classes are intended to be used to help effect authors move windows across the screen smoothly and naturally. Although not 100% complete the classes can be used for 2D operations in its current state, an example of which is the included present windows update. These classes can be expanded upon when the new modifiers are required. I would like a generic, template-based motion manager class that can be used for non-window objects as well as another 3D-enabled manager to be available sometime in the future. CCMAIL: kwin@kde.org svn path=/trunk/KDE/kdebase/workspace/; revision=863561
168 lines
5.7 KiB
C++
168 lines
5.7 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_PRESENTWINDOWS_H
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#define KWIN_PRESENTWINDOWS_H
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// Include with base class for effects.
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#include <kwineffects.h>
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#include <kwinglutils.h>
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#include <kwinxrenderutils.h>
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#include <QPixmap>
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namespace KWin
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{
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/**
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* Expose-like effect which shows all windows on current desktop side-by-side,
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* letting the user select active window.
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**/
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class PresentWindowsEffect
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: public QObject, public Effect
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{
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Q_OBJECT
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private:
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// Structures
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struct WindowData
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{
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bool visible;
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double opacity;
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double highlight;
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int slot;
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int slot_distance;
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QPixmap icon;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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KSharedPtr< GLTexture > iconTexture;
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#endif
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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XRenderPicture iconPicture;
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#endif
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};
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typedef QHash<EffectWindow*, WindowData> DataHash;
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struct GridSize
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{
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int columns;
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int rows;
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};
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public:
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PresentWindowsEffect();
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virtual ~PresentWindowsEffect();
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// Screen painting
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virtual void prePaintScreen( ScreenPrePaintData &data, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData &data );
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virtual void postPaintScreen();
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// Window painting
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virtual void prePaintWindow( EffectWindow *w, WindowPrePaintData &data, int time );
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virtual void paintWindow( EffectWindow *w, int mask, QRegion region, WindowPaintData &data );
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// User interaction
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virtual void windowAdded( EffectWindow *w );
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virtual void windowClosed( EffectWindow *w );
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virtual bool borderActivated( ElectricBorder border );
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virtual void windowInputMouseEvent( Window w, QEvent *e );
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virtual void grabbedKeyboardEvent( QKeyEvent *e );
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// Tab box
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virtual void tabBoxAdded( int mode );
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virtual void tabBoxClosed();
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virtual void tabBoxUpdated();
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enum { LayoutNatural, LayoutRegularGrid, LayoutFlexibleGrid }; // Layout modes
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public slots:
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void setActive( bool active );
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void toggleActive() { m_allDesktops = false; setActive( !m_activated ); }
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void toggleActiveAllDesktops() { m_allDesktops = true; setActive( !m_activated ); }
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protected:
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// Window rearranging
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void rearrangeWindows();
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void calculateWindowTransformationsClosest( EffectWindowList windowlist, int screen );
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void calculateWindowTransformationsKompose( EffectWindowList windowlist, int screen );
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void calculateWindowTransformationsNatural( EffectWindowList windowlist, int screen );
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// Helper functions for window rearranging
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inline double aspectRatio( EffectWindow *w )
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{ return w->width() / double( w->height() ); }
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inline int widthForHeight( EffectWindow *w, int height )
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{ return int(( height / double( w->height() )) * w->width() ); }
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inline int heightForWidth( EffectWindow *w, int width )
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{ return int(( width / double( w->width() )) * w->height() ); }
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void assignSlots( EffectWindowList windowlist, const QRect &area, int columns, int rows );
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void getBestAssignments( EffectWindowList windowlist );
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bool isOverlappingAny( EffectWindow *w, const QHash<EffectWindow*, QRect> &targets, const QRegion &border );
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// Filter box
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void updateFilterTexture();
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void discardFilterTexture();
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// Helper functions
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bool isSelectableWindow( EffectWindow *w );
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bool isVisibleWindow( EffectWindow *w );
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void setHighlightedWindow( EffectWindow *w );
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EffectWindow* relativeWindow( EffectWindow *w, int xdiff, int ydiff, bool wrap ) const;
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EffectWindow* findFirstWindow() const;
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void paintWindowIcon( EffectWindow *w, WindowPaintData &data ); // TODO: Do we need this?
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private:
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// User configuration settings
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ElectricBorder m_borderActivate;
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ElectricBorder m_borderActivateAll;
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int m_layoutMode;
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bool m_showCaptions;
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bool m_showIcons;
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bool m_tabBoxAllowed;
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int m_accuracy;
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bool m_fillGaps;
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double m_fadeDuration;
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// Activation
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bool m_activated;
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bool m_allDesktops;
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double m_decalOpacity;
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Window m_input;
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bool m_hasKeyboardGrab;
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bool m_tabBoxEnabled;
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// Window data
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WindowMotionManager m_motionManager;
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DataHash m_windowData;
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EffectWindow *m_highlightedWindow;
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// Grid layout info
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QList<GridSize> m_gridSizes;
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// Filter box
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QString m_windowFilter;
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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GLTexture *m_filterTexture;
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QRect m_filterTextureRect;
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QRect m_filterFrameRect;
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#endif
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};
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} // namespace
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#endif
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