kwin/lib/kwineffects.cpp
2011-01-30 14:11:56 +01:00

1387 lines
38 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.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 "kwineffects.h"
#include "kwinglutils.h"
#include "kwinxrenderutils.h"
#include <QtDBus/QtDBus>
#include <QVariant>
#include <QList>
#include <QtCore/QTimeLine>
#include <QtGui/QFontMetrics>
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
#include <kdebug.h>
#include <ksharedconfig.h>
#include <kstandarddirs.h>
#include <kconfiggroup.h>
#include <assert.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/extensions/Xrender.h>
#include <X11/extensions/Xfixes.h>
#endif
namespace KWin
{
void WindowPrePaintData::setTranslucent()
{
mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
mask &= ~Effect::PAINT_WINDOW_OPAQUE;
clip = QRegion(); // cannot clip, will be transparent
}
void WindowPrePaintData::setTransformed()
{
mask |= Effect::PAINT_WINDOW_TRANSFORMED;
}
WindowPaintData::WindowPaintData( EffectWindow* w )
: opacity( w->opacity())
, contents_opacity( 1.0 )
, decoration_opacity( 1.0 )
, xScale( 1 )
, yScale( 1 )
, zScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
, zTranslate( 0 )
, saturation( 1 )
, brightness( 1 )
, shader( NULL )
, rotation( NULL )
{
quads = w->buildQuads();
}
ScreenPaintData::ScreenPaintData()
: xScale( 1 )
, yScale( 1 )
, zScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
, zTranslate( 0 )
, rotation( NULL )
{
}
RotationData::RotationData()
: axis( ZAxis )
, angle( 0.0 )
, xRotationPoint( 0.0 )
, yRotationPoint( 0.0 )
, zRotationPoint( 0.0 )
{
}
//****************************************
// Effect
//****************************************
Effect::Effect()
{
}
Effect::~Effect()
{
}
void Effect::reconfigure( ReconfigureFlags )
{
}
void* Effect::proxy()
{
return NULL;
}
void Effect::windowUserMovedResized( EffectWindow* , bool, bool )
{
}
void Effect::windowMoveResizeGeometryUpdate( EffectWindow* , const QRect& )
{
}
void Effect::windowOpacityChanged( EffectWindow*, double )
{
}
void Effect::windowAdded( EffectWindow* )
{
}
void Effect::windowClosed( EffectWindow* )
{
}
void Effect::windowDeleted( EffectWindow* )
{
}
void Effect::windowActivated( EffectWindow* )
{
}
void Effect::windowMinimized( EffectWindow* )
{
}
void Effect::windowUnminimized( EffectWindow* )
{
}
void Effect::clientGroupItemSwitched( EffectWindow*, EffectWindow* )
{
}
void Effect::clientGroupItemAdded( EffectWindow*, EffectWindow* )
{
}
void Effect::clientGroupItemRemoved( EffectWindow*, EffectWindow* )
{
}
void Effect::windowInputMouseEvent( Window, QEvent* )
{
}
void Effect::grabbedKeyboardEvent( QKeyEvent* )
{
}
void Effect::propertyNotify( EffectWindow* , long )
{
}
void Effect::desktopChanged( int )
{
}
void Effect::windowDamaged( EffectWindow*, const QRect& )
{
}
void Effect::windowGeometryShapeChanged( EffectWindow*, const QRect& )
{
}
void Effect::tabBoxAdded( int )
{
}
void Effect::tabBoxClosed()
{
}
void Effect::tabBoxUpdated()
{
}
void Effect::tabBoxKeyEvent( QKeyEvent* )
{
}
bool Effect::borderActivated( ElectricBorder )
{
return false;
}
void Effect::mouseChanged( const QPoint&, const QPoint&, Qt::MouseButtons,
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers )
{
}
void Effect::prePaintScreen( ScreenPrePaintData& data, int time )
{
effects->prePaintScreen( data, time );
}
void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
}
void Effect::postPaintScreen()
{
effects->postPaintScreen();
}
void Effect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
effects->prePaintWindow( w, data, time );
}
void Effect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->paintWindow( w, mask, region, data );
}
void Effect::postPaintWindow( EffectWindow* w )
{
effects->postPaintWindow( w );
}
void Effect::paintEffectFrame( KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity )
{
effects->paintEffectFrame( frame, region, opacity, frameOpacity );
}
bool Effect::provides( Feature )
{
return false;
}
void Effect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->drawWindow( w, mask, region, data );
}
void Effect::buildQuads( EffectWindow* w, WindowQuadList& quadList )
{
effects->buildQuads( w, quadList );
}
QRect Effect::transformWindowDamage( EffectWindow* w, const QRect& r )
{
return effects->transformWindowDamage( w, r );
}
void Effect::setPositionTransformations( WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect )
{
QSize size = w->size();
size.scale( r.size(), aspect );
data.xScale = size.width() / double( w->width());
data.yScale = size.height() / double( w->height());
int width = int( w->width() * data.xScale );
int height = int( w->height() * data.yScale );
int x = r.x() + ( r.width() - width ) / 2;
int y = r.y() + ( r.height() - height ) / 2;
region = QRect( x, y, width, height );
data.xTranslate = x - w->x();
data.yTranslate = y - w->y();
}
int Effect::displayWidth()
{
return KWin::displayWidth();
}
int Effect::displayHeight()
{
return KWin::displayHeight();
}
QPoint Effect::cursorPos()
{
return effects->cursorPos();
}
double Effect::animationTime( const KConfigGroup& cfg, const QString& key, int defaultTime )
{
int time = cfg.readEntry( key, 0 );
return time != 0 ? time : qMax( defaultTime * effects->animationTimeFactor(), 1. );
}
double Effect::animationTime( int defaultTime )
{ // at least 1ms, otherwise 0ms times can break some things
return qMax( defaultTime * effects->animationTimeFactor(), 1. );
}
void Effect::numberDesktopsChanged( int )
{
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler(CompositingType type)
: current_paint_screen( 0 )
, current_paint_window( 0 )
, current_draw_window( 0 )
, current_build_quads( 0 )
, current_transform( 0 )
, compositing_type( type )
{
if( compositing_type == NoCompositing )
return;
KWin::effects = this;
}
EffectsHandler::~EffectsHandler()
{
// All effects should already be unloaded by Impl dtor
assert( loaded_effects.count() == 0 );
}
QRect EffectsHandler::transformWindowDamage( EffectWindow* w, const QRect& r )
{
if( current_transform < loaded_effects.size())
{
QRect rr = loaded_effects[current_transform++].second->transformWindowDamage( w, r );
--current_transform;
return rr;
}
else
return r;
}
Window EffectsHandler::createInputWindow( Effect* e, const QRect& r, const QCursor& cursor )
{
return createInputWindow( e, r.x(), r.y(), r.width(), r.height(), cursor );
}
Window EffectsHandler::createFullScreenInputWindow( Effect* e, const QCursor& cursor )
{
return createInputWindow( e, 0, 0, displayWidth(), displayHeight(), cursor );
}
CompositingType EffectsHandler::compositingType() const
{
return compositing_type;
}
bool EffectsHandler::saturationSupported() const
{
switch( compositing_type )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
case OpenGLCompositing:
return GLTexture::saturationSupported();
#endif
case XRenderCompositing:
return false; // never
default:
abort();
}
}
void EffectsHandler::sendReloadMessage( const QString& effectname )
{
QDBusMessage message = QDBusMessage::createMethodCall("org.kde.kwin", "/KWin", "org.kde.KWin", "reconfigureEffect");
message << QString("kwin4_effect_" + effectname);
QDBusConnection::sessionBus().send(message);
}
KConfigGroup EffectsHandler::effectConfig( const QString& effectname )
{
KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig( "kwinrc", KConfig::NoGlobals );
return kwinconfig->group( "Effect-" + effectname );
}
bool EffectsHandler::checkDriverBlacklist( const KConfigGroup& blacklist )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
QString vendor = QString((const char*)glGetString( GL_VENDOR ));
QString renderer = QString((const char*)glGetString( GL_RENDERER ));
QString version = QString((const char*)glGetString( GL_VERSION ));
foreach( const QString& key, blacklist.keyList() )
{
// the key is a word in the renderer string or vendor referrencing the vendor in case of mesa
// e.g. "Intel" or "Ati"
if( renderer.contains( key, Qt::CaseInsensitive ) || vendor.contains( key, Qt::CaseInsensitive ) )
{
// the value for current key contains a string list of driver versions which have to be blacklisted
QStringList versions = blacklist.readEntry< QStringList >( key, QStringList() );
foreach( const QString& entry, versions )
{
QStringList parts = entry.split( ":-:" );
if( parts.size() != 2 )
{
continue;
}
if( renderer.contains(parts[0], Qt::CaseInsensitive) &&
version.contains(parts[1], Qt::CaseInsensitive) )
{
// the version matches the renderer string - this driver is blacklisted, return
return true;
}
}
}
}
}
return false;
#else
return false;
#endif
}
EffectsHandler* effects = 0;
//****************************************
// EffectWindow
//****************************************
EffectWindow::EffectWindow()
{
}
EffectWindow::~EffectWindow()
{
}
bool EffectWindow::isOnCurrentDesktop() const
{
return isOnDesktop( effects->currentDesktop());
}
bool EffectWindow::isOnDesktop( int d ) const
{
return desktop() == d || isOnAllDesktops();
}
bool EffectWindow::hasDecoration() const
{
return contentsRect() != QRect( 0, 0, width(), height());
}
//****************************************
// EffectWindowGroup
//****************************************
EffectWindowGroup::~EffectWindowGroup()
{
}
//****************************************
// GlobalShortcutsEditor
//****************************************
GlobalShortcutsEditor::GlobalShortcutsEditor( QWidget *parent ) :
KShortcutsEditor( parent, GlobalAction )
{
}
/***************************************************************
WindowQuad
***************************************************************/
WindowQuad WindowQuad::makeSubQuad( double x1, double y1, double x2, double y2 ) const
{
assert( x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
#ifndef NDEBUG
if( isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
WindowQuad ret( *this );
// vertices are clockwise starting from topleft
ret.verts[ 0 ].px = x1;
ret.verts[ 3 ].px = x1;
ret.verts[ 1 ].px = x2;
ret.verts[ 2 ].px = x2;
ret.verts[ 0 ].py = y1;
ret.verts[ 1 ].py = y1;
ret.verts[ 2 ].py = y2;
ret.verts[ 3 ].py = y2;
// original x/y are supposed to be the same, no transforming is done here
ret.verts[ 0 ].ox = x1;
ret.verts[ 3 ].ox = x1;
ret.verts[ 1 ].ox = x2;
ret.verts[ 2 ].ox = x2;
ret.verts[ 0 ].oy = y1;
ret.verts[ 1 ].oy = y1;
ret.verts[ 2 ].oy = y2;
ret.verts[ 3 ].oy = y2;
double my_tleft = verts[ 0 ].tx;
double my_tright = verts[ 2 ].tx;
double my_ttop = verts[ 0 ].ty;
double my_tbottom = verts[ 2 ].ty;
double tleft = ( x1 - left()) / ( right() - left()) * ( my_tright - my_tleft ) + my_tleft;
double tright = ( x2 - left()) / ( right() - left()) * ( my_tright - my_tleft ) + my_tleft;
double ttop = ( y1 - top()) / ( bottom() - top()) * ( my_tbottom - my_ttop ) + my_ttop;
double tbottom = ( y2 - top()) / ( bottom() - top()) * ( my_tbottom - my_ttop ) + my_ttop;
ret.verts[ 0 ].tx = tleft;
ret.verts[ 3 ].tx = tleft;
ret.verts[ 1 ].tx = tright;
ret.verts[ 2 ].tx = tright;
ret.verts[ 0 ].ty = ttop;
ret.verts[ 1 ].ty = ttop;
ret.verts[ 2 ].ty = tbottom;
ret.verts[ 3 ].ty = tbottom;
return ret;
}
bool WindowQuad::smoothNeeded() const
{
// smoothing is needed if the width or height of the quad does not match the original size
double width = verts[ 1 ].ox - verts[ 0 ].ox;
double height = verts[ 2 ].oy - verts[ 1 ].oy;
return( verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height );
}
/***************************************************************
WindowQuadList
***************************************************************/
WindowQuadList WindowQuadList::splitAtX( double x ) const
{
WindowQuadList ret;
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholeleft = true;
bool wholeright = true;
for( int i = 0;
i < 4;
++i )
{
if( quad[ i ].x() < x )
wholeright = false;
if( quad[ i ].x() > x )
wholeleft = false;
}
if( wholeleft || wholeright ) // is whole in one split part
{
ret.append( quad );
continue;
}
if( quad.left() == quad.right() ) // quad has no size
{
ret.append( quad );
continue;
}
ret.append( quad.makeSubQuad( quad.left(), quad.top(), x, quad.bottom()));
ret.append( quad.makeSubQuad( x, quad.top(), quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::splitAtY( double y ) const
{
WindowQuadList ret;
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholetop = true;
bool wholebottom = true;
for( int i = 0;
i < 4;
++i )
{
if( quad[ i ].y() < y )
wholebottom = false;
if( quad[ i ].y() > y )
wholetop = false;
}
if( wholetop || wholebottom ) // is whole in one split part
{
ret.append( quad );
continue;
}
if( quad.top() == quad.bottom() ) // quad has no size
{
ret.append( quad );
continue;
}
ret.append( quad.makeSubQuad( quad.left(), quad.top(), quad.right(), y ));
ret.append( quad.makeSubQuad( quad.left(), y, quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::makeGrid( int maxquadsize ) const
{
if( empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin( left, quad.left());
right = qMax( right, quad.right());
top = qMin( top, quad.top());
bottom = qMax( bottom, quad.bottom());
}
WindowQuadList ret;
for( double x = left;
x < right;
x += maxquadsize )
{
for( double y = top;
y < bottom;
y += maxquadsize )
{
foreach( const WindowQuad &quad, *this )
{
if( QRectF( QPointF( quad.left(), quad.top()), QPointF( quad.right(), quad.bottom()))
.intersects( QRectF( x, y, maxquadsize, maxquadsize )))
{
ret.append( quad.makeSubQuad( qMax( x, quad.left()), qMax( y, quad.top()),
qMin( quad.right(), x + maxquadsize ), qMin( quad.bottom(), y + maxquadsize )));
}
}
}
}
return ret;
}
WindowQuadList WindowQuadList::makeRegularGrid( int xSubdivisions, int ySubdivisions ) const
{
if( empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin( left, quad.left());
right = qMax( right, quad.right());
top = qMin( top, quad.top());
bottom = qMax( bottom, quad.bottom());
}
double xincrement = (right - left) / xSubdivisions;
double yincrement = (bottom - top) / ySubdivisions;
WindowQuadList ret;
for( double y = top;
y < bottom;
y += yincrement )
{
for( double x = left;
x < right;
x += xincrement)
{
foreach( const WindowQuad &quad, *this )
{
if( QRectF( QPointF( quad.left(), quad.top()), QPointF( quad.right(), quad.bottom()))
.intersects( QRectF( x, y, xincrement, yincrement )))
{
ret.append( quad.makeSubQuad( qMax( x, quad.left()), qMax( y, quad.top()),
qMin( quad.right(), x + xincrement ), qMin( quad.bottom(), y + yincrement )));
}
}
}
}
return ret;
}
void WindowQuadList::makeArrays( float** vertices, float** texcoords ) const
{
*vertices = new float[ count() * 6 * 2 ];
*texcoords = new float[ count() * 6 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
for( int i = 0;
i < count();
++i )
{
*vpos++ = at( i )[ 1 ].x();
*vpos++ = at( i )[ 1 ].y();
*vpos++ = at( i )[ 0 ].x();
*vpos++ = at( i )[ 0 ].y();
*vpos++ = at( i )[ 3 ].x();
*vpos++ = at( i )[ 3 ].y();
*vpos++ = at( i )[ 3 ].x();
*vpos++ = at( i )[ 3 ].y();
*vpos++ = at( i )[ 2 ].x();
*vpos++ = at( i )[ 2 ].y();
*vpos++ = at( i )[ 1 ].x();
*vpos++ = at( i )[ 1 ].y();
*tpos++ = at( i )[ 1 ].tx;
*tpos++ = at( i )[ 1 ].ty;
*tpos++ = at( i )[ 0 ].tx;
*tpos++ = at( i )[ 0 ].ty;
*tpos++ = at( i )[ 3 ].tx;
*tpos++ = at( i )[ 3 ].ty;
*tpos++ = at( i )[ 3 ].tx;
*tpos++ = at( i )[ 3 ].ty;
*tpos++ = at( i )[ 2 ].tx;
*tpos++ = at( i )[ 2 ].ty;
*tpos++ = at( i )[ 1 ].tx;
*tpos++ = at( i )[ 1 ].ty;
}
}
WindowQuadList WindowQuadList::select( WindowQuadType type ) const
{
foreach( const WindowQuad &q, *this )
{
if( q.type() != type ) // something else than ones to select, make a copy and filter
{
WindowQuadList ret;
foreach( const WindowQuad &q, *this )
{
if( q.type() == type )
ret.append( q );
}
return ret;
}
}
return *this; // nothing to filter out
}
WindowQuadList WindowQuadList::filterOut( WindowQuadType type ) const
{
foreach( const WindowQuad &q, *this )
{
if( q.type() == type ) // something to filter out, make a copy and filter
{
WindowQuadList ret;
foreach( const WindowQuad &q, *this )
{
if( q.type() != type )
ret.append( q );
}
return ret;
}
}
return *this; // nothing to filter out
}
bool WindowQuadList::smoothNeeded() const
{
foreach( const WindowQuad &q, *this )
if( q.smoothNeeded())
return true;
return false;
}
bool WindowQuadList::isTransformed() const
{
foreach( const WindowQuad &q, *this )
if( q.isTransformed())
return true;
return false;
}
/***************************************************************
PaintClipper
***************************************************************/
QStack< QRegion >* PaintClipper::areas = NULL;
PaintClipper::PaintClipper( const QRegion& allowed_area )
: area( allowed_area )
{
push( area );
}
PaintClipper::~PaintClipper()
{
pop( area );
}
void PaintClipper::push( const QRegion& allowed_area )
{
if( allowed_area == infiniteRegion()) // don't push these
return;
if( areas == NULL )
areas = new QStack< QRegion >;
areas->push( allowed_area );
}
void PaintClipper::pop( const QRegion& allowed_area )
{
if( allowed_area == infiniteRegion())
return;
Q_ASSERT( areas != NULL );
Q_ASSERT( areas->top() == allowed_area );
areas->pop();
if( areas->isEmpty())
{
delete areas;
areas = NULL;
}
}
bool PaintClipper::clip()
{
return areas != NULL;
}
QRegion PaintClipper::paintArea()
{
assert( areas != NULL ); // can be called only with clip() == true
QRegion ret = QRegion( 0, 0, displayWidth(), displayHeight());
foreach( const QRegion &r, *areas )
ret &= r;
return ret;
}
struct PaintClipper::Iterator::Data
{
Data() : index( 0 ) {}
int index;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
QVector< QRect > rects;
#endif
};
PaintClipper::Iterator::Iterator()
: data( new Data )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing )
{
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib( GL_SCISSOR_BIT );
#endif
if( !effects->isRenderTargetBound() )
glEnable( GL_SCISSOR_TEST );
data->rects = paintArea().rects();
data->index = -1;
next(); // move to the first one
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( clip() && effects->compositingType() == XRenderCompositing )
{
XserverRegion region = toXserverRegion( paintArea());
XFixesSetPictureClipRegion( display(), effects->xrenderBufferPicture(), 0, 0, region );
XFixesDestroyRegion( display(), region ); // it's ref-counted
}
#endif
}
PaintClipper::Iterator::~Iterator()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing )
{
if( !effects->isRenderTargetBound() )
glDisable( GL_SCISSOR_TEST );
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( clip() && effects->compositingType() == XRenderCompositing )
XFixesSetPictureClipRegion( display(), effects->xrenderBufferPicture(), 0, 0, None );
#endif
delete data;
}
bool PaintClipper::Iterator::isDone()
{
if( !clip())
return data->index == 1; // run once
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
return data->index >= data->rects.count(); // run once per each area
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
return data->index == 1; // run once
#endif
abort();
}
void PaintClipper::Iterator::next()
{
data->index++;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing && !effects->isRenderTargetBound() && data->index < data->rects.count())
{
const QRect& r = data->rects[ data->index ];
// Scissor rect has to be given in OpenGL coords
glScissor( r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
}
#endif
}
QRect PaintClipper::Iterator::boundingRect() const
{
if( !clip())
return infiniteRegion();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
return data->rects[ data->index ];
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
return paintArea().boundingRect();
#endif
abort();
return infiniteRegion();
}
/***************************************************************
TimeLine
***************************************************************/
TimeLine::TimeLine(const int duration)
{
m_Time = 0;
m_Duration = duration;
m_TimeLine = new QTimeLine(m_Duration ? m_Duration : 1); // (avoid QTimeLine warning)
m_TimeLine->setFrameRange(0, m_Duration);
setCurveShape(EaseInCurve);
}
TimeLine::TimeLine(const TimeLine &other)
{
m_Time = other.m_Time;
m_Duration = other.m_Duration;
m_TimeLine = new QTimeLine(m_Duration ? m_Duration : 1);
m_TimeLine->setFrameRange(0, m_Duration);
setCurveShape(other.m_CurveShape);
if( m_Duration != 0 )
setProgress(m_Progress);
}
TimeLine::~TimeLine()
{
delete m_TimeLine;
}
int TimeLine::duration() const
{
return m_Duration;
}
void TimeLine::setDuration(const int msec)
{
m_Duration = msec;
m_TimeLine->setDuration(m_Duration);
m_TimeLine->setFrameRange(0, m_Duration);
}
double TimeLine::value() const
{
Q_ASSERT( m_Duration != 0 );
return valueForTime(m_Time);
}
double TimeLine::valueForTime(const int msec) const
{
Q_ASSERT( m_Duration != 0 );
// Catch non QTimeLine CurveShapes here, (but there are none right now)
// else use QTimeLine ...
return m_TimeLine->valueForTime(msec);
}
void TimeLine::addTime(const int msec)
{
Q_ASSERT( m_Duration != 0 );
m_Time = qMin(m_Duration, m_Time + msec);
m_Progress = (double)m_Time / m_Duration;
}
void TimeLine::removeTime(const int msec)
{
Q_ASSERT( m_Duration != 0 );
m_Time = qMax(0, m_Time - msec);
m_Progress = (double)m_Time / m_Duration;
}
void TimeLine::setProgress(const double progress)
{
Q_ASSERT( m_Duration != 0 );
m_Progress = progress;
m_Time = qRound(m_Duration * progress);
}
double TimeLine::progress() const
{
Q_ASSERT( m_Duration != 0 );
return m_Progress;
}
int TimeLine::time() const
{
Q_ASSERT( m_Duration != 0 );
return m_Time;
}
void TimeLine::addProgress(const double progress)
{
Q_ASSERT( m_Duration != 0 );
m_Progress += progress;
m_Time = (int)(m_Duration * m_Progress);
}
void TimeLine::setCurveShape(CurveShape curveShape)
{
switch (curveShape)
{
case EaseInCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseInCurve);
break;
case EaseOutCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseOutCurve);
break;
case EaseInOutCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseInOutCurve);
break;
case LinearCurve:
m_TimeLine->setCurveShape(QTimeLine::LinearCurve);
break;
case SineCurve:
m_TimeLine->setCurveShape(QTimeLine::SineCurve);
break;
}
m_CurveShape = curveShape;
}
/***************************************************************
Motion1D
***************************************************************/
Motion1D::Motion1D( double initial, double strength, double smoothness )
: Motion<double>( initial, strength, smoothness )
{
}
Motion1D::Motion1D( const Motion1D &other )
: Motion<double>( other )
{
}
Motion1D::~Motion1D()
{
}
/***************************************************************
Motion2D
***************************************************************/
Motion2D::Motion2D( QPointF initial, double strength, double smoothness )
: Motion<QPointF>( initial, strength, smoothness )
{
}
Motion2D::Motion2D( const Motion2D &other )
: Motion<QPointF>( other )
{
}
Motion2D::~Motion2D()
{
}
/***************************************************************
WindowMotionManager
***************************************************************/
WindowMotionManager::WindowMotionManager( bool useGlobalAnimationModifier )
: m_useGlobalAnimationModifier( useGlobalAnimationModifier )
{ // TODO: Allow developer to modify motion attributes
} // TODO: What happens when the window moves by an external force?
WindowMotionManager::~WindowMotionManager()
{
}
void WindowMotionManager::manage( EffectWindow *w )
{
if( m_managedWindows.contains( w ))
return;
double strength = 0.08;
double smoothness = 4.0;
if( m_useGlobalAnimationModifier && effects->animationTimeFactor() )
{ // If the factor is == 0 then we just skip the calculation completely
strength = 0.08 / effects->animationTimeFactor();
smoothness = effects->animationTimeFactor() * 4.0;
}
m_managedWindows[ w ] = WindowMotion();
m_managedWindows[ w ].translation.setStrength( strength );
m_managedWindows[ w ].translation.setSmoothness( smoothness );
m_managedWindows[ w ].scale.setStrength( strength * 1.33 );
m_managedWindows[ w ].scale.setSmoothness( smoothness / 2.0 );
m_managedWindows[ w ].translation.setValue( w->pos() );
m_managedWindows[ w ].scale.setValue( QPointF( 1.0, 1.0 ));
}
void WindowMotionManager::unmanage( EffectWindow *w )
{
if( !m_managedWindows.contains( w ))
return;
QPointF diffT = m_managedWindows[ w ].translation.distance();
QPointF diffS = m_managedWindows[ w ].scale.distance();
m_movingWindowsSet.remove( w );
m_managedWindows.remove( w );
}
void WindowMotionManager::unmanageAll()
{
m_managedWindows.clear();
m_movingWindowsSet.clear();
}
void WindowMotionManager::calculate( int time )
{
if( !effects->animationTimeFactor() )
{ // Just skip it completely if the user wants no animation
m_movingWindowsSet.clear();
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for(; it != m_managedWindows.end(); it++ )
{
WindowMotion *motion = &it.value();
motion->translation.finish();
motion->scale.finish();
}
}
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for(; it != m_managedWindows.end(); it++ )
{
WindowMotion *motion = &it.value();
bool stopped = false;
// TODO: What happens when distance() == 0 but we are still moving fast?
// TODO: Motion needs to be calculated from the window's center
QPointF diffT = motion->translation.distance();
if( diffT != QPoint( 0.0, 0.0 ))
{ // Still moving
motion->translation.calculate( time );
diffT = motion->translation.distance();
if( qAbs( diffT.x() ) < 0.5 && qAbs( motion->translation.velocity().x() ) < 0.2 &&
qAbs( diffT.y() ) < 0.5 && qAbs( motion->translation.velocity().y() ) < 0.2 )
{ // Hide tiny oscillations
motion->translation.finish();
diffT = QPoint( 0.0, 0.0 );
stopped = true;
}
}
QPointF diffS = motion->scale.distance();
if( diffS != QPoint( 0.0, 0.0 ))
{ // Still scaling
motion->scale.calculate( time );
diffS = motion->scale.distance();
if( qAbs( diffS.x() ) < 0.001 && qAbs( motion->scale.velocity().x() ) < 0.05 &&
qAbs( diffS.y() ) < 0.001 && qAbs( motion->scale.velocity().y() ) < 0.05 )
{ // Hide tiny oscillations
motion->scale.finish();
diffS = QPoint( 0.0, 0.0 );
stopped = true;
}
}
// We just finished this window's motion
if( stopped && diffT == QPoint( 0.0, 0.0 ) && diffS == QPoint( 0.0, 0.0 ))
m_movingWindowsSet.remove( it.key() );
}
}
void WindowMotionManager::reset()
{
if( !m_managedWindows.count() )
return;
EffectWindowList windows = m_managedWindows.keys();
for( int i = 0; i < windows.size(); i++ )
{
EffectWindow *w = windows.at( i );
m_managedWindows[ w ].translation.setTarget( w->pos() );
m_managedWindows[ w ].translation.finish();
m_managedWindows[ w ].scale.setTarget( QPointF( 1.0, 1.0 ));
m_managedWindows[ w ].scale.finish();
}
}
void WindowMotionManager::reset( EffectWindow *w )
{
if( !m_managedWindows.contains( w ))
return;
m_managedWindows[ w ].translation.setTarget( w->pos() );
m_managedWindows[ w ].translation.finish();
m_managedWindows[ w ].scale.setTarget( QPointF( 1.0, 1.0 ));
m_managedWindows[ w ].scale.finish();
}
void WindowMotionManager::apply( EffectWindow *w, WindowPaintData &data )
{
if( !m_managedWindows.contains( w ))
return;
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
data.xTranslate += m_managedWindows[ w ].translation.value().x() - w->x();
data.yTranslate += m_managedWindows[ w ].translation.value().y() - w->y();
data.xScale *= m_managedWindows[ w ].scale.value().x();
data.yScale *= m_managedWindows[ w ].scale.value().y();
}
void WindowMotionManager::moveWindow( EffectWindow *w, QPoint target, double scale, double yScale )
{
if( !m_managedWindows.contains( w ))
abort(); // Notify the effect author that they did something wrong
if( yScale == 0.0 )
yScale = scale;
QPointF scalePoint( scale, yScale );
if( m_managedWindows[ w ].translation.value() == target &&
m_managedWindows[ w ].scale.value() == scalePoint )
return; // Window already at that position
m_managedWindows[ w ].translation.setTarget( target );
m_managedWindows[ w ].scale.setTarget( scalePoint );
m_movingWindowsSet << w;
}
QRectF WindowMotionManager::transformedGeometry( EffectWindow *w ) const
{
QRectF geometry( w->geometry() );
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo( m_managedWindows[ w ].translation.value() );
geometry.setWidth( geometry.width() * m_managedWindows[ w ].scale.value().x() );
geometry.setHeight( geometry.height() * m_managedWindows[ w ].scale.value().y() );
return geometry;
}
void WindowMotionManager::setTransformedGeometry( EffectWindow *w, const QRectF &geometry )
{
m_managedWindows[ w ].translation.setValue( geometry.topLeft() );
m_managedWindows[ w ].scale.setValue( QPointF( geometry.width()/qreal(w->width()),
geometry.height()/qreal(w->height())));
}
QRectF WindowMotionManager::targetGeometry( EffectWindow *w ) const
{
QRectF geometry( w->geometry() );
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo( m_managedWindows[ w ].translation.target() );
geometry.setWidth( geometry.width() * m_managedWindows[ w ].scale.target().x() );
geometry.setHeight( geometry.height() * m_managedWindows[ w ].scale.target().y() );
return geometry;
}
EffectWindow* WindowMotionManager::windowAtPoint( QPoint point, bool useStackingOrder ) const
{
Q_UNUSED( useStackingOrder );
// TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows
QHash< EffectWindow*, WindowMotion >::ConstIterator it = m_managedWindows.constBegin();
while( it != m_managedWindows.constEnd() )
{
if( transformedGeometry( it.key() ).contains( point ) )
return it.key();
++it;
}
return NULL;
}
/***************************************************************
EffectFramePrivate
***************************************************************/
class EffectFramePrivate
{
public:
EffectFramePrivate();
~EffectFramePrivate();
bool crossFading;
qreal crossFadeProgress;
};
EffectFramePrivate::EffectFramePrivate()
: crossFading( false )
, crossFadeProgress( 1.0 )
{
}
EffectFramePrivate::~EffectFramePrivate()
{
}
/***************************************************************
EffectFrame
***************************************************************/
EffectFrame::EffectFrame()
: d( new EffectFramePrivate )
{
}
EffectFrame::~EffectFrame()
{
delete d;
}
qreal EffectFrame::crossFadeProgress() const
{
return d->crossFadeProgress;
}
void EffectFrame::setCrossFadeProgress( qreal progress )
{
d->crossFadeProgress = progress;
}
bool EffectFrame::isCrossFade() const
{
return d->crossFading;
}
void EffectFrame::enableCrossFade( bool enable )
{
d->crossFading = enable;
}
QColor EffectFrame::styledTextColor()
{
return Plasma::Theme::defaultTheme()->color( Plasma::Theme::TextColor );
}
} // namespace