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