kwin/effects/demo_taskbarthumbnail.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
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
2007-07-07 14:01:32 +00:00

113 lines
4 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "demo_taskbarthumbnail.h"
#include <limits.h>
namespace KWin
{
KWIN_EFFECT( demo_taskbarthumbnail, TaskbarThumbnailEffect )
TaskbarThumbnailEffect::TaskbarThumbnailEffect()
{
mLastCursorPos = QPoint(-1, -1);
}
void TaskbarThumbnailEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
// We might need to paint thumbnails if cursor has moved since last
// painting or some thumbnails were painted the last time
QPoint cpos = cursorPos();
if(cpos != mLastCursorPos || mThumbnails.count() > 0)
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
mThumbnails.clear();
mLastCursorPos = cpos;
}
effects->prePaintScreen(data, time);
}
void TaskbarThumbnailEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
QRect iconGeo = w->iconGeometry();
if(iconGeo.contains( mLastCursorPos ))
mThumbnails.append( w );
effects->prePaintWindow( w, data, time );
}
void TaskbarThumbnailEffect::postPaintScreen()
{
// Paint the thumbnails. They need to be painted after other windows
// because we want them on top of everything else
int space = 4;
foreach( EffectWindow* w, mThumbnails )
{
QRect thumb = getThumbnailPosition( w, &space);
WindowPaintData thumbdata;
thumbdata.xTranslate = thumb.x() - w->x();
thumbdata.yTranslate = thumb.y() - w->y();
thumbdata.xScale = thumb.width() / (float)w->width();
thumbdata.yScale = thumb.height() / (float)w->height();
// From Scene::Window::infiniteRegion()
QRegion infRegion = QRegion( INT_MIN / 2, INT_MIN / 2, INT_MAX, INT_MAX );
effects->paintWindow( w, PAINT_WINDOW_TRANSFORMED, infRegion, thumbdata );
}
// Call the next effect.
effects->postPaintScreen();
}
QRect TaskbarThumbnailEffect::getThumbnailPosition( EffectWindow* c, int* space ) const
{
QRect thumb;
QRect icon = c->iconGeometry();
// Try to figure out if taskbar is horizontal or vertical
if( icon.right() < 40 || ( displayWidth() - icon.left()) < 40 )
{
// Vertical taskbar...
float scale = qMin(qMax(icon.height(), 100) / (float)c->height(), 200.0f / c->width());
thumb.setSize( QSize( int(scale * c->width()),int(scale * c->height()) ));
if( icon.right() < 40 ) // ...on the left
thumb.moveTopLeft( QPoint( icon.right() + *space, icon.top() ));
else // ...on the right
thumb.moveTopRight( QPoint( icon.left() - *space, icon.top()));
*space += thumb.width() + 8;
}
else
{
// Horizontal taskbar...
float scale = qMin(qMax(icon.width(), 75) / (float)c->width(), 200.0f / c->height());
thumb.setSize( QSize( int(scale * c->width()),int(scale * c->height()) ));
if( icon.top() < ( displayHeight() - icon.bottom())) // ...at the top
thumb.moveTopLeft( QPoint( icon.left(), icon.bottom() + *space ));
else // ...at the bottom
thumb.moveBottomLeft( QPoint( icon.left(), icon.top() - *space ));
*space += thumb.height() + 8;
}
return thumb;
}
void TaskbarThumbnailEffect::mouseChanged( const QPoint& pos, const QPoint&, Qt::MouseButtons, Qt::KeyboardModifiers )
{
// this should check if the mouse position change actually means something
// (just like it should be done in prePaintScreen()), but since this effect
// will be replaced in the future, just trigger a repaint
if( pos != mLastCursorPos )
effects->addRepaintFull();
}
} // namespace