kwin/effects/dialogparent/dialogparent.cpp
Martin Gräßlin 0795ae89ac EffectsHandler emits signal on windowActivated
EffectsHandlerImpl connects to the Workspace signal clientActivated.
The emitting of the signal is slightly moved from before the activation logic
to after the activation logic. This might change behavior in the scripting
component, but the previous code looked wrong.
2011-02-27 10:05:04 +01:00

110 lines
3.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Rivo Laks <rivolaks@hot.ee>
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 "dialogparent.h"
namespace KWin
{
KWIN_EFFECT(dialogparent, DialogParentEffect)
DialogParentEffect::DialogParentEffect()
{
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
connect(effects, SIGNAL(windowActivated(EffectWindow*)), this, SLOT(slotWindowActivated(EffectWindow*)));
}
void DialogParentEffect::reconfigure(ReconfigureFlags)
{
// How long does it take for the effect to get it's full strength (in ms)
changeTime = animationTime(200);
}
void DialogParentEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// Check if this window has a modal dialog and change the window's
// effect's strength accordingly
bool hasDialog = w->findModal() != NULL;
if (hasDialog) {
// Increase effect strength of this window
effectStrength[w] = qMin(1.0, effectStrength[w] + time / changeTime);
} else {
effectStrength[w] = qMax(0.0, effectStrength[w] - time / changeTime);
}
// Call the next effect
effects->prePaintWindow(w, data, time);
}
void DialogParentEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
double s = effectStrength[w];
if (s > 0.0f) {
// Brightness will be within [1.0; 0.6]
data.brightness *= (1.0 - s * 0.4);
// Saturation within [1.0; 0.4]
data.saturation *= (1.0 - s * 0.6);
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void DialogParentEffect::postPaintWindow(EffectWindow* w)
{
double s = effectStrength[w];
// If strength is between 0 and 1, the effect is still in progress and the
// window has to be repainted during the next pass
if (s > 0.0 && s < 1.0)
w->addRepaintFull(); // trigger next animation repaint
// Call the next effect.
effects->postPaintWindow(w);
}
void DialogParentEffect::slotWindowActivated(EffectWindow* w)
{
// If this window is a dialog, we need to repaint it's parent window, so
// that the effect could be run for it
// Set the window to be faded (or NULL if no window is active).
if (w && w->isModal()) {
// w is a modal dialog
EffectWindowList mainwindows = w->mainWindows();
foreach (EffectWindow * parent, mainwindows)
parent->addRepaintFull();
}
}
void DialogParentEffect::slotWindowClosed(EffectWindow* w)
{
// If this window is a dialog, we need to repaint it's parent window, so
// that the effect could be run for it
// Set the window to be faded (or NULL if no window is active).
if (w && w->isModal()) {
// w is a modal dialog
EffectWindowList mainwindows = w->mainWindows();
foreach (EffectWindow * parent, mainwindows)
parent->addRepaintFull();
}
}
} // namespace