kwin/effects/presentwindows/presentwindows.cpp
Lucas Murray 13c2f21e9d Added EffectWindow::acceptsFocus(). Prevent present windows from
displaying windows that cannot be focused anyway (Such as conky).

svn path=/trunk/KDE/kdebase/workspace/; revision=923091
2009-02-08 08:45:21 +00:00

1543 lines
59 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2008 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 "presentwindows.h"
#include <kactioncollection.h>
#include <kaction.h>
#include <klocale.h>
#include <kcolorscheme.h>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <QMouseEvent>
#include <QPainter>
#include <math.h>
#include <assert.h>
#include <limits.h>
namespace KWin
{
KWIN_EFFECT( presentwindows, PresentWindowsEffect )
PresentWindowsEffect::PresentWindowsEffect()
: m_proxy( this )
, m_borderActivate( ElectricNone )
, m_borderActivateAll( ElectricNone )
, m_activated( false )
, m_allDesktops( false )
, m_ignoreMinimized( false )
, m_decalOpacity( 0.0 )
//, m_input()
, m_hasKeyboardGrab( false )
, m_tabBoxEnabled( false )
//, m_motionManager()
//, m_windowData()
, m_highlightedWindow( NULL )
//, m_gridSizes()
//, m_windowFilter()
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
, m_filterTexture( NULL )
//, m_filterTextureRect()
//, m_filterFrameRect()
#endif
{
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = ( KAction* )actionCollection->addAction( "Expose" );
a->setText( i18n( "Toggle Present Windows (Current desktop)" ));
a->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::Key_F9 ));
connect( a, SIGNAL( triggered(bool) ), this, SLOT( toggleActive() ));
KAction* b = ( KAction* )actionCollection->addAction( "ExposeAll" );
b->setText( i18n( "Toggle Present Windows (All desktops)" ));
b->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::Key_F10 ));
connect( b, SIGNAL( triggered(bool) ), this, SLOT( toggleActiveAllDesktops() ));
reconfigure( ReconfigureAll );
}
PresentWindowsEffect::~PresentWindowsEffect()
{
effects->unreserveElectricBorder( m_borderActivate );
effects->unreserveElectricBorder( m_borderActivateAll );
discardFilterTexture();
}
void PresentWindowsEffect::reconfigure( ReconfigureFlags )
{
KConfigGroup conf = effects->effectConfig("PresentWindows");
effects->unreserveElectricBorder( m_borderActivate );
effects->unreserveElectricBorder( m_borderActivateAll );
m_borderActivate = ElectricBorder( conf.readEntry( "BorderActivate", int( ElectricNone )));
m_borderActivateAll = ElectricBorder( conf.readEntry( "BorderActivateAll", int( ElectricTopLeft )));
effects->reserveElectricBorder( m_borderActivate );
effects->reserveElectricBorder( m_borderActivateAll );
m_layoutMode = conf.readEntry( "LayoutMode", int( LayoutNatural ));
m_showCaptions = conf.readEntry( "DrawWindowCaptions", true );
m_showIcons = conf.readEntry( "DrawWindowIcons", true );
m_tabBoxAllowed = conf.readEntry( "TabBox", false );
m_ignoreMinimized = conf.readEntry( "IgnoreMinimized", false );
m_accuracy = conf.readEntry( "Accuracy", 1 ) * 20;
m_fillGaps = conf.readEntry( "FillGaps", true );
m_fadeDuration = double( animationTime( 150 ));
m_showPanel = conf.readEntry( "ShowPanel", false );
}
const void* PresentWindowsEffect::proxy() const
{
return &m_proxy;
}
//-----------------------------------------------------------------------------
// Screen painting
void PresentWindowsEffect::prePaintScreen( ScreenPrePaintData &data, int time )
{
m_motionManager.calculate( time );
// We need to mark the screen as having been transformed otherwise there will be no repainting
if( m_activated || m_motionManager.managingWindows() )
data.mask |= Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
if( m_activated )
m_decalOpacity = qMin( 1.0, m_decalOpacity + time / m_fadeDuration );
else
m_decalOpacity = qMax( 0.0, m_decalOpacity - time / m_fadeDuration );
effects->prePaintScreen( data, time );
}
void PresentWindowsEffect::paintScreen( int mask, QRegion region, ScreenPaintData &data )
{
effects->paintScreen( mask, region, data );
// Display the filter box
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( m_filterTexture && region.intersects( m_filterFrameRect ))
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// First render the frame
QColor color = QPalette().color( QPalette::Active, QPalette::Highlight );
glColor4f( color.redF(), color.greenF(), color.blueF(), 0.75f );
renderRoundBoxWithEdge( m_filterFrameRect );
// Then the text on top of it
m_filterTexture->bind();
m_filterTexture->render( region, m_filterTextureRect );
m_filterTexture->unbind();
glPopAttrib();
}
#endif
}
void PresentWindowsEffect::postPaintScreen()
{
if( m_motionManager.areWindowsMoving() )
effects->addRepaintFull();
else if( !m_activated && m_motionManager.managingWindows() )
{ // We have finished moving them back, stop processing
m_motionManager.unmanageAll();
m_windowData.clear();
effects->setActiveFullScreenEffect( NULL );
}
// Update windows that are changing brightness or opacity
foreach( EffectWindow *w, m_windowData.keys() )
{
if( m_windowData[w].opacity > 0.0 && m_windowData[w].opacity < 1.0 )
w->addRepaintFull();
if( m_windowData[w].highlight > 0.0 && m_windowData[w].highlight < 1.0 )
w->addRepaintFull();
}
effects->postPaintScreen();
}
//-----------------------------------------------------------------------------
// Window painting
void PresentWindowsEffect::prePaintWindow( EffectWindow *w, WindowPrePaintData &data, int time )
{
// TODO: We should also check to see if any windows are fading just in case fading takes longer
// than moving the windows when the effect is deactivated.
if( m_activated || m_motionManager.areWindowsMoving() )
{
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE ); // Display always
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
// Calculate window's opacity
// TODO: Minimized windows or windows not on the current desktop are only 75% visible?
if( m_windowData[w].visible )
m_windowData[w].opacity = qMin(/*( w->isMinimized() || !w->isOnCurrentDesktop() ) ? 0.75 :*/ 1.0,
m_windowData[w].opacity + time / m_fadeDuration );
else
m_windowData[w].opacity = qMax( 0.0, m_windowData[w].opacity - time / m_fadeDuration );
if( m_windowData[w].opacity == 0.0 )
{
// don't disable painting for panels if show panel is set
if( !w->isDock() || ( w->isDock() && !m_showPanel ))
w->disablePainting( EffectWindow::PAINT_DISABLED );
}
else if( m_windowData[w].opacity != 1.0 )
data.setTranslucent();
// Calculate window's brightness
if( w == m_highlightedWindow || !m_activated )
m_windowData[w].highlight = qMin( 1.0, m_windowData[w].highlight + time / m_fadeDuration );
else
m_windowData[w].highlight = qMax( 0.0, m_windowData[w].highlight - time / m_fadeDuration );
if( m_motionManager.isManaging( w ))
data.setTransformed(); // We will be moving this window
}
effects->prePaintWindow( w, data, time );
}
void PresentWindowsEffect::paintWindow( EffectWindow *w, int mask, QRegion region, WindowPaintData &data )
{
if( m_activated || m_motionManager.areWindowsMoving() )
{
if( w->isDock() && m_showPanel )
{
// in case the panel should be shown just display it without any changes
effects->paintWindow( w, mask, region, data );
return;
}
// Apply opacity and brightness
data.opacity *= m_windowData[w].opacity;
data.brightness *= interpolate( 0.7, 1.0, m_windowData[w].highlight );
if( m_motionManager.isManaging( w ))
{
m_motionManager.apply( w, data );
effects->paintWindow( w, mask, region, data );
const WindowData &wData = m_windowData[w];
if( m_showIcons )
paintWindowIcon( w, data );
if( m_showCaptions )
{
QString text = w->caption();
QRect textArea( w->x() + data.xTranslate, w->y() + data.yTranslate,
w->width() * data.xScale, w->height() * data.yScale );
textArea.adjust( 10, 10, -10, -10 );
double opacity = (0.7 + 0.2 * wData.highlight) * data.opacity * m_decalOpacity;
QColor textcolor( 255, 255, 255, int( 255 * opacity ));
QColor bgcolor( 0, 0, 0, int( 255 * opacity ));
QFont f;
f.setBold( true );
f.setPointSize( 12 );
effects->paintTextWithBackground( text, textArea, textcolor, bgcolor, f );
}
}
else
effects->paintWindow( w, mask, region, data );
}
else
effects->paintWindow( w, mask, region, data );
}
//-----------------------------------------------------------------------------
// User interaction
void PresentWindowsEffect::windowAdded( EffectWindow *w )
{
m_windowData[w].visible = isVisibleWindow( w );
m_windowData[w].opacity = 0.0;
m_windowData[w].highlight = 0.0;
if( isSelectableWindow( w ))
{
m_motionManager.manage( w );
rearrangeWindows();
}
}
void PresentWindowsEffect::windowClosed( EffectWindow *w )
{
if( m_highlightedWindow == w )
setHighlightedWindow( findFirstWindow() );
m_windowData[w].visible = false; // TODO: Fix this so they do actually fade out
rearrangeWindows();
}
void PresentWindowsEffect::windowDeleted( EffectWindow *w )
{
m_windowData.remove( w );
m_motionManager.unmanage( w );
}
bool PresentWindowsEffect::borderActivated( ElectricBorder border )
{
if( border != m_borderActivate && border != m_borderActivateAll )
return false;
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return true;
if( border == m_borderActivate )
toggleActive();
else
toggleActiveAllDesktops();
return true;
}
void PresentWindowsEffect::windowInputMouseEvent( Window w, QEvent *e )
{
assert( w == m_input );
// Which window are we hovering over? Always trigger as we don't always get move events before clicking
// We cannot use m_motionManager.windowAtPoint() as the window might not be visible
EffectWindowList windows = m_motionManager.managedWindows();
for( int i = 0; i < windows.size(); i++ )
{
if( m_motionManager.transformedGeometry( windows.at( i )).contains( cursorPos() ) &&
m_windowData[windows.at( i )].visible )
{
if( windows.at( i ) && m_highlightedWindow != windows.at( i ))
setHighlightedWindow( windows.at( i ));
break;
}
}
if( e->type() != QEvent::MouseButtonPress )
return;
QMouseEvent* me = static_cast<QMouseEvent*>( e );
if( me->button() == Qt::LeftButton )
{
if( m_highlightedWindow )
effects->activateWindow( m_highlightedWindow );
setActive( false );
}
// TODO: User mouse actions. E.g. right-click stickies and middle-click brings to current desktop
}
void PresentWindowsEffect::grabbedKeyboardEvent( QKeyEvent *e )
{
if( e->type() == QEvent::KeyPress )
{
switch( e->key() )
{ // Wrap only if not auto-repeating
case Qt::Key_Left:
setHighlightedWindow( relativeWindow( m_highlightedWindow, -1, 0, !e->isAutoRepeat() ));
break;
case Qt::Key_Right:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 1, 0, !e->isAutoRepeat() ));
break;
case Qt::Key_Up:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 0, -1, !e->isAutoRepeat() ));
break;
case Qt::Key_Down:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 0, 1, !e->isAutoRepeat() ));
break;
case Qt::Key_Home:
setHighlightedWindow( relativeWindow( m_highlightedWindow, -1000, 0, false ));
break;
case Qt::Key_End:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 1000, 0, false ));
break;
case Qt::Key_PageUp:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 0, -1000, false ));
break;
case Qt::Key_PageDown:
setHighlightedWindow( relativeWindow( m_highlightedWindow, 0, 1000, false ));
break;
case Qt::Key_Backspace:
if( !m_windowFilter.isEmpty() )
{
m_windowFilter.remove( m_windowFilter.length() - 1, 1 );
updateFilterTexture();
rearrangeWindows();
}
return;
case Qt::Key_Escape:
setActive( false );
return;
case Qt::Key_Return:
case Qt::Key_Enter:
if( m_highlightedWindow )
effects->activateWindow( m_highlightedWindow );
setActive( false );
return;
case Qt::Key_Tab:
return; // Nothing at the moment
case Qt::Key_Delete:
if( !m_windowFilter.isEmpty() )
{
m_windowFilter.clear();
updateFilterTexture();
rearrangeWindows();
}
break;
case 0:
return; // HACK: Workaround for Qt bug on unbound keys (#178547)
default:
if( !e->text().isEmpty() )
{
m_windowFilter.append( e->text() );
updateFilterTexture();
rearrangeWindows();
return;
}
break;
}
}
}
//-----------------------------------------------------------------------------
// Tab box
void PresentWindowsEffect::tabBoxAdded( int mode )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( m_activated )
return;
if( !m_tabBoxAllowed )
return;
if( mode == TabBoxWindowsMode && effects->currentTabBoxWindowList().count() > 0 )
{
m_tabBoxEnabled = true;
setActive( true );
if( m_activated )
effects->refTabBox();
}
}
void PresentWindowsEffect::tabBoxClosed()
{
if( m_activated )
{
effects->unrefTabBox();
setActive( false, true );
m_tabBoxEnabled = false;
}
}
void PresentWindowsEffect::tabBoxUpdated()
{
if( m_activated )
setHighlightedWindow( effects->currentTabBoxWindow() );
}
//-----------------------------------------------------------------------------
// Window rearranging
void PresentWindowsEffect::rearrangeWindows()
{
if( !m_activated )
return;
effects->addRepaintFull(); // Trigger the first repaint
// Work out which windows are on which screens
EffectWindowList windowlist;
QList<EffectWindowList> windowlists;
for( int i = 0; i < effects->numScreens(); i++ )
windowlists.append( EffectWindowList() );
if( m_windowFilter.isEmpty() )
{
if( m_tabBoxEnabled )
// Assume we correctly set things up, should be identical to
// m_motionManager except just in a slightly different order.
windowlist = effects->currentTabBoxWindowList();
else
windowlist = m_motionManager.managedWindows();
foreach( EffectWindow *w, m_motionManager.managedWindows() )
{
windowlists[w->screen()].append( w );
m_windowData[w].visible = true;
}
}
else
{ // Can we move this filtering somewhere else?
foreach( EffectWindow *w, m_motionManager.managedWindows() )
{
if( w->caption().contains( m_windowFilter, Qt::CaseInsensitive ) ||
w->windowClass().contains( m_windowFilter, Qt::CaseInsensitive ) ||
w->windowRole().contains( m_windowFilter, Qt::CaseInsensitive ))
{
windowlist.append( w );
windowlists[w->screen()].append( w );
m_windowData[w].visible = true;
}
else
m_windowData[w].visible = false;
}
}
if( windowlist.isEmpty() )
{
setHighlightedWindow( NULL ); // TODO: Having a NULL highlighted window isn't really safe
return;
}
// We filtered out the highlighted window
if( m_highlightedWindow )
{
if( m_windowData[m_highlightedWindow].visible == false )
setHighlightedWindow( findFirstWindow() );
}
else
setHighlightedWindow( findFirstWindow() );
int screens = m_tabBoxEnabled ? 1 : effects->numScreens();
for( int screen = 0; screen < screens; screen++ )
{
EffectWindowList windows;
if( m_tabBoxEnabled )
{ // Kind of cheating here
screen = effects->activeScreen();
windows = windowlist;
}
else
windows = windowlists[screen];
// Don't rearrange if the grid is the same size as what it was before to prevent
// windows moving to a better spot if one was filtered out.
if( m_layoutMode == LayoutRegularGrid &&
m_gridSizes[screen].columns * m_gridSizes[screen].rows &&
windows.size() < m_gridSizes[screen].columns * m_gridSizes[screen].rows &&
windows.size() > ( m_gridSizes[screen].columns - 1) * m_gridSizes[screen].rows &&
windows.size() > m_gridSizes[screen].columns * ( m_gridSizes[screen].rows - 1 ))
continue;
// No point continuing if there is no windows to process
if( !windows.count() )
continue;
if( m_layoutMode == LayoutRegularGrid || m_tabBoxEnabled ) // Force the grid for window switching
calculateWindowTransformationsClosest( windows, screen );
else if( m_layoutMode == LayoutFlexibleGrid )
calculateWindowTransformationsKompose( windows, screen );
else
calculateWindowTransformationsNatural( windows, screen );
}
}
void PresentWindowsEffect::calculateWindowTransformationsClosest( EffectWindowList windowlist, int screen )
{
QRect area = effects->clientArea( ScreenArea, screen, effects->currentDesktop() );
if( m_showPanel ) // reserve space for the panel
area = effects->clientArea( MaximizeArea, screen, effects->currentDesktop() );
int columns = int( ceil( sqrt( double( windowlist.count() ))));
int rows = int( ceil( windowlist.count() / double( columns )));
// Remember the size for later
m_gridSizes[screen].columns = columns;
m_gridSizes[screen].rows = rows;
// Assign slots
foreach( EffectWindow *w, windowlist )
m_windowData[w].slot = -1;
if( m_tabBoxEnabled )
{ // Rearrange in the correct order. As rearrangeWindows() is only ever
// called once so we can use effects->currentTabBoxWindow() here.
int selectedWindow = qMax( 0, windowlist.indexOf( effects->currentTabBoxWindow() ));
int slot = 0;
for( int i = selectedWindow; i < windowlist.count(); i++ )
m_windowData[windowlist[i]].slot = slot++;
for( int i = selectedWindow - 1; i >= 0; i-- )
m_windowData[windowlist[i]].slot = slot++;
}
else
{
for(;;)
{
// Assign each window to the closest available slot
assignSlots( windowlist, area, columns, rows );
// Leave only the closest window in each slot, remove further conflicts
getBestAssignments( windowlist );
bool allAssigned = true;
foreach( EffectWindow *w, windowlist )
if( m_windowData[w].slot == -1 )
{
allAssigned = false;
break;
}
if( allAssigned )
break;
}
}
int slotWidth = area.width() / columns;
int slotHeight = area.height() / rows;
foreach( EffectWindow *w, windowlist )
{
assert( m_windowData[w].slot != -1 );
// Work out where the slot is
QRect target(
area.x() + ( m_windowData[w].slot % columns ) * slotWidth,
area.y() + ( m_windowData[w].slot / columns ) * slotHeight,
slotWidth, slotHeight );
target.adjust( 10, 10, -10, -10 ); // Borders
double scale;
if( target.width() / double( w->width() ) < target.height() / double( w->height() ))
{ // Center vertically
scale = target.width() / double( w->width() );
target.moveTop( target.top() + ( target.height() - int( w->height() * scale )) / 2 );
target.setHeight( int( w->height() * scale ));
}
else
{ // Center horizontally
scale = target.height() / double( w->height() );
target.moveLeft( target.left() + ( target.width() - int( w->width() * scale )) / 2 );
target.setWidth( int( w->width() * scale ));
}
// Don't scale the windows too much
if( scale > 2.0 || ( scale > 1.0 && ( w->width() > 300 || w->height() > 300 )))
{
scale = ( w->width() > 300 || w->height() > 300 ) ? 1.0 : 2.0;
target = QRect(
target.center().x() - int( w->width() * scale ) / 2,
target.center().y() - int( w->height() * scale ) / 2,
scale * w->width(), scale * w->height() );
}
m_motionManager.moveWindow( w, target );
}
}
void PresentWindowsEffect::calculateWindowTransformationsKompose( EffectWindowList windowlist, int screen )
{
QRect availRect = effects->clientArea( ScreenArea, screen, effects->currentDesktop() );
if( m_showPanel ) // reserve space for the panel
availRect = effects->clientArea( MaximizeArea, screen, effects->currentDesktop() );
qSort( windowlist ); // The location of the windows should not depend on the stacking order
// Following code is taken from Kompose 0.5.4, src/komposelayout.cpp
int spacing = 10;
int rows, columns;
double parentRatio = availRect.width() / (double)availRect.height();
// Use more columns than rows when parent's width > parent's height
if ( parentRatio > 1 )
{
columns = (int)ceil( sqrt((double)windowlist.count()) );
rows = (int)ceil( (double)windowlist.count() / (double)columns );
}
else
{
rows = (int)ceil( sqrt((double)windowlist.count()) );
columns = (int)ceil( (double)windowlist.count() / (double)rows );
}
//kDebug(1212) << "Using " << rows << " rows & " << columns << " columns for " << windowlist.count() << " clients";
// Calculate width & height
int w = (availRect.width() - (columns+1) * spacing ) / columns;
int h = (availRect.height() - (rows+1) * spacing ) / rows;
EffectWindowList::iterator it( windowlist.begin() );
QList<QRect> geometryRects;
QList<int> maxRowHeights;
// Process rows
for ( int i=0; i<rows; ++i )
{
int xOffsetFromLastCol = 0;
int maxHeightInRow = 0;
// Process columns
for ( int j=0; j<columns; ++j )
{
EffectWindow* window;
// Check for end of List
if ( it == windowlist.end() )
break;
window = *it;
// Calculate width and height of widget
double ratio = aspectRatio( window );
int widgetw = 100;
int widgeth = 100;
int usableW = w;
int usableH = h;
// use width of two boxes if there is no right neighbour
if (window == windowlist.last() && j != columns-1)
{
usableW = 2*w;
}
++it; // We need access to the neighbour in the following
// expand if right neighbour has ratio < 1
if (j != columns-1 && it != windowlist.end() && aspectRatio(*it) < 1)
{
int addW = w - widthForHeight(*it, h);
if ( addW > 0 )
{
usableW = w + addW;
}
}
if ( ratio == -1 )
{
widgetw = w;
widgeth = h;
}
else
{
double widthByHeight = widthForHeight( window, usableH );
double heightByWidth = heightForWidth( window, usableW );
if ( (ratio >= 1.0 && heightByWidth <= usableH) ||
(ratio < 1.0 && widthByHeight > usableW) )
{
widgetw = usableW;
widgeth = (int)heightByWidth;
}
else if ( (ratio < 1.0 && widthByHeight <= usableW) ||
(ratio >= 1.0 && heightByWidth > usableH) )
{
widgeth = usableH;
widgetw = (int)widthByHeight;
}
// Don't upscale large-ish windows
if( widgetw > window->width() && ( window->width() > 300 || window->height() > 300 ))
{
widgetw = window->width();
widgeth = window->height();
}
}
// Set the Widget's size
int alignmentXoffset = 0;
int alignmentYoffset = 0;
if ( i==0 && h > widgeth )
alignmentYoffset = h - widgeth;
if ( j==0 && w > widgetw )
alignmentXoffset = w - widgetw;
QRect geom( availRect.x() + j * (w + spacing) + spacing + alignmentXoffset + xOffsetFromLastCol,
availRect.y() + i * (h + spacing) + spacing + alignmentYoffset,
widgetw, widgeth );
geometryRects.append(geom);
// Set the x offset for the next column
if (alignmentXoffset==0)
xOffsetFromLastCol += widgetw-w;
if (maxHeightInRow < widgeth)
maxHeightInRow = widgeth;
}
maxRowHeights.append(maxHeightInRow);
}
int topOffset = 0;
for( int i = 0; i < rows; i++ )
{
for( int j = 0; j < columns; j++ )
{
int pos = i*columns + j;
if(pos >= windowlist.count())
break;
EffectWindow* window = windowlist[pos];
QRect target = geometryRects[pos];
target.setY( target.y() + topOffset );
m_windowData[window].slot = pos;
m_motionManager.moveWindow( window, target );
//kDebug(1212) << "Window '" << window->caption() << "' gets moved to (" <<
// mWindowData[window].area.left() << "; " << mWindowData[window].area.right() <<
// "), scale: " << mWindowData[window].scale << endl;
}
if ( maxRowHeights[i]-h > 0 )
topOffset += maxRowHeights[i]-h;
}
}
void PresentWindowsEffect::calculateWindowTransformationsNatural( EffectWindowList windowlist, int screen )
{
// If windows do not overlap they scale into nothingness, fix by resetting. To reproduce
// just have a single window on a Xinerama screen or have two windows that do not touch.
// TODO: Work out why this happens, is most likely a bug in the manager.
foreach( EffectWindow *w, windowlist )
if( m_motionManager.transformedGeometry( w ) == w->geometry() )
m_motionManager.reset( w );
if( windowlist.count() == 1 )
{
// Just move the window to its original location to save time
m_motionManager.moveWindow( windowlist[0], windowlist[0]->geometry() );
return;
}
// As we are using pseudo-random movement (See "slot") we need to make sure the list
// is always sorted the same way no matter which window is currently active.
qSort( windowlist );
QRect area = effects->clientArea( ScreenArea, screen, effects->currentDesktop() );
if( m_showPanel ) // reserve space for the panel
area = effects->clientArea( MaximizeArea, screen, effects->currentDesktop() );
QRect bounds = area;
int direction = 0;
QHash<EffectWindow*, QRect> targets;
foreach( EffectWindow *w, windowlist )
{
bounds = bounds.united( w->geometry() );
targets[w] = w->geometry();
// Reuse the unused "slot" as a preferred direction attribute. This is used when the window
// is on the edge of the screen to try to use as much screen real estate as possible.
m_windowData[w].slot = direction;
direction++;
if( direction == 4 )
direction = 0;
}
// Iterate over all windows, if two overlap push them apart _slightly_ as we try to
// brute-force the most optimal positions over many iterations.
bool overlap;
do
{
overlap = false;
foreach( EffectWindow *w, windowlist )
{
foreach( EffectWindow *e, windowlist )
{
if( w != e && targets[w].adjusted( -5, -5, 5, 5 ).intersects(
targets[e].adjusted( -5, -5, 5, 5 )))
{
overlap = true;
// Determine pushing direction
QPoint diff( targets[e].center() - targets[w].center() );
// Prevent dividing by zero and non-movement
if( diff.x() == 0 && diff.y() == 0 )
diff.setX( 1 );
// Try to keep screen aspect ratio
//if( bounds.height() / bounds.width() > area.height() / area.width() )
// diff.setY( diff.y() / 2 );
//else
// diff.setX( diff.x() / 2 );
// Approximate a vector of between 10px and 20px in magnitude in the same direction
diff *= m_accuracy / double( diff.manhattanLength() );
// Move both windows apart
targets[w].translate( -diff );
targets[e].translate( diff );
// Try to keep the bounding rect the same aspect as the screen so that more
// screen real estate is utilised. We do this by splitting the screen into nine
// equal sections, if the window center is in any of the corner sections pull the
// window towards the outer corner. If it is in any of the other edge sections
// alternate between each corner on that edge. We don't want to determine it
// randomly as it will not produce consistant locations when using the filter.
// Only move one window so we don't cause large amounts of unnecessary zooming
// in some situations. We need to do this even when expanding later just in case
// all windows are the same size.
// (We are using an old bounding rect for this, hopefully it doesn't matter)
int xSection = ( targets[w].x() - bounds.x() ) / ( bounds.width() / 3 );
int ySection = ( targets[w].y() - bounds.y() ) / ( bounds.height() / 3 );
diff = QPoint( 0, 0 );
if( xSection != 1 || ySection != 1 ) // Remove this if you want the center to pull as well
{
if( xSection == 1 )
xSection = ( m_windowData[w].slot / 2 ? 2 : 0 );
if( ySection == 1 )
ySection = ( m_windowData[w].slot % 2 ? 2 : 0 );
}
if( xSection == 0 && ySection == 0 )
diff = QPoint( bounds.topLeft() - targets[w].center() );
if( xSection == 2 && ySection == 0 )
diff = QPoint( bounds.topRight() - targets[w].center() );
if( xSection == 2 && ySection == 2 )
diff = QPoint( bounds.bottomRight() - targets[w].center() );
if( xSection == 0 && ySection == 2 )
diff = QPoint( bounds.bottomLeft() - targets[w].center() );
if( diff.x() != 0 || diff.y() != 0 )
{
diff *= m_accuracy / double( diff.manhattanLength() );
targets[w].translate( diff );
}
// Update bounding rect
bounds = bounds.united( targets[w] );
bounds = bounds.united( targets[e] );
}
}
}
} while( overlap );
// Work out scaling by getting the most top-left and most bottom-right window coords.
// The 20's and 10's are so that the windows don't touch the edge of the screen.
double scale;
if( bounds == area )
scale = 1.0; // Don't add borders to the screen
else if( area.width() / double( bounds.width() ) < area.height() / double( bounds.height() ))
scale = ( area.width() - 20 ) / double( bounds.width() );
else
scale = ( area.height() - 20 ) / double( bounds.height() );
// Make bounding rect fill the screen size for later steps
bounds = QRect(
bounds.x() - ( area.width() - 20 - bounds.width() * scale ) / 2 - 10 / scale,
bounds.y() - ( area.height() - 20 - bounds.height() * scale ) / 2 - 10 / scale,
area.width() / scale,
area.height() / scale
);
// Move all windows back onto the screen and set their scale
foreach( EffectWindow *w, windowlist )
targets[w] = QRect(
( targets[w].x() - bounds.x() ) * scale + area.x(),
( targets[w].y() - bounds.y() ) * scale + area.y(),
targets[w].width() * scale,
targets[w].height() * scale
);
// Try to fill the gaps by enlarging windows if they have the space
if( m_fillGaps )
{
// Don't expand onto or over the border
QRegion borderRegion( area.adjusted( -200, -200, 200, 200 ));
borderRegion ^= area.adjusted( 10 / scale, 10 / scale, -10 / scale, -10 / scale );
bool moved;
do
{
moved = false;
foreach( EffectWindow *w, windowlist )
{
QRect oldRect;
// This may cause some slight distortion if the windows are enlarged a large amount
int widthDiff = m_accuracy;
int heightDiff = heightForWidth( w, targets[w].width() + widthDiff ) - targets[w].height();
int xDiff = widthDiff / 2; // Also move a bit in the direction of the enlarge, allows the
int yDiff = heightDiff / 2; // center windows to be enlarged if there is gaps on the side.
// Attempt enlarging to the top-right
oldRect = targets[w];
targets[w] = QRect(
targets[w].x() + xDiff,
targets[w].y() - yDiff - heightDiff,
targets[w].width() + widthDiff,
targets[w].height() + heightDiff
);
if( isOverlappingAny( w, targets, borderRegion ))
targets[w] = oldRect;
else
moved = true;
// Attempt enlarging to the bottom-right
oldRect = targets[w];
targets[w] = QRect(
targets[w].x() + xDiff,
targets[w].y() + yDiff,
targets[w].width() + widthDiff,
targets[w].height() + heightDiff
);
if( isOverlappingAny( w, targets, borderRegion ))
targets[w] = oldRect;
else
moved = true;
// Attempt enlarging to the bottom-left
oldRect = targets[w];
targets[w] = QRect(
targets[w].x() - xDiff - widthDiff,
targets[w].y() + yDiff,
targets[w].width() + widthDiff,
targets[w].height() + heightDiff
);
if( isOverlappingAny( w, targets, borderRegion ))
targets[w] = oldRect;
else
moved = true;
// Attempt enlarging to the top-left
oldRect = targets[w];
targets[w] = QRect(
targets[w].x() - xDiff - widthDiff,
targets[w].y() - yDiff - heightDiff,
targets[w].width() + widthDiff,
targets[w].height() + heightDiff
);
if( isOverlappingAny( w, targets, borderRegion ))
targets[w] = oldRect;
else
moved = true;
}
} while( moved );
// The expanding code above can actually enlarge windows over 1.0/2.0 scale, we don't like this
// We can't add this to the loop above as it would cause a never-ending loop so we have to make
// do with the less-than-optimal space usage with using this method.
foreach( EffectWindow *w, windowlist )
{
double scale = targets[w].width() / double( w->width() );
if( scale > 2.0 || ( scale > 1.0 && ( w->width() > 300 || w->height() > 300 )))
{
scale = ( w->width() > 300 || w->height() > 300 ) ? 1.0 : 2.0;
targets[w] = QRect(
targets[w].center().x() - int( w->width() * scale ) / 2,
targets[w].center().y() - int( w->height() * scale ) / 2,
w->width() * scale,
w->height() * scale );
}
}
}
// Notify the motion manager of the targets
foreach( EffectWindow *w, windowlist )
m_motionManager.moveWindow( w, targets[w] );
}
//-----------------------------------------------------------------------------
// Helper functions for window rearranging
void PresentWindowsEffect::assignSlots( EffectWindowList windowlist, const QRect &area, int columns, int rows )
{
QVector< bool > taken;
taken.fill( false, columns * rows );
foreach( EffectWindow* w, windowlist )
if( m_windowData[w].slot != -1 )
taken[ m_windowData[w].slot ] = true;
int slotWidth = area.width() / columns;
int slotHeight = area.height() / rows;
if( m_tabBoxEnabled )
{
for( int i = 0; i < windowlist.count(); i++ )
{
EffectWindow *w = windowlist[i];
WindowData *wData = &m_windowData[w];
if( wData->slot != -1 )
continue; // It's already has a slot
int x = i % columns;
int y = i / columns;
QPoint pos = w->geometry().center();
if( pos.x() < area.left() )
pos.setX( area.left() );
if( pos.x() > area.right() )
pos.setX( area.right() );
if( pos.y() < area.top() )
pos.setY( area.top() );
if( pos.y() > area.bottom() )
pos.setY( area.bottom() );
int xdiff = pos.x() - ( area.x() + slotWidth * x + slotWidth / 2 );
int ydiff = pos.y() - ( area.y() + slotHeight * y + slotHeight / 2 );
int dist = int( sqrt( double( xdiff * xdiff + ydiff * ydiff )));
wData->slot = i;
wData->slot_distance = dist;
}
}
else
{
foreach( EffectWindow *w, windowlist )
{
WindowData *wData = &m_windowData[w];
if( wData->slot != -1 )
continue; // it already has a slot
QPoint pos = w->geometry().center();
if( pos.x() < area.left() )
pos.setX( area.left() );
if( pos.x() > area.right() )
pos.setX( area.right() );
if( pos.y() < area.top() )
pos.setY( area.top() );
if( pos.y() > area.bottom() )
pos.setY( area.bottom() );
int distance = INT_MAX;
for( int x = 0; x < columns; x++ )
for( int y = 0; y < rows; y++ )
{
int slot = x + y * columns;
if( taken[slot] )
continue;
int xdiff = pos.x() - ( area.x() + slotWidth * x + slotWidth / 2 );
int ydiff = pos.y() - ( area.y() + slotHeight * y + slotHeight / 2 );
int dist = int( sqrt( double( xdiff * xdiff + ydiff * ydiff )));
if( dist < distance )
{
distance = dist;
wData->slot = slot;
wData->slot_distance = distance;
}
}
}
}
}
void PresentWindowsEffect::getBestAssignments( EffectWindowList windowlist )
{
foreach( EffectWindow* w1, windowlist )
{
WindowData *windowData1 = &m_windowData[w1];
foreach( EffectWindow* w2, windowlist )
{
WindowData *windowData2 = &m_windowData[w2];
if( w1 != w2 && windowData1->slot == windowData2->slot &&
windowData1->slot_distance >= windowData2->slot_distance )
windowData1->slot = -1;
}
}
}
bool PresentWindowsEffect::isOverlappingAny( EffectWindow *w, const QHash<EffectWindow*, QRect> &targets, const QRegion &border )
{
if( border.intersects( targets[w] ))
return true;
// Is there a better way to do this?
foreach( EffectWindow *e, targets.keys() )
{
if( w == e )
continue;
if( targets[w].adjusted( -5, -5, 5, 5 ).intersects(
targets[e].adjusted( -5, -5, 5, 5 )))
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Activation
void PresentWindowsEffect::setActive( bool active, bool closingTab )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( m_activated == active )
return;
if( m_activated && m_tabBoxEnabled && !closingTab )
{
effects->closeTabBox();
return;
}
m_activated = active;
if( m_activated )
{
m_decalOpacity = 0.0;
m_windowFilter.clear();
// Add every single window to m_windowData (Just calling [w] creates it)
foreach( EffectWindow *w, effects->stackingOrder() )
{
m_windowData[w].visible = isVisibleWindow( w );
m_windowData[w].opacity = 0.0;
if( w->isOnCurrentDesktop() && !w->isMinimized() )
m_windowData[w].opacity = 1.0;
m_windowData[w].highlight = 1.0;
}
if( m_tabBoxEnabled )
{
foreach( EffectWindow *w, effects->currentTabBoxWindowList() )
{
m_motionManager.manage( w );
m_windowData[w].visible = effects->currentTabBoxWindowList().contains( w );
}
// Hide windows not in the list
foreach( EffectWindow *w, effects->stackingOrder() )
m_windowData[w].visible = isVisibleWindow( w ) &&
(!isSelectableWindow( w ) || effects->currentTabBoxWindowList().contains( w ));
}
else
{
// Filter out special windows such as panels and taskbars
foreach( EffectWindow *w, effects->stackingOrder() )
if( isSelectableWindow( w ))
m_motionManager.manage( w );
}
if( m_motionManager.managedWindows().isEmpty() ||
(( m_motionManager.managedWindows().count() == 1 ) && m_motionManager.managedWindows().first()->isOnCurrentDesktop() ))
{ // No point triggering if there is nothing to do
m_activated = false;
m_windowData.clear();
m_motionManager.unmanageAll();
return;
}
// Create temporary input window to catch mouse events
m_input = effects->createFullScreenInputWindow( this, Qt::PointingHandCursor );
m_hasKeyboardGrab = effects->grabKeyboard( this );
effects->setActiveFullScreenEffect( this );
m_gridSizes.clear();
for( int i = 0; i < effects->numScreens(); i++ )
m_gridSizes.append( GridSize() );
rearrangeWindows();
if( m_tabBoxEnabled )
setHighlightedWindow( effects->currentTabBoxWindow() );
else
setHighlightedWindow( effects->activeWindow() );
}
else
{
// Fade in/out all windows
foreach( EffectWindow *w, effects->stackingOrder() )
{
EffectWindow *activeWindow = effects->activeWindow();
if( m_tabBoxEnabled )
activeWindow = effects->currentTabBoxWindow();
if( activeWindow )
m_windowData[w].visible = ( w->desktop() == activeWindow->desktop() || w->isOnAllDesktops() ) && !w->isMinimized();
else // Deactivating to an empty desktop
m_windowData[w].visible = ( w->isOnCurrentDesktop() || w->isOnAllDesktops() ) && !w->isMinimized();
if( m_tabBoxEnabled && w == effects->currentTabBoxWindow() )
m_windowData[w].visible = true;
}
// Move all windows back to their original position
foreach( EffectWindow *w, m_motionManager.managedWindows() )
m_motionManager.moveWindow( w, w->geometry() );
discardFilterTexture();
m_windowFilter.clear();
effects->destroyInputWindow( m_input );
if( m_hasKeyboardGrab )
effects->ungrabKeyboard();
m_hasKeyboardGrab = false;
}
effects->addRepaintFull(); // Trigger the first repaint
}
//-----------------------------------------------------------------------------
// Filter box
void PresentWindowsEffect::discardFilterTexture()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete m_filterTexture;
m_filterTexture = NULL;
#endif
}
void PresentWindowsEffect::updateFilterTexture()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
discardFilterTexture();
if( m_windowFilter.isEmpty())
{
effects->addRepaint( m_filterTextureRect );
return;
}
// Create font for filter text
QFont font;
font.setPointSize( font.pointSize() * 2 );
font.setBold( true );
// Get size of the rect containing filter text
QFontMetrics fm( font );
QRect rect;
QString translatedString = i18n( "Filter:\n%1", m_windowFilter );
rect.setSize( fm.size( 0, translatedString ));
QRect area = effects->clientArea( PlacementArea, effects->activeScreen(), effects->currentDesktop() );
// Create image
QImage im( rect.width(), rect.height(), QImage::Format_ARGB32 );
im.fill( Qt::transparent );
// Paint the filter text to it
QPainter p( &im );
p.setFont( font );
p.setPen( QPalette().color( QPalette::Active, QPalette::HighlightedText ));
p.drawText( rect, Qt::AlignCenter, translatedString );
p.end();
// Create GL texture
m_filterTexture = new GLTexture( im );
// Get position for filter text and it's frame
m_filterTextureRect = QRect(
area.x() + ( area.width() - rect.width() ) / 2,
area.y() + ( area.height() - rect.height() ) / 2,
rect.width(), rect.height() );
m_filterFrameRect = m_filterTextureRect.adjusted( -20, -10, 20, 10 );
// Schedule repaint
effects->addRepaint( m_filterTextureRect );
#endif
}
//-----------------------------------------------------------------------------
// Helper functions
bool PresentWindowsEffect::isSelectableWindow( EffectWindow *w )
{
if( w->isSpecialWindow() || w->isUtility() )
return false;
if( w->isDeleted() )
return false;
if( !w->acceptsFocus() )
return false;
if( !m_allDesktops && !w->isOnCurrentDesktop() )
return false;
if( !m_tabBoxEnabled && m_ignoreMinimized && w->isMinimized() )
return false;
return true;
}
bool PresentWindowsEffect::isVisibleWindow( EffectWindow *w )
{
if( w->isDesktop() )
return true;
return isSelectableWindow( w );
}
void PresentWindowsEffect::setHighlightedWindow( EffectWindow *w )
{
if( w == m_highlightedWindow || ( w != NULL && !m_motionManager.isManaging( w )))
return;
if( m_highlightedWindow )
m_highlightedWindow->addRepaintFull(); // Trigger the first repaint
m_highlightedWindow = w;
if( m_highlightedWindow )
m_highlightedWindow->addRepaintFull(); // Trigger the first repaint
if( m_tabBoxEnabled && m_highlightedWindow )
effects->setTabBoxWindow( w );
}
EffectWindow* PresentWindowsEffect::relativeWindow( EffectWindow *w, int xdiff, int ydiff, bool wrap ) const
{ // TODO: Is it possible to select hidden windows?
EffectWindow* next;
QRect area = effects->clientArea( FullArea, 0, effects->currentDesktop() );
QRect detectRect;
// Detect across the width of the desktop
if( xdiff != 0 )
{
if( xdiff > 0 )
{ // Detect right
for( int i = 0; i < xdiff; i++ )
{
QRectF wArea = m_motionManager.transformedGeometry( w );
detectRect = QRect( 0, wArea.y(), area.width(), wArea.height() );
next = NULL;
foreach( EffectWindow* e, m_motionManager.managedWindows() )
{
if( !m_windowData[e].visible )
continue;
QRectF eArea = m_motionManager.transformedGeometry( e );
if( eArea.intersects( detectRect ) &&
eArea.x() > wArea.x() )
{
if( next == NULL )
next = e;
else
{
QRectF nArea = m_motionManager.transformedGeometry( next );
if( eArea.x() < nArea.x() )
next = e;
}
}
}
if( next == NULL )
{
if( wrap ) // We are at the right-most window, now get the left-most one to wrap
return relativeWindow( w, -1000, 0, false );
break; // No more windows to the right
}
w = next;
}
return w;
}
else
{ // Detect left
for( int i = 0; i < -xdiff; i++ )
{
QRectF wArea = m_motionManager.transformedGeometry( w );
detectRect = QRect( 0, wArea.y(), area.width(), wArea.height() );
next = NULL;
foreach( EffectWindow* e, m_motionManager.managedWindows() )
{
if( !m_windowData[e].visible )
continue;
QRectF eArea = m_motionManager.transformedGeometry( e );
if( eArea.intersects( detectRect ) &&
eArea.x() + eArea.width() < wArea.x() + wArea.width() )
{
if( next == NULL )
next = e;
else
{
QRectF nArea = m_motionManager.transformedGeometry( next );
if( eArea.x() + eArea.width() > nArea.x() + nArea.width() )
next = e;
}
}
}
if( next == NULL )
{
if( wrap ) // We are at the left-most window, now get the right-most one to wrap
return relativeWindow( w, 1000, 0, false );
break; // No more windows to the left
}
w = next;
}
return w;
}
}
// Detect across the height of the desktop
if( ydiff != 0 )
{
if( ydiff > 0 )
{ // Detect down
for( int i = 0; i < ydiff; i++ )
{
QRectF wArea = m_motionManager.transformedGeometry( w );
detectRect = QRect( wArea.x(), 0, wArea.width(), area.height() );
next = NULL;
foreach( EffectWindow* e, m_motionManager.managedWindows() )
{
if( !m_windowData[e].visible )
continue;
QRectF eArea = m_motionManager.transformedGeometry( e );
if( eArea.intersects( detectRect ) &&
eArea.y() > wArea.y() )
{
if( next == NULL )
next = e;
else
{
QRectF nArea = m_motionManager.transformedGeometry( next );
if( eArea.y() < nArea.y() )
next = e;
}
}
}
if( next == NULL )
{
if( wrap ) // We are at the bottom-most window, now get the top-most one to wrap
return relativeWindow( w, 0, -1000, false );
break; // No more windows to the bottom
}
w = next;
}
return w;
}
else
{ // Detect up
for( int i = 0; i < -ydiff; i++ )
{
QRectF wArea = m_motionManager.transformedGeometry( w );
detectRect = QRect( wArea.x(), 0, wArea.width(), area.height() );
next = NULL;
foreach( EffectWindow* e, m_motionManager.managedWindows() )
{
if( !m_windowData[e].visible )
continue;
QRectF eArea = m_motionManager.transformedGeometry( e );
if( eArea.intersects( detectRect ) &&
eArea.y() + eArea.height() < wArea.y() + wArea.height() )
{
if( next == NULL )
next = e;
else
{
QRectF nArea = m_motionManager.transformedGeometry( next );
if( eArea.y() + eArea.height() > nArea.y() + nArea.height() )
next = e;
}
}
}
if( next == NULL )
{
if( wrap ) // We are at the top-most window, now get the bottom-most one to wrap
return relativeWindow( w, 0, 1000, false );
break; // No more windows to the top
}
w = next;
}
return w;
}
}
abort(); // Should never get here
}
EffectWindow* PresentWindowsEffect::findFirstWindow() const
{
EffectWindow *topLeft = NULL;
QRectF topLeftGeometry;
foreach( EffectWindow *w, m_motionManager.managedWindows() )
{
QRectF geometry = m_motionManager.transformedGeometry( w );
if( m_windowData[w].visible == false )
continue; // Not visible
if( topLeft == NULL )
{
topLeft = w;
topLeftGeometry = geometry;
}
else if( geometry.x() < topLeftGeometry.x() || geometry.y() < topLeftGeometry.y() )
{
topLeft = w;
topLeftGeometry = geometry;
}
}
return topLeft;
}
void PresentWindowsEffect::paintWindowIcon( EffectWindow *w, WindowPaintData &data )
{
// Don't bother if we don't even have an icon
if( w->icon().isNull() )
return;
WindowData &wData = m_windowData[w];
if( wData.icon.cacheKey() != w->icon().cacheKey())
{ // Make sure data.icon is the right QPixmap, and rebind
wData.icon = w->icon();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
wData.iconTexture = new GLTexture( wData.icon );
wData.iconTexture->setFilter( GL_LINEAR );
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
wData.iconPicture = XRenderPicture( wData.icon );
#endif
}
int icon_margin = 8;
int width = wData.icon.width();
int height = wData.icon.height();
int x = w->x() + data.xTranslate + w->width() * data.xScale * 0.95 - width - icon_margin;
int y = w->y() + data.yTranslate + w->height() * data.yScale * 0.95 - height - icon_margin;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// Render some background
glColor4f( 0, 0, 0, 0.5 * wData.opacity * m_decalOpacity );
renderRoundBox( QRect( x-3, y-3, width+6, height+6 ), 3 );
// Render the icon
glColor4f( 1, 1, 1, 1 * wData.opacity * m_decalOpacity );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
wData.iconTexture->bind();
wData.iconTexture->render( infiniteRegion(), QRect( x, y, width, height ));
wData.iconTexture->unbind();
glPopAttrib();
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
XRenderComposite( display(),
wData.icon.depth() == 32 ? PictOpOver : PictOpSrc,
wData.iconPicture, None,
effects->xrenderBufferPicture(),
0, 0, 0, 0, x, y, width, height );
}
#endif
}
} // namespace
#include "presentwindows.moc"