5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
113 lines
4 KiB
C++
113 lines
4 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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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "demo_taskbarthumbnail.h"
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#include <limits.h>
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namespace KWin
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{
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KWIN_EFFECT( demo_taskbarthumbnail, TaskbarThumbnailEffect )
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TaskbarThumbnailEffect::TaskbarThumbnailEffect()
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{
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mLastCursorPos = QPoint(-1, -1);
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}
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void TaskbarThumbnailEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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// We might need to paint thumbnails if cursor has moved since last
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// painting or some thumbnails were painted the last time
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QPoint cpos = cursorPos();
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if(cpos != mLastCursorPos || mThumbnails.count() > 0)
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{
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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mThumbnails.clear();
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mLastCursorPos = cpos;
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}
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effects->prePaintScreen(data, time);
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}
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void TaskbarThumbnailEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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QRect iconGeo = w->iconGeometry();
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if(iconGeo.contains( mLastCursorPos ))
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mThumbnails.append( w );
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effects->prePaintWindow( w, data, time );
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}
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void TaskbarThumbnailEffect::postPaintScreen()
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{
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// Paint the thumbnails. They need to be painted after other windows
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// because we want them on top of everything else
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int space = 4;
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foreach( EffectWindow* w, mThumbnails )
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{
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QRect thumb = getThumbnailPosition( w, &space);
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WindowPaintData thumbdata;
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thumbdata.xTranslate = thumb.x() - w->x();
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thumbdata.yTranslate = thumb.y() - w->y();
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thumbdata.xScale = thumb.width() / (float)w->width();
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thumbdata.yScale = thumb.height() / (float)w->height();
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// From Scene::Window::infiniteRegion()
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QRegion infRegion = QRegion( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
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effects->paintWindow( w, PAINT_WINDOW_TRANSFORMED, infRegion, thumbdata );
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}
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// Call the next effect.
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effects->postPaintScreen();
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}
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QRect TaskbarThumbnailEffect::getThumbnailPosition( EffectWindow* c, int* space ) const
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{
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QRect thumb;
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QRect icon = c->iconGeometry();
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// Try to figure out if taskbar is horizontal or vertical
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if( icon.right() < 40 || ( displayWidth() - icon.left()) < 40 )
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{
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// Vertical taskbar...
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float scale = qMin(qMax(icon.height(), 100) / (float)c->height(), 200.0f / c->width());
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thumb.setSize( QSize( int(scale * c->width()),int(scale * c->height()) ));
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if( icon.right() < 40 ) // ...on the left
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thumb.moveTopLeft( QPoint( icon.right() + *space, icon.top() ));
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else // ...on the right
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thumb.moveTopRight( QPoint( icon.left() - *space, icon.top()));
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*space += thumb.width() + 8;
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}
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else
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{
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// Horizontal taskbar...
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float scale = qMin(qMax(icon.width(), 75) / (float)c->width(), 200.0f / c->height());
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thumb.setSize( QSize( int(scale * c->width()),int(scale * c->height()) ));
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if( icon.top() < ( displayHeight() - icon.bottom())) // ...at the top
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thumb.moveTopLeft( QPoint( icon.left(), icon.bottom() + *space ));
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else // ...at the bottom
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thumb.moveBottomLeft( QPoint( icon.left(), icon.top() - *space ));
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*space += thumb.height() + 8;
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}
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return thumb;
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}
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void TaskbarThumbnailEffect::mouseChanged( const QPoint& pos, const QPoint&, Qt::MouseButtons, Qt::KeyboardModifiers )
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{
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// this should check if the mouse position change actually means something
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// (just like it should be done in prePaintScreen()), but since this effect
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// will be replaced in the future, just trigger a repaint
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if( pos != mLastCursorPos )
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effects->addRepaintFull();
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}
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} // namespace
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