c5256e6b13
the fade effect's window list. Fixes windows not fading back in after resetting desktop effects. BUG: 173262 svn path=/trunk/KDE/kdebase/workspace/; revision=897048
205 lines
6.9 KiB
C++
205 lines
6.9 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.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 "fade.h"
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#include <kconfiggroup.h>
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namespace KWin
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{
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KWIN_EFFECT( fade, FadeEffect )
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FadeEffect::FadeEffect()
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{
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reconfigure( ReconfigureAll );
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}
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void FadeEffect::reconfigure( ReconfigureFlags )
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{
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KConfigGroup conf = effects->effectConfig( "Fade" );
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fadeInTime = animationTime( conf, "FadeInTime", 150 );
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fadeOutTime = animationTime( conf, "FadeOutTime", 150 );
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fadeWindows = conf.readEntry( "FadeWindows", true );
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// Add all existing windows to the window list
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// TODO: Enabling desktop effects should trigger windowAdded() on all windows
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windows.clear();
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foreach( EffectWindow *w, effects->stackingOrder() )
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windows[ w ].opacity = 1.0;
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}
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void FadeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( !windows.isEmpty())
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{
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fadeInStep = time / double( fadeInTime );
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fadeOutStep = time / double( fadeOutTime );
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}
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effects->prePaintScreen( data, time );
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}
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void FadeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( windows.contains( w ))
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{
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windows[ w ].fadeInStep += fadeInStep;
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windows[ w ].fadeOutStep += fadeOutStep;
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if( windows[ w ].opacity < 1.0 )
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data.setTranslucent();
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if( windows[ w ].deleted )
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{
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if( windows[ w ].opacity <= 0.0 )
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{
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windows.remove( w );
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w->unrefWindow();
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}
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else
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
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}
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}
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effects->prePaintWindow( w, data, time );
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if( windows.contains( w ) && !w->isPaintingEnabled())
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{ // if the window isn't to be painted, then let's make sure
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// to track its progress
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if( windows[ w ].fadeInStep < 1.0
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|| windows[ w ].fadeOutStep < 1.0 )
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{ // but only if the total change is less than the
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// maximum possible change
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w->addRepaintFull();
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}
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}
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}
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void FadeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( windows.contains( w ))
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{
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if( windows[ w ].deleted
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|| windows[ w ].opacity != data.opacity
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|| windows[ w ].saturation != data.saturation
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|| windows[ w ].brightness != data.brightness )
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{
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WindowPaintData new_data = data;
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if( windows[ w ].deleted )
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new_data.opacity = 0.0;
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if( new_data.opacity > windows[ w ].opacity )
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{
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windows[ w ].opacity = qMin( new_data.opacity,
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windows[ w ].opacity + windows[ w ].fadeInStep );
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}
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else if( new_data.opacity < windows[ w ].opacity )
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{
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windows[ w ].opacity = qMax( new_data.opacity,
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windows[ w ].opacity - windows[ w ].fadeOutStep );
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}
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if( new_data.saturation > windows[ w ].saturation )
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{
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windows[ w ].saturation = qMin( new_data.saturation,
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windows[ w ].saturation + windows[ w ].fadeInStep );
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}
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else if( new_data.saturation < windows[ w ].saturation )
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{
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windows[ w ].saturation = qMax( new_data.saturation,
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windows[ w ].saturation - windows[ w ].fadeOutStep );
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}
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if( new_data.brightness > windows[ w ].brightness )
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{
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windows[ w ].brightness = qMin( new_data.brightness,
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windows[ w ].brightness + windows[ w ].fadeInStep );
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}
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else if( new_data.brightness < windows[ w ].brightness )
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{
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windows[ w ].brightness = qMax( new_data.brightness,
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windows[ w ].brightness - windows[ w ].fadeOutStep );
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}
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windows[ w ].opacity = qBound( 0.0, windows[ w ].opacity, 1.0 );
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windows[ w ].saturation = qBound( 0.0, windows[ w ].saturation, 1.0 );
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windows[ w ].brightness = qBound( 0.0, windows[ w ].brightness, 1.0 );
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windows[ w ].fadeInStep = 0.0;
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windows[ w ].fadeOutStep = 0.0;
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new_data.opacity = windows[ w ].opacity;
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new_data.saturation = windows[ w ].saturation;
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new_data.brightness = windows[ w ].brightness;
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effects->paintWindow( w, mask, region, new_data );
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if( windows[ w ].opacity != data.opacity
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|| windows[ w ].saturation != data.saturation
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|| windows[ w ].brightness != data.brightness )
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w->addRepaintFull();
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return;
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}
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windows[ w ].fadeInStep = 0.0;
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windows[ w ].fadeOutStep = 0.0;
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}
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effects->paintWindow( w, mask, region, data );
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}
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void FadeEffect::windowOpacityChanged( EffectWindow* w, double old_opacity )
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{
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if( !windows.contains( w ))
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windows[ w ].opacity = old_opacity;
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if( windows[ w ].opacity == 1.0 )
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windows[ w ].opacity -= 0.1 / fadeOutTime;
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w->addRepaintFull();
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}
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void FadeEffect::windowAdded( EffectWindow* w )
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{
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if( !fadeWindows || !isFadeWindow( w ))
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return;
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windows[ w ].opacity = 0.0;
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w->addRepaintFull();
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}
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void FadeEffect::windowClosed( EffectWindow* w )
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{
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if( !fadeWindows || !isFadeWindow( w ))
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return;
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if( !windows.contains( w ))
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windows[ w ].opacity = w->opacity();
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if( windows[ w ].opacity == 1.0 )
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windows[ w ].opacity -= 0.1 / fadeOutTime;
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windows[ w ].deleted = true;
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w->refWindow();
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w->addRepaintFull();
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}
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void FadeEffect::windowDeleted( EffectWindow* w )
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{
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windows.remove( w );
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}
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bool FadeEffect::isFadeWindow( EffectWindow* w )
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{
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if( w->windowClass() == "ksplashx ksplashx"
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|| w->windowClass() == "ksplashsimple ksplashsimple" )
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{ // see login effect
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return false;
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}
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return ( !w->isDesktop() && !w->isUtility() );
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}
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} // namespace
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