6e7e1c530b
It is not used by any effect, so we save one complete go through all effects pass on each window damage. The functionality which could be provided by this hook can also be implemented using the window damaged signal.
1082 lines
30 KiB
C++
1082 lines
30 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) 2006 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "kwineffects.h"
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#include "kwinglutils.h"
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#include "kwinxrenderutils.h"
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#include <QtDBus/QtDBus>
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#include <QVariant>
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#include <QList>
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#include <QtCore/QTimeLine>
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#include <QtGui/QFontMetrics>
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#include <QtGui/QPainter>
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#include <QtGui/QPixmap>
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#include <kdebug.h>
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#include <ksharedconfig.h>
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#include <kstandarddirs.h>
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#include <kconfiggroup.h>
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#include <assert.h>
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include <X11/extensions/Xrender.h>
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#include <X11/extensions/Xfixes.h>
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#endif
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namespace KWin
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{
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void WindowPrePaintData::setTranslucent()
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{
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mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
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mask &= ~Effect::PAINT_WINDOW_OPAQUE;
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clip = QRegion(); // cannot clip, will be transparent
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}
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void WindowPrePaintData::setTransformed()
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{
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mask |= Effect::PAINT_WINDOW_TRANSFORMED;
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}
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WindowPaintData::WindowPaintData(EffectWindow* w)
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: opacity(w->opacity())
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, contents_opacity(1.0)
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, decoration_opacity(1.0)
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, xScale(1)
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, yScale(1)
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, zScale(1)
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, xTranslate(0)
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, yTranslate(0)
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, zTranslate(0)
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, saturation(1)
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, brightness(1)
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, shader(NULL)
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, rotation(NULL)
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{
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quads = w->buildQuads();
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}
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ScreenPaintData::ScreenPaintData()
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: xScale(1)
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, yScale(1)
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, zScale(1)
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, xTranslate(0)
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, yTranslate(0)
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, zTranslate(0)
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, rotation(NULL)
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{
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}
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RotationData::RotationData()
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: axis(ZAxis)
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, angle(0.0)
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, xRotationPoint(0.0)
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, yRotationPoint(0.0)
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, zRotationPoint(0.0)
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{
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}
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//****************************************
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// Effect
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//****************************************
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Effect::Effect()
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{
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}
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Effect::~Effect()
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{
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}
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void Effect::reconfigure(ReconfigureFlags)
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{
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}
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void* Effect::proxy()
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{
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return NULL;
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}
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void Effect::windowInputMouseEvent(Window, QEvent*)
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{
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}
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void Effect::grabbedKeyboardEvent(QKeyEvent*)
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{
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}
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bool Effect::borderActivated(ElectricBorder)
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{
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return false;
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}
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void Effect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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effects->prePaintScreen(data, time);
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}
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void Effect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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}
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void Effect::postPaintScreen()
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{
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effects->postPaintScreen();
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}
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void Effect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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effects->prePaintWindow(w, data, time);
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}
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void Effect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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effects->paintWindow(w, mask, region, data);
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}
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void Effect::postPaintWindow(EffectWindow* w)
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{
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effects->postPaintWindow(w);
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}
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void Effect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
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{
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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bool Effect::provides(Feature)
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{
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return false;
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}
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void Effect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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effects->drawWindow(w, mask, region, data);
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}
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void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList)
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{
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effects->buildQuads(w, quadList);
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}
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void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
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const QRect& r, Qt::AspectRatioMode aspect)
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{
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QSize size = w->size();
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size.scale(r.size(), aspect);
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data.xScale = size.width() / double(w->width());
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data.yScale = size.height() / double(w->height());
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int width = int(w->width() * data.xScale);
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int height = int(w->height() * data.yScale);
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int x = r.x() + (r.width() - width) / 2;
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int y = r.y() + (r.height() - height) / 2;
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region = QRect(x, y, width, height);
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data.xTranslate = x - w->x();
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data.yTranslate = y - w->y();
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}
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int Effect::displayWidth()
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{
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return KWin::displayWidth();
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}
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int Effect::displayHeight()
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{
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return KWin::displayHeight();
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}
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QPoint Effect::cursorPos()
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{
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return effects->cursorPos();
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}
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double Effect::animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime)
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{
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int time = cfg.readEntry(key, 0);
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return time != 0 ? time : qMax(defaultTime * effects->animationTimeFactor(), 1.);
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}
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double Effect::animationTime(int defaultTime)
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{
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// at least 1ms, otherwise 0ms times can break some things
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return qMax(defaultTime * effects->animationTimeFactor(), 1.);
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}
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//****************************************
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// EffectsHandler
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//****************************************
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EffectsHandler::EffectsHandler(CompositingType type)
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: current_paint_screen(0)
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, current_paint_window(0)
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, current_draw_window(0)
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, current_build_quads(0)
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, compositing_type(type)
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{
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if (compositing_type == NoCompositing)
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return;
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KWin::effects = this;
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}
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EffectsHandler::~EffectsHandler()
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{
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// All effects should already be unloaded by Impl dtor
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assert(loaded_effects.count() == 0);
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}
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Window EffectsHandler::createInputWindow(Effect* e, const QRect& r, const QCursor& cursor)
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{
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return createInputWindow(e, r.x(), r.y(), r.width(), r.height(), cursor);
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}
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Window EffectsHandler::createFullScreenInputWindow(Effect* e, const QCursor& cursor)
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{
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return createInputWindow(e, 0, 0, displayWidth(), displayHeight(), cursor);
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}
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CompositingType EffectsHandler::compositingType() const
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{
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return compositing_type;
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}
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bool EffectsHandler::saturationSupported() const
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{
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switch(compositing_type) {
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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case OpenGLCompositing:
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return GLTexture::saturationSupported();
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#endif
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case XRenderCompositing:
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return false; // never
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default:
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abort();
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}
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}
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void EffectsHandler::sendReloadMessage(const QString& effectname)
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{
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QDBusMessage message = QDBusMessage::createMethodCall("org.kde.kwin", "/KWin", "org.kde.KWin", "reconfigureEffect");
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message << QString("kwin4_effect_" + effectname);
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QDBusConnection::sessionBus().send(message);
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}
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KConfigGroup EffectsHandler::effectConfig(const QString& effectname)
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{
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KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig("kwinrc", KConfig::NoGlobals);
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return kwinconfig->group("Effect-" + effectname);
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}
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EffectsHandler* effects = 0;
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//****************************************
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// EffectWindow
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//****************************************
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EffectWindow::EffectWindow()
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{
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}
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EffectWindow::~EffectWindow()
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{
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}
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bool EffectWindow::isOnCurrentDesktop() const
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{
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return isOnDesktop(effects->currentDesktop());
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}
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bool EffectWindow::isOnDesktop(int d) const
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{
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return desktop() == d || isOnAllDesktops();
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}
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bool EffectWindow::hasDecoration() const
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{
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return contentsRect() != QRect(0, 0, width(), height());
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}
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//****************************************
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// EffectWindowGroup
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//****************************************
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EffectWindowGroup::~EffectWindowGroup()
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{
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}
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//****************************************
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// GlobalShortcutsEditor
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//****************************************
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GlobalShortcutsEditor::GlobalShortcutsEditor(QWidget *parent) :
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KShortcutsEditor(parent, GlobalAction)
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{
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}
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/***************************************************************
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WindowQuad
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***************************************************************/
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WindowQuad WindowQuad::makeSubQuad(double x1, double y1, double x2, double y2) const
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{
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assert(x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
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#ifndef NDEBUG
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if (isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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WindowQuad ret(*this);
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// vertices are clockwise starting from topleft
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ret.verts[ 0 ].px = x1;
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ret.verts[ 3 ].px = x1;
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ret.verts[ 1 ].px = x2;
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ret.verts[ 2 ].px = x2;
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ret.verts[ 0 ].py = y1;
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ret.verts[ 1 ].py = y1;
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ret.verts[ 2 ].py = y2;
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ret.verts[ 3 ].py = y2;
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// original x/y are supposed to be the same, no transforming is done here
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ret.verts[ 0 ].ox = x1;
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ret.verts[ 3 ].ox = x1;
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ret.verts[ 1 ].ox = x2;
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ret.verts[ 2 ].ox = x2;
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ret.verts[ 0 ].oy = y1;
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ret.verts[ 1 ].oy = y1;
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ret.verts[ 2 ].oy = y2;
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ret.verts[ 3 ].oy = y2;
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double my_tleft = verts[ 0 ].tx;
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double my_tright = verts[ 2 ].tx;
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double my_ttop = verts[ 0 ].ty;
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double my_tbottom = verts[ 2 ].ty;
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double tleft = (x1 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
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double tright = (x2 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
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double ttop = (y1 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
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double tbottom = (y2 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
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ret.verts[ 0 ].tx = tleft;
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ret.verts[ 3 ].tx = tleft;
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ret.verts[ 1 ].tx = tright;
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ret.verts[ 2 ].tx = tright;
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ret.verts[ 0 ].ty = ttop;
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ret.verts[ 1 ].ty = ttop;
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ret.verts[ 2 ].ty = tbottom;
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ret.verts[ 3 ].ty = tbottom;
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return ret;
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}
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bool WindowQuad::smoothNeeded() const
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{
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// smoothing is needed if the width or height of the quad does not match the original size
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double width = verts[ 1 ].ox - verts[ 0 ].ox;
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double height = verts[ 2 ].oy - verts[ 1 ].oy;
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return(verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
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|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height);
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}
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/***************************************************************
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WindowQuadList
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***************************************************************/
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WindowQuadList WindowQuadList::splitAtX(double x) const
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{
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WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
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#ifndef NDEBUG
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if (quad.isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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bool wholeleft = true;
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bool wholeright = true;
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for (int i = 0;
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i < 4;
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++i) {
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if (quad[ i ].x() < x)
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wholeright = false;
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if (quad[ i ].x() > x)
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wholeleft = false;
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}
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if (wholeleft || wholeright) { // is whole in one split part
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ret.append(quad);
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continue;
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}
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if (quad.left() == quad.right()) { // quad has no size
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ret.append(quad);
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continue;
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}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), x, quad.bottom()));
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ret.append(quad.makeSubQuad(x, quad.top(), quad.right(), quad.bottom()));
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}
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return ret;
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}
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WindowQuadList WindowQuadList::splitAtY(double y) const
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{
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WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
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#ifndef NDEBUG
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if (quad.isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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bool wholetop = true;
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bool wholebottom = true;
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for (int i = 0;
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i < 4;
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++i) {
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if (quad[ i ].y() < y)
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wholebottom = false;
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if (quad[ i ].y() > y)
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wholetop = false;
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}
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if (wholetop || wholebottom) { // is whole in one split part
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ret.append(quad);
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continue;
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}
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if (quad.top() == quad.bottom()) { // quad has no size
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ret.append(quad);
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continue;
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}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), quad.right(), y));
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ret.append(quad.makeSubQuad(quad.left(), y, quad.right(), quad.bottom()));
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}
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return ret;
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}
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WindowQuadList WindowQuadList::makeGrid(int maxquadsize) const
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{
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if (empty())
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return *this;
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// find the bounding rectangle
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double left = first().left();
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double right = first().right();
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double top = first().top();
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double bottom = first().bottom();
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foreach (const WindowQuad & quad, *this) {
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#ifndef NDEBUG
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if (quad.isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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left = qMin(left, quad.left());
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right = qMax(right, quad.right());
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top = qMin(top, quad.top());
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bottom = qMax(bottom, quad.bottom());
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}
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WindowQuadList ret;
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for (double x = left;
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x < right;
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x += maxquadsize) {
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for (double y = top;
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y < bottom;
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y += maxquadsize) {
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foreach (const WindowQuad & quad, *this) {
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if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
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.intersects(QRectF(x, y, maxquadsize, maxquadsize))) {
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ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
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qMin(quad.right(), x + maxquadsize), qMin(quad.bottom(), y + maxquadsize)));
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}
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}
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}
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}
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return ret;
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}
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WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisions) const
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{
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if (empty())
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return *this;
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// find the bounding rectangle
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double left = first().left();
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double right = first().right();
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double top = first().top();
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double bottom = first().bottom();
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foreach (const WindowQuad & quad, *this) {
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#ifndef NDEBUG
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if (quad.isTransformed())
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kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
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#endif
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left = qMin(left, quad.left());
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right = qMax(right, quad.right());
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top = qMin(top, quad.top());
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bottom = qMax(bottom, quad.bottom());
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}
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double xincrement = (right - left) / xSubdivisions;
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double yincrement = (bottom - top) / ySubdivisions;
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WindowQuadList ret;
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for (double y = top;
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y < bottom;
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y += yincrement) {
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for (double x = left;
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x < right;
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x += xincrement) {
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foreach (const WindowQuad & quad, *this) {
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if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
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.intersects(QRectF(x, y, xincrement, yincrement))) {
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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 (!GLRenderTarget::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 (!GLRenderTarget::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 && !GLRenderTarget::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();
|
|
}
|
|
|
|
/***************************************************************
|
|
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;
|
|
}
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void EffectFrame::enableCrossFade(bool enable)
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{
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d->crossFading = enable;
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}
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} // namespace
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#include "kwineffects.moc"
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