846496d2c1
its own directory, cleaned up the effect config macros and renamed "MakeTransparent" to "Translucency" so that it matches its visible name. svn path=/trunk/KDE/kdebase/workspace/; revision=921749
633 lines
23 KiB
C++
633 lines
23 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) 2008 Martin Gräßlin <ubuntu@martin-graesslin.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 "flipswitch.h"
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#include <kwinconfig.h>
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#include <QFont>
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#include <kapplication.h>
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#include <kcolorscheme.h>
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#include <kconfiggroup.h>
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#include <kwinglutils.h>
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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#include <GL/gl.h>
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#endif
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namespace KWin
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{
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KWIN_EFFECT( flipswitch, FlipSwitchEffect )
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KWIN_EFFECT_SUPPORTED( flipswitch, FlipSwitchEffect::supported() )
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FlipSwitchEffect::FlipSwitchEffect()
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: mActivated( 0 )
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, animateFlip( false )
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, forward( true )
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, start( false )
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, stop( false )
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, addFullRepaint( false )
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, rearrangeWindows( 0 )
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, stopRequested( false )
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, startRequested( false )
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, twinview( false )
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{
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reconfigure( ReconfigureAll );
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}
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FlipSwitchEffect::~FlipSwitchEffect()
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{
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}
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bool FlipSwitchEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void FlipSwitchEffect::reconfigure( ReconfigureFlags )
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{
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KConfigGroup conf = effects->effectConfig( "FlipSwitch" );
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mFlipDuration = animationTime( conf, "FlipDuration", 200 );
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mAnimation = conf.readEntry( "AnimateFlip", true );
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timeLine.setCurveShape( TimeLine::EaseInOutCurve );
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timeLine.setDuration( mFlipDuration );
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}
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void FlipSwitchEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( mActivated || stopRequested || stop )
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{
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data.mask |= Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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if( mAnimation && ( start || stop || animateFlip ) )
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timeLine.addTime( (double)time );
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}
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effects->prePaintScreen(data, time);
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}
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void FlipSwitchEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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effects->paintScreen( mask, region, data );
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if( mActivated || stopRequested || stop )
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{
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#ifdef KWIN_HAVE_OPENGL_COMPOSITING
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glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glLoadIdentity();
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int viewport[4];
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glGetIntegerv( GL_VIEWPORT, viewport );
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int yPos = area.y();
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QRect fullArea = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
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if( twinview )
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{
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if( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).x() == 0
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&& effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).x() == 0 )
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{
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// top <-> bottom
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// have to correct the yPos for top bottom constellation
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yPos = area.height()-area.y();
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if( ( area.height() * 2 != fullArea.height() ) ||
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( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).width() !=
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effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).width() ) )
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{
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// different resolutions
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if( area.y() > 0 )
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yPos = 0;
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else
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yPos = fullArea.height() - area.height();
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}
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}
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else
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{
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// left <-> right
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if( ( area.width() * 2 != fullArea.width() ) ||
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( effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop()).height() !=
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effects->clientArea( FullScreenArea, effects->activeScreen()==0?1:0, effects->currentDesktop()).height() ) )
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{
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// different resolutions
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yPos = area.y() + fullArea.height() - area.height();
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}
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}
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}
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float left, right, top, bottom;
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left = -area.width() * 0.5f;
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right = area.width() * 0.5f;
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top = area.height()*0.5f;
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bottom = -area.height()*0.5f;
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if( twinview && ( start || stop ) )
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{
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// special handling for start and stop animation in twin view setup
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glViewport( fullArea.x(), fullArea.y(), fullArea.width(), fullArea.height() );
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left = -(area.x() + area.width() * 0.5f);
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right = fullArea.width() + left;
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bottom = -(area.y() + area.height() * 0.5f);
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top = fullArea.height() + bottom;
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}
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else
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{
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glViewport( area.x(), yPos, area.width(), area.height() );
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}
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glFrustum( left, right, top, bottom, 10, 50 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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float xOffset = area.width()*0.33f;
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float zOffset = 10.0;
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// bring the selected window to the back of the list
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QList< EffectWindow* > tempList = effects->currentTabBoxWindowList();
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int index = tempList.indexOf( effects->currentTabBoxWindow() );
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QList< EffectWindow* > windowList;
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for( int i=index; i<tempList.count(); i++)
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{
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windowList.push_front( tempList[i] );
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}
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for( int i=0; i<index; i++)
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{
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windowList.push_front( tempList[i] );
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}
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// do we have to rearrange the windows as an animation has to follow?
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if( rearrangeWindows != 0 )
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{
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if( rearrangeWindows < 0 )
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{
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for( int i=0; i>rearrangeWindows; i-- )
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{
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EffectWindow* w = windowList.front();
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windowList.pop_front();
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windowList.append( w );
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}
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}
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else
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{
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for( int i=0; i<rearrangeWindows; i++ )
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{
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EffectWindow* w = windowList.back();
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windowList.pop_back();
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windowList.prepend( w );
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}
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}
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}
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// do we have a start or stop animation
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if( ( start || stop ) && mAnimation )
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{
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for( int i=0; i<windowList.count(); i++)
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{
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glPushMatrix();
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EffectWindow *w = windowList[ i ];
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// Position of the window in OpenGL
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float x = w->x()+left;
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float y = bottom-area.height()+w->y()+w->height();
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float z = -10.0;
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if( w->isMinimized() )
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{
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// use icon instead of window
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x = w->iconGeometry().x()+left;
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y = bottom-area.height()+w->iconGeometry().y()+w->height();
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}
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// Position of the window in the stack
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float stackX = -area.width()*0.25f-(xOffset*windowList.count())+xOffset*(i+1);
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float stackY = -area.height()*0.5f;
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float stackZ = (-1*zOffset*windowList.count()) -12.5+zOffset*(i+1);
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float animateXOffset;
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float animateYOffset;
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float animateZOffset;
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float rotation;
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// if start move to stack, if stop move from stack
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if( start )
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{
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animateXOffset = x+timeLine.value()*(stackX-x);
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animateYOffset = y+timeLine.value()*(stackY-y);
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animateZOffset = z+timeLine.value()*(stackZ-z);
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rotation = timeLine.value()*0.25;
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}
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else // = if( stop )
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{
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animateXOffset = stackX+timeLine.value()*(x-stackX);
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animateYOffset = stackY+timeLine.value()*(y-stackY);
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animateZOffset = stackZ+timeLine.value()*(z-stackZ);
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rotation = 0.25-timeLine.value()*0.25;
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}
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// go to current position and rotate by the time based factor
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glTranslatef(animateXOffset, animateYOffset, animateZOffset );
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glRotatef(rotation, 0.0, 1.0, 0.0);
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// top most window has to be painted not drawn.
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if( i<windowList.count()-1 )
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{
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paintWindowFlip( windowList[i] );
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}
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else paintWindowFlip( windowList[i], false);
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glPopMatrix();
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}
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// time elapsed - so no more animation
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if( timeLine.value() == 1.0 )
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{
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timeLine.setProgress( 0.0 );
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if( start )
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{
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start = false;
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// more animations have to follow?
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if( rearrangeWindows != 0 )
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{
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animateFlip = true;
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if( rearrangeWindows < 0 )
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{
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forward = true;
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rearrangeWindows++;
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}
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else
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{
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forward = false;
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rearrangeWindows--;
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}
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}
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else if( stopRequested )
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{
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// no more animations but effect has to stop
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stop = true;
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stopRequested = false;
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}
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}
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else if( stop )
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{
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stop = false;
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if( startRequested )
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{
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// tabbox already referenced again - so restart
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start = true;
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startRequested = false;
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mActivated = true;
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}
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else
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{
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mActivated = false;
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// we need one more FullRepaint
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addFullRepaint = true;
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}
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}
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}
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}
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// normal behaviour - no start or stop animation
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else
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{
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double localProgress = timeLine.value();
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glPushMatrix();
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glTranslatef(-area.width()*0.25f-(xOffset*windowList.count()),
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-area.height()*0.5f,
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(-1*zOffset*windowList.count()) -12.5);
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if( animateFlip && windowList.count() > 1 )
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{
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if( timeLine.value() < 1.0 )
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{
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float animateXOffset = timeLine.value()*xOffset;
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float animateZOffset = timeLine.value()*zOffset;
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if( forward )
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{
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if( animateXOffset > xOffset ) animateXOffset = xOffset;
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if( animateZOffset > zOffset ) animateZOffset = zOffset;
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glTranslatef(animateXOffset, 0.0, animateZOffset);
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EffectWindow* w = windowList.front();
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windowList.pop_front();
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windowList.append( w );
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}
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else
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{
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animateXOffset = xOffset - animateXOffset;
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animateZOffset = zOffset - animateZOffset;
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if( animateXOffset < 0.0 ) animateXOffset = 0.0;
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if( animateZOffset < 0.0 ) animateZOffset = 0.0;
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glTranslatef(animateXOffset, 0.0, animateZOffset);
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}
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}
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else
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{
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timeLine.setProgress( 0.0 );
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if( rearrangeWindows != 0 )
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{
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animateFlip = true;
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if( rearrangeWindows < 0 )
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{
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forward = true;
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rearrangeWindows++;
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localProgress = 0.0;
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}
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else
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{
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forward = false;
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rearrangeWindows--;
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localProgress = 1.0;
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}
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}
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else
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{
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animateFlip = false;
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if( stopRequested )
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{
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stop = true;
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stopRequested = false;
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}
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}
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}
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}
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for( int i=0; i<windowList.count(); i++)
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{
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glPushMatrix();
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glTranslatef(xOffset*(i+1), 0.0, zOffset*(i+1));
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glRotatef(0.25, 0.0, 1.0, 0.0);
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// top most window has to be painted not drawn.
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if( i<windowList.count()-1 )
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{
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paintWindowFlip( windowList[i] );
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}
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else
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{
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// last window - change opacity if animated
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float opacity = 0.8;
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if( animateFlip && windowList.count() > 1 )
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{
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if( forward ) opacity = opacity - localProgress*opacity;
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else opacity = localProgress*opacity;
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}
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paintWindowFlip( windowList[i], false, opacity);
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}
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glPopMatrix();
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}
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glPopMatrix();
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}
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glPopAttrib();
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glMatrixMode( GL_PROJECTION );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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glViewport( viewport[0], viewport[1], viewport[2], viewport[3] );
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// caption of selected window
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QColor color_frame;
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QColor color_text;
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color_frame = KColorScheme( QPalette::Active, KColorScheme::Window ).background().color();
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color_frame.setAlphaF( 0.9 );
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color_text = KColorScheme( QPalette::Active, KColorScheme::Window ).foreground().color();
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if( start )
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{
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color_frame.setAlphaF( 0.9 * timeLine.value() );
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color_text.setAlphaF( timeLine.value() );
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}
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else if( stop )
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{
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color_frame.setAlphaF( 0.9 - 0.9 * timeLine.value() );
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color_text.setAlphaF( 1.0 - timeLine.value() );
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}
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else if( addFullRepaint )
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{
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// special case: timeLine was reset, but actual frame will be painted
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color_frame.setAlphaF( 0.0 );
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color_text.setAlphaF( 0.0 );
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}
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QFont text_font;
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text_font.setBold( true );
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text_font.setPointSize( 20 );
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glPushAttrib( GL_CURRENT_BIT );
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glColor4f( color_frame.redF(), color_frame.greenF(), color_frame.blueF(), color_frame.alphaF());
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QRect frameRect = QRect( area.width()*0.25f + area.x(),
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area.height()*0.9f + area.y(),
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area.width()*0.5f,
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QFontMetrics( text_font ).height() * 1.2 );
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renderRoundBoxWithEdge( frameRect );
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effects->paintText( effects->currentTabBoxWindow()->caption(),
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frameRect.center(),
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frameRect.width() - 100,
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color_text,
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text_font );
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glPopAttrib();
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// icon of selected window
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QPixmap iconPixmap = effects->currentTabBoxWindow()->icon();
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if( start || stop || addFullRepaint )
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{
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int alpha = 255.0f * timeLine.value();
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if( stop )
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{
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alpha = 255.0f - alpha;
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}
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else if( addFullRepaint )
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{
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alpha = 0.0f;
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}
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QPixmap transparency = iconPixmap.copy( iconPixmap.rect() );
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transparency.fill( QColor( 255, 255, 255, alpha ) );
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iconPixmap.setAlphaChannel( transparency.alphaChannel() );
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}
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GLTexture* icon = new GLTexture( iconPixmap );
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icon->bind();
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
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icon->bind();
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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// icon takes 80 % of the height of the frame. So each 10 % space left on the top and bottom
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QRect iconRect = QRect( frameRect.x() + frameRect.height()*0.1f,
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frameRect.y() + frameRect.height()*0.1f,
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frameRect.height()*0.8f,
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frameRect.height()*0.8f );
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icon->render( region, iconRect);
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icon->unbind();
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delete icon;
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glDisable( GL_BLEND );
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glPopAttrib();
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#endif
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}
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}
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void FlipSwitchEffect::postPaintScreen()
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{
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if( (mActivated && ( animateFlip || start )) || stopRequested || stop )
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{
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effects->addRepaintFull();
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}
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if( addFullRepaint )
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{
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addFullRepaint = false;
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effects->setActiveFullScreenEffect( 0 );
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effects->addRepaintFull();
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}
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effects->postPaintScreen();
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}
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void FlipSwitchEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( mActivated || stopRequested || stop )
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{
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if( !( mask & PAINT_WINDOW_TRANSFORMED ) && ( !w->isDesktop() ) )
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{
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if( ( start || stop ) && w->isDock() )
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{
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data.opacity = 1.0 - timeLine.value();
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if( stop )
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data.opacity = timeLine.value();
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}
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else
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return;
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}
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}
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effects->paintWindow( w, mask, region, data );
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}
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void FlipSwitchEffect::tabBoxAdded( int mode )
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{
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if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
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return;
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if( !mActivated )
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{
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// only for windows mode
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if( mode == TabBoxWindowsMode && effects->currentTabBoxWindowList().count() > 0 )
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{
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input = effects->createFullScreenInputWindow( this, Qt::BlankCursor );
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effects->refTabBox();
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effects->setActiveFullScreenEffect( this );
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selectedWindow = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow());
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if( !stop && !stopRequested )
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{
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mActivated = true;
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start = true;
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effects->addRepaintFull();
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}
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else
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{
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// last tabbox effect still running - schedule start effect
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startRequested = true;
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}
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// Calculation of correct area
|
|
area = effects->clientArea( FullScreenArea, effects->activeScreen(), effects->currentDesktop());
|
|
QRect fullArea = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
|
|
// twinview?
|
|
if( area.height() != fullArea.height() || area.width() != fullArea.width() )
|
|
twinview = true;
|
|
else
|
|
twinview = false;
|
|
}
|
|
}
|
|
}
|
|
void FlipSwitchEffect::tabBoxClosed()
|
|
{
|
|
if( mActivated )
|
|
{
|
|
// if animation than deactivate after animation
|
|
mActivated = false;
|
|
effects->unrefTabBox();
|
|
if( input )
|
|
effects->destroyInputWindow( input );
|
|
if( mAnimation )
|
|
{
|
|
if( start && rearrangeWindows == 0 )
|
|
{
|
|
stop = true;
|
|
start = false;
|
|
timeLine.setProgress( 1.0 - timeLine.value() );
|
|
}
|
|
else if( start || animateFlip )
|
|
stopRequested = true;
|
|
else
|
|
{
|
|
stop = true;
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
effects->setActiveFullScreenEffect( 0 );
|
|
}
|
|
}
|
|
}
|
|
|
|
void FlipSwitchEffect::tabBoxUpdated()
|
|
{
|
|
if( mActivated )
|
|
{
|
|
if( mAnimation && effects->currentTabBoxWindowList().count() > 1 )
|
|
{
|
|
// determine the switch direction
|
|
int index = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow());
|
|
bool direction = false;
|
|
int windowCount = effects->currentTabBoxWindowList().count();
|
|
if( index > selectedWindow )
|
|
{
|
|
if( index == windowCount-1 && selectedWindow == 0 ) forward = false;
|
|
else direction = true;
|
|
}
|
|
else if( index == 0 && ( selectedWindow == windowCount-1 ) )
|
|
{
|
|
direction = true;
|
|
}
|
|
else if( index == selectedWindow ) return; // nothing changed
|
|
else
|
|
{
|
|
direction = false;
|
|
}
|
|
selectedWindow = index;
|
|
if( !animateFlip && !start )
|
|
{
|
|
forward = direction;
|
|
animateFlip = true;
|
|
}
|
|
else
|
|
{
|
|
if( direction ) rearrangeWindows--;
|
|
else rearrangeWindows++;
|
|
if( rearrangeWindows >= windowCount ) rearrangeWindows = rearrangeWindows % windowCount;
|
|
else if( (-1*rearrangeWindows) >= windowCount ) rearrangeWindows = -1*((-1*rearrangeWindows) % windowCount);
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void FlipSwitchEffect::paintWindowFlip( EffectWindow* w, bool draw, float opacity )
|
|
{
|
|
WindowPaintData data( w );
|
|
|
|
int x = 0;
|
|
int y = area.height() - w->geometry().height();
|
|
QRect thumbnail;
|
|
setPositionTransformations( data,
|
|
thumbnail, w,
|
|
QRect( x, y, w->geometry().width(), w->geometry().height() ),
|
|
Qt::KeepAspectRatio );
|
|
|
|
data.opacity *= opacity;
|
|
thumbnail = infiniteRegion();
|
|
// if paintWindow() is used the window behind the initial selected window is not painted on the stack,
|
|
// but painted when it is selected
|
|
// if drawWindow() is used the front window does not glide through the monitor during animation
|
|
// so use drawWindow() for all windows but the selected and paintWindow() for the selected window
|
|
if( draw )
|
|
effects->drawWindow( w,
|
|
PAINT_WINDOW_TRANSFORMED,
|
|
thumbnail, data );
|
|
else
|
|
effects->paintWindow( w,
|
|
PAINT_WINDOW_TRANSFORMED,
|
|
thumbnail, data );
|
|
}
|
|
|
|
} // namespace
|