kwin/effects/fade/fade.cpp
Martin Gräßlin 557b3ce0de Optimize Fade Effect
Remove windows from the hash after an animation is finished.
By that it is possible that the FadeEffect goes into an
inactive state.

REVIEW: 102452
2011-08-29 07:08:07 +02:00

209 lines
7.4 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);
connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
connect(effects, SIGNAL(windowOpacityChanged(EffectWindow*,qreal,qreal)), this, SLOT(slotWindowOpacityChanged(EffectWindow*,qreal)));
}
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;
}
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();
} else {
if (windows[w].deleted) {
w->unrefWindow();
}
windows.remove(w);
}
}
}
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;
} else {
windows.remove(w);
}
}
effects->paintWindow(w, mask, region, data);
}
void FadeEffect::slotWindowOpacityChanged(EffectWindow* w, qreal old_opacity)
{
if (!windows.contains(w) || !isFadeWindow(w))
return;
if (windows[ w ].opacity == 1.0)
windows[ w ].opacity -= 0.1 / fadeOutTime;
w->addRepaintFull();
}
void FadeEffect::slotWindowAdded(EffectWindow* w)
{
if (!fadeWindows || !isFadeWindow(w))
return;
windows[ w ].opacity = 0.0;
w->addRepaintFull();
}
void FadeEffect::slotWindowClosed(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::slotWindowDeleted(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());
}
bool FadeEffect::isActive() const
{
return !windows.isEmpty();
}
} // namespace