5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
121 lines
3.6 KiB
C++
121 lines
3.6 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 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "minimizeanimation.h"
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namespace KWin
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{
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KWIN_EFFECT( minimizeanimation, MinimizeAnimationEffect )
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MinimizeAnimationEffect::MinimizeAnimationEffect()
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{
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mActiveAnimations = 0;
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}
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void MinimizeAnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( mActiveAnimations > 0 )
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// We need to mark the screen windows as transformed. Otherwise the
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// whole screen won't be repainted, resulting in artefacts
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void MinimizeAnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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const float changeTime = 500;
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if( mAnimationProgress.contains( w ))
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{
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if( w->isMinimized() )
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{
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mAnimationProgress[w] += time / changeTime;
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if( mAnimationProgress[w] >= 1.0f )
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mAnimationProgress.remove( w );
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}
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else
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{
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mAnimationProgress[w] -= time / changeTime;
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if( mAnimationProgress[w] <= 0.0f )
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mAnimationProgress.remove( w );
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}
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// Schedule window for transformation if the animation is still in
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// progress
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if( mAnimationProgress.contains( w ))
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{
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// We'll transform this window
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
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}
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else
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// Animation just finished
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mActiveAnimations--;
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}
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effects->prePaintWindow( w, data, time );
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}
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void MinimizeAnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( mAnimationProgress.contains( w ))
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{
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// 0 = not minimized, 1 = fully minimized
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float progress = mAnimationProgress[w];
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QRect geo = w->geometry();
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QRect icon = w->iconGeometry();
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// If there's no icon geometry, minimize to the center of the screen
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if( !icon.isValid() )
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icon = QRect( displayWidth() / 2, displayHeight() / 2, 0, 0 );
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data.xScale *= interpolate(1.0, icon.width() / (float)geo.width(), progress);
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data.yScale *= interpolate(1.0, icon.height() / (float)geo.height(), progress);
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data.xTranslate = (int)interpolate(data.xTranslate, icon.x() - geo.x(), progress);
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data.yTranslate = (int)interpolate(data.yTranslate, icon.y() - geo.y(), progress);
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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}
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void MinimizeAnimationEffect::postPaintScreen()
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{
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if( mActiveAnimations > 0 )
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void MinimizeAnimationEffect::windowMinimized( EffectWindow* w )
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{
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if( !mAnimationProgress.contains(w) )
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{
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mAnimationProgress[w] = 0.0f;
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mActiveAnimations++;
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}
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}
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void MinimizeAnimationEffect::windowUnminimized( EffectWindow* w )
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{
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if( !mAnimationProgress.contains(w) )
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{
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mAnimationProgress[w] = 1.0f;
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mActiveAnimations++;
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}
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}
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} // namespace
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