kwin/effects/fadedesktop/fadedesktop.cpp
Martin Gräßlin c3a076b6a5 EffectsHandler emits desktopChanged signal
The first signal used between EffectsHandler and Effects.
The signal is actually emitted by the EffectsHandlerImpl and only
the interested effects connect to this signal.
EffectsHandlerImpl itself is also notified by a signal from Workspace,
allowing to remove one of the many if (effects) checks.
2011-02-25 20:41:10 +01:00

112 lines
3.5 KiB
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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2009 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 "fadedesktop.h"
#include <math.h>
namespace KWin
{
KWIN_EFFECT(fadedesktop, FadeDesktopEffect)
FadeDesktopEffect::FadeDesktopEffect()
: m_fading(false)
{
connect(effects, SIGNAL(desktopChanged(int,int)), this, SLOT(slotDesktopChanged(int)));
m_timeline.setCurveShape(TimeLine::LinearCurve);
reconfigure(ReconfigureAll);
}
void FadeDesktopEffect::reconfigure(ReconfigureFlags)
{
m_timeline.setDuration(animationTime(250));
}
void FadeDesktopEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
if (m_fading) {
m_timeline.addTime(time);
// PAINT_SCREEN_BACKGROUND_FIRST is needed because screen will be actually painted more than once,
// so with normal screen painting second screen paint would erase parts of the first paint
if (m_timeline.value() != 1.0)
data.mask |= PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_BACKGROUND_FIRST;
else {
m_fading = false;
m_timeline.setProgress(0.0);
foreach (EffectWindow * w, effects->stackingOrder()) {
w->setData(WindowForceBlurRole, QVariant(false));
}
effects->setActiveFullScreenEffect(NULL);
}
}
effects->prePaintScreen(data, time);
}
void FadeDesktopEffect::postPaintScreen()
{
if (m_fading)
effects->addRepaintFull();
effects->postPaintScreen();
}
void FadeDesktopEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
{
if (m_fading) {
if (w->isOnDesktop(m_oldDesktop))
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
data.setTranslucent();
}
effects->prePaintWindow(w, data, time);
}
void FadeDesktopEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
if (m_fading && !(w->isOnCurrentDesktop() && w->isOnDesktop(m_oldDesktop))) {
if (w->isOnDesktop(m_oldDesktop))
data.opacity *= 1 - m_timeline.value();
else
data.opacity *= m_timeline.value();
}
effects->paintWindow(w, mask, region, data);
}
void FadeDesktopEffect::slotDesktopChanged(int old)
{
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
return;
// TODO: Fix glitches when fading while a previous fade is still happening
effects->setActiveFullScreenEffect(this);
m_fading = true;
m_timeline.setProgress(0);
m_oldDesktop = old;
foreach (EffectWindow * w, effects->stackingOrder()) {
w->setData(WindowForceBlurRole, QVariant(true));
}
effects->addRepaintFull();
}
} // namespace
#include "fadedesktop.moc"