445ab8ca7a
entry when minimized/restored svn path=/branches/work/kwin_composite/; revision=627003
344 lines
9.6 KiB
C++
344 lines
9.6 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) 2006 Lubos Lunak <l.lunak@kde.org>
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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 "effects.h"
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#include "toplevel.h"
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#include "client.h"
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#include "scene.h"
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#include "effects/dialogparent.h"
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#include "effects/fadein.h"
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#include "effects/fadeout.h"
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#include "effects/howto.h"
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#include "effects/maketransparent.h"
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#include "effects/minimizeanimation.h"
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#include "effects/presentwindows.h"
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#include "effects/scalein.h"
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#include "effects/shakymove.h"
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#include "effects/shiftworkspaceup.h"
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#include "effects/showfps.h"
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#include "effects/wavywindows.h"
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#include "effects/zoom.h"
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#include "effects/test_input.h"
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namespace KWinInternal
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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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void Effect::windowUserMovedResized( EffectWindow* , bool, bool )
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{
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}
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void Effect::windowAdded( EffectWindow* )
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{
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}
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void Effect::windowClosed( EffectWindow* )
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{
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}
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void Effect::windowDeleted( EffectWindow* )
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{
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}
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void Effect::windowActivated( EffectWindow* )
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{
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}
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void Effect::windowMinimized( EffectWindow* )
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{
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}
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void Effect::windowUnminimized( EffectWindow* )
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{
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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::prePaintScreen( int* mask, QRegion* region, int time )
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{
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effects->prePaintScreen( mask, region, 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, int* mask, QRegion* region, int time )
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{
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effects->prePaintWindow( w, mask, region, 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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//****************************************
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// EffectsHandler
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//****************************************
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EffectsHandler::EffectsHandler( Workspace* ws )
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: current_paint_window( 0 )
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, current_paint_screen( 0 )
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{
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if( !compositing())
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return;
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KWinInternal::effects = this;
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effects.append( new ShowFpsEffect( ws ));
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// effects.append( new ZoomEffect( ws ));
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// effects.append( new PresentWindowsEffect( ws ));
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// effects.append( new WavyWindowsEffect( ws ));
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// effects.append( new MinimizeAnimationEffect( ws ));
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// effects.append( new HowtoEffect );
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// effects.append( new MakeTransparentEffect );
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// effects.append( new ShakyMoveEffect );
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// effects.append( new ShiftWorkspaceUpEffect( ws ));
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// effects.append( new FadeInEffect );
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effects.append( new FadeOutEffect );
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// effects.append( new ScaleInEffect );
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// effects.append( new DialogParentEffect );
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// effects.append( new TestInputEffect );
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}
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EffectsHandler::~EffectsHandler()
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{
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foreach( Effect* e, effects )
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delete e;
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foreach( InputWindowPair pos, input_windows )
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XDestroyWindow( display(), pos.second );
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}
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void EffectsHandler::windowUserMovedResized( EffectWindow* c, bool first, bool last )
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{
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foreach( Effect* e, effects )
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e->windowUserMovedResized( c, first, last );
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}
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void EffectsHandler::windowAdded( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowAdded( c );
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}
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void EffectsHandler::windowDeleted( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowDeleted( c );
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}
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void EffectsHandler::windowClosed( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowClosed( c );
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}
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void EffectsHandler::windowActivated( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowActivated( c );
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}
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void EffectsHandler::windowMinimized( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowMinimized( c );
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}
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void EffectsHandler::windowUnminimized( EffectWindow* c )
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{
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foreach( Effect* e, effects )
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e->windowUnminimized( c );
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}
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// start another painting pass
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void EffectsHandler::startPaint()
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{
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assert( current_paint_screen == 0 );
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assert( current_paint_window == 0 );
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}
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// the idea is that effects call this function again which calls the next one
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void EffectsHandler::prePaintScreen( int* mask, QRegion* region, int time )
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{
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if( current_paint_screen < effects.size())
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{
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effects[ current_paint_screen++ ]->prePaintScreen( mask, region, time );
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--current_paint_screen;
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}
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// no special final code
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}
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void EffectsHandler::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( current_paint_screen < effects.size())
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{
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effects[ current_paint_screen++ ]->paintScreen( mask, region, data );
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--current_paint_screen;
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}
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else
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scene->finalPaintScreen( mask, region, data );
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}
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void EffectsHandler::postPaintScreen()
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{
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if( current_paint_screen < effects.size())
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{
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effects[ current_paint_screen++ ]->postPaintScreen();
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--current_paint_screen;
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}
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// no special final code
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}
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void EffectsHandler::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
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{
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if( current_paint_window < effects.size())
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{
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effects[ current_paint_window++ ]->prePaintWindow( w, mask, region, time );
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--current_paint_window;
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}
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// no special final code
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}
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void EffectsHandler::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( current_paint_window < effects.size())
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{
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effects[ current_paint_window++ ]->paintWindow( w, mask, region, data );
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--current_paint_window;
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}
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else
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scene->finalPaintWindow( w, mask, region, data );
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}
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void EffectsHandler::postPaintWindow( EffectWindow* w )
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{
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if( current_paint_window < effects.size())
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{
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effects[ current_paint_window++ ]->postPaintWindow( w );
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--current_paint_window;
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}
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// no special final code
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}
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Window EffectsHandler::createInputWindow( Effect* e, int x, int y, int w, int h, const QCursor& cursor )
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{
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XSetWindowAttributes attrs;
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attrs.override_redirect = True;
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Window win = XCreateWindow( display(), rootWindow(), x, y, w, h, 0, 0, InputOnly, CopyFromParent,
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CWOverrideRedirect, &attrs );
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// TODO keeping on top?
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// TODO enter/leave notify?
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XSelectInput( display(), win, ButtonPressMask | ButtonReleaseMask | PointerMotionMask );
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XDefineCursor( display(), win, cursor.handle());
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XMapWindow( display(), win );
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input_windows.append( qMakePair( e, win ));
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return win;
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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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void EffectsHandler::destroyInputWindow( Window w )
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{
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foreach( InputWindowPair pos, input_windows )
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{
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if( pos.second == w )
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{
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input_windows.removeAll( pos );
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XDestroyWindow( display(), w );
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return;
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}
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}
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assert( false );
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}
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bool EffectsHandler::checkInputWindowEvent( XEvent* e )
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{
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if( e->type != ButtonPress && e->type != ButtonRelease && e->type != MotionNotify )
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return false;
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foreach( InputWindowPair pos, input_windows )
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{
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if( pos.second == e->xany.window )
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{
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switch( e->type )
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{
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case ButtonPress:
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case ButtonRelease:
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{
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XButtonEvent* e2 = &e->xbutton;
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QMouseEvent ev( e->type == ButtonPress ? QEvent::MouseButtonPress : QEvent::MouseButtonRelease,
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QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ), x11ToQtMouseButton( e2->button ),
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x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state ));
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pos.first->windowInputMouseEvent( pos.second, &ev );
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break; // --->
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}
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case MotionNotify:
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{
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XMotionEvent* e2 = &e->xmotion;
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QMouseEvent ev( QEvent::MouseMove, QPoint( e2->x, e2->y ), QPoint( e2->x_root, e2->y_root ),
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Qt::NoButton, x11ToQtMouseButtons( e2->state ), x11ToQtKeyboardModifiers( e2->state ));
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pos.first->windowInputMouseEvent( pos.second, &ev );
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break; // --->
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}
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}
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return true; // eat event
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}
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}
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return false;
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}
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void EffectsHandler::checkInputWindowStacking()
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{
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if( input_windows.count() == 0 )
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return;
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Window* wins = new Window[ input_windows.count() ];
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int pos = 0;
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foreach( InputWindowPair it, input_windows )
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wins[ pos++ ] = it.second;
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XRaiseWindow( display(), wins[ 0 ] );
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XRestackWindows( display(), wins, pos );
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delete[] wins;
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}
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void EffectsHandler::activateWindow( EffectWindow* c )
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{
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if( Client* cl = dynamic_cast< Client* >( c->window()))
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Workspace::self()->activateClient( cl, true );
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}
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EffectsHandler* effects;
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} // namespace
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