-01-31 20:07:03 +01:00

198 lines
7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "fade.h"
#include <kconfiggroup.h>
namespace KWin
{
KWIN_EFFECT(fade, FadeEffect)
FadeEffect::FadeEffect()
{
reconfigure(ReconfigureAll);
}
void FadeEffect::reconfigure(ReconfigureFlags)
{
KConfigGroup conf = effects->effectConfig("Fade");
fadeInTime = animationTime(conf, "FadeInTime", 150);
fadeOutTime = animationTime(conf, "FadeOutTime", 150);
fadeWindows = conf.readEntry("FadeWindows", true);
// Add all existing windows to the window list
// TODO: Enabling desktop effects should trigger windowAdded() on all windows
windows.clear();
if (!fadeWindows)
return;
foreach (EffectWindow * w, effects->stackingOrder())
if (w && isFadeWindow(w)) // TODO: Apparently w can == NULL here?
windows[ w ] = WindowInfo();
}
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() && !effects->activeFullScreenEffect()) {
// 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)
{
void* e;
if (w->isDeleted())
e = w->data(WindowClosedGrabRole).value<void*>();
else
e = w->data(WindowAddedGrabRole).value<void*>();
if (w->windowClass() == "ksplashx ksplashx"
|| w->windowClass() == "ksplashsimple ksplashsimple"
|| (e && e != this)) {
// see login effect
return false;
}
return (!w->isDesktop() && !w->isUtility());
}
} // namespace