kwin/effects/presentwindows.cpp
Lucas Murray 034e66ae96 Randomize direction even when filling gaps, fixes bug when all windows are the same size.
svn path=/trunk/KDE/kdebase/workspace/; revision=861791
2008-09-17 08:19:16 +00:00

1606 lines
61 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2008 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 "presentwindows.h"
#include <kactioncollection.h>
#include <kaction.h>
#include <klocale.h>
#include <kcolorscheme.h>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <QMouseEvent>
#include <QPainter>
#include <math.h>
#include <assert.h>
#include <limits.h>
namespace KWin
{
KWIN_EFFECT( presentwindows, PresentWindowsEffect )
PresentWindowsEffect::PresentWindowsEffect()
: mShowWindowsFromAllDesktops ( false )
, mActivated( false )
, mActiveness()
, mRearranging()
, hasKeyboardGrab( false )
, mHighlightedWindow( NULL )
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
, filterTexture( NULL )
#endif
, mTabBoxMode( false )
{
KConfigGroup conf = effects->effectConfig("PresentWindows");
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = (KAction*)actionCollection->addAction( "Expose" );
a->setText( i18n("Toggle Present Windows (Current desktop)" ));
a->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F9));
connect(a, SIGNAL(triggered(bool)), this, SLOT(toggleActive()));
KAction* b = (KAction*)actionCollection->addAction( "ExposeAll" );
b->setText( i18n("Toggle Present Windows (All desktops)" ));
b->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F10));
connect(b, SIGNAL(triggered(bool)), this, SLOT(toggleActiveAllDesktops()));
borderActivate = (ElectricBorder)conf.readEntry("BorderActivate", (int)ElectricNone);
borderActivateAll = (ElectricBorder)conf.readEntry("BorderActivateAll", (int)ElectricTopLeft);
layoutMode = conf.readEntry( "LayoutMode", int( LayoutNatural ));
drawWindowCaptions = conf.readEntry("DrawWindowCaptions", true);
drawWindowIcons = conf.readEntry("DrawWindowIcons", true);
tabBox = conf.readEntry("TabBox", false);
accuracy = conf.readEntry("Accuracy", 1) * 20;
fillGaps = conf.readEntry("FillGaps", true);
effects->reserveElectricBorder( borderActivate );
effects->reserveElectricBorder( borderActivateAll );
mActiveness.setCurveShape( TimeLine::EaseInOutCurve );
mActiveness.setDuration( animationTime( conf, "RearrangeDuration", 250 ));
mRearranging.setCurveShape( TimeLine::EaseInOutCurve );
mRearranging.setDuration( animationTime( conf, "RearrangeDuration", 250 ));
mRearranging.setProgress( 1.0 );
highlightChangeTime = double( animationTime( 150 ));
}
PresentWindowsEffect::~PresentWindowsEffect()
{
effects->unreserveElectricBorder( borderActivate );
effects->unreserveElectricBorder( borderActivateAll );
discardFilterTexture();
}
void PresentWindowsEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if(mActivated)
{
mActiveness.addTime(time);
mRearranging.addTime(time);
}
else if(mActiveness.value() > 0.0)
{
mActiveness.removeTime(time);
if(mActiveness.value() <= 0.0)
effectTerminated();
}
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts
if( mActiveness.value() > 0.0 )
data.mask |= Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void PresentWindowsEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( mActiveness.value() > 0.0 )
{
if( mWindowData.contains(w) )
{
// This window will be transformed by the effect
data.setTransformed();
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
// If it's minimized window or on another desktop and effect is not
// fully active, then apply some transparency
if( mActiveness.value() < 1.0 && (w->isMinimized() || !w->isOnCurrentDesktop() ))
data.setTranslucent();
// Change window's highlight
WindowData& windata = mWindowData[w];
if( w == mHighlightedWindow )
windata.highlight = qMin(1.0, windata.highlight + time / highlightChangeTime);
else
windata.highlight = qMax(0.0, windata.highlight - time / highlightChangeTime);
}
else if( !w->isDesktop())
w->disablePainting( EffectWindow::PAINT_DISABLED );
}
effects->prePaintWindow( w, data, time );
}
void PresentWindowsEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( filterTexture && region.intersects( filterFrameRect ))
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// First render the frame
QColor color = QPalette().color( QPalette::Active, QPalette::Highlight );
glColor4f( color.redF(), color.greenF(), color.blueF(), 0.75f );
renderRoundBoxWithEdge( filterFrameRect );
// And then the text on top of it
filterTexture->bind();
filterTexture->render( region, filterTextureRect );
filterTexture->unbind();
glPopAttrib();
}
#endif
}
void PresentWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if(mActiveness.value() > 0.0 && mWindowData.contains(w))
{
// Change window's position and scale
const WindowData& windata = mWindowData[w];
if( mRearranging.value() < 1.0 ) // rearranging
{
if( windata.old_area.isEmpty()) // no old position
{
data.xScale = windata.scale;
data.yScale = windata.scale;
data.xTranslate = windata.area.left() - w->x();
data.yTranslate = windata.area.top() - w->y();
data.opacity *= interpolate(0.0, 1.0, mRearranging.value());
}
else
{
data.xScale = interpolate(windata.old_scale, windata.scale, mRearranging.value());
data.yScale = interpolate(windata.old_scale, windata.scale, mRearranging.value());
data.xTranslate = (int)interpolate(windata.old_area.left() - w->x(),
windata.area.left() - w->x(), mRearranging.value());
data.yTranslate = (int)interpolate(windata.old_area.top() - w->y(),
windata.area.top() - w->y(), mRearranging.value());
}
}
else
{
data.xScale = interpolate(data.xScale, windata.scale, mActiveness.value());
data.yScale = interpolate(data.yScale, windata.scale, mActiveness.value());
data.xTranslate = (int)interpolate(data.xTranslate, windata.area.left() - w->x(), mActiveness.value());
data.yTranslate = (int)interpolate(data.yTranslate, windata.area.top() - w->y(), mActiveness.value());
}
// Darken all windows except for the one under the cursor
data.brightness *= interpolate(1.0, 0.7, mActiveness.value() * (1.0f - windata.highlight));
// If it's minimized window or on another desktop and effect is not
// fully active, then apply some transparency
if( mActiveness.value() < 1.0 && (w->isMinimized() || !w->isOnCurrentDesktop() ))
data.opacity *= interpolate(0.0, 1.0, mActiveness.value());
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
if(mActiveness.value() > 0.0 && mWindowData.contains(w))
{
const WindowData& windata = mWindowData[w];
if (drawWindowIcons)
paintWindowIcon( w, data );
if (drawWindowCaptions)
{
QString text = w->caption();
QRect textArea( w->x() + data.xTranslate, w->y() + data.yTranslate,
w->width() * data.xScale, w->height() * data.yScale );
textArea.adjust( 10, 10, -10, -10 );
double opacity = (0.7 + 0.2*windata.highlight) * data.opacity * mActiveness.value();
QColor textcolor( 255, 255, 255, (int)(255*opacity) );
QColor bgcolor( 0, 0, 0, (int)(255*opacity) );
QFont f;
f.setBold( true );
f.setPointSize( 12 );
effects->paintTextWithBackground( text, textArea, textcolor, bgcolor, f );
}
}
}
void PresentWindowsEffect::postPaintScreen()
{
if( mActivated && mActiveness.value() < 1.0 ) // activating effect
effects->addRepaintFull();
if( mActivated && mRearranging.value() < 1.0 ) // rearranging
effects->addRepaintFull();
if( !mActivated && mActiveness.value() > 0.0 ) // deactivating effect
effects->addRepaintFull();
foreach( const WindowData& d, mWindowData )
{
if( d.highlight > 0 && d.highlight < 1 ) // changing highlight
effects->addRepaintFull();
}
// Call the next effect.
effects->postPaintScreen();
}
void PresentWindowsEffect::windowInputMouseEvent( Window w, QEvent* e )
{
assert( w == mInput );
if( e->type() == QEvent::MouseMove )
{ // Repaint if the highlighted window changed.
// (No need to use cursorMoved(), this takes care of it as well)
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
if( (*it).area.contains( cursorPos()))
{
if( mHighlightedWindow != it.key())
setHighlightedWindow( it.key());
return;
}
}
return;
}
if( e->type() != QEvent::MouseButtonPress )
return;
if( static_cast< QMouseEvent* >( e )->button() != Qt::LeftButton )
{
setActive( false );
return;
}
// Find out which window (if any) was clicked and activate it
QPoint pos = static_cast< QMouseEvent* >( e )->pos();
for( DataHash::iterator it = mWindowData.begin();
it != mWindowData.end(); ++it )
{
if( it.value().area.contains(pos) )
{
effects->activateWindow( it.key() );
// mWindowData gets cleared and rebuilt when a window is
// activated, so it's dangerous (and unnecessary) to continue
break;
}
}
// Deactivate effect, no matter if any window was actually activated
setActive(false);
}
void PresentWindowsEffect::windowAdded( EffectWindow* w )
{
if( w->isSpecialWindow() || w->isUtility() )
return;
mWindowsToPresent.append( w );
rearrangeWindows();
}
void PresentWindowsEffect::windowClosed( EffectWindow* w )
{
if( mHighlightedWindow == w )
setHighlightedWindow( findFirstWindow());
mWindowsToPresent.removeAll( w );
rearrangeWindows();
}
void PresentWindowsEffect::setActive(bool active)
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( mActivated == active )
return;
if( mTabBoxMode && mActivated )
{
effects->closeTabBox();
return;
}
mActivated = active;
if( mActivated )
{
mWindowData.clear();
windowFilter.clear();
mWindowsToPresent.clear();
const EffectWindowList& originalwindowlist = effects->stackingOrder();
if( mTabBoxMode )
{
EffectWindowList tabBoxWindows = effects->currentTabBoxWindowList();
int selectedWindow = tabBoxWindows.indexOf( effects->currentTabBoxWindow() );
for( int i=selectedWindow; i<tabBoxWindows.count(); i++ )
mWindowsToPresent.append( tabBoxWindows[ i ] );
for( int i=selectedWindow-1; i>=0; i-- )
mWindowsToPresent.append( tabBoxWindows[ i ] );
}
else
{
// Filter out special windows such as panels and taskbars
foreach( EffectWindow* window, originalwindowlist )
{
if( window->isSpecialWindow() || window->isUtility() )
continue;
if( window->isDeleted())
continue;
if( !mShowWindowsFromAllDesktops && !window->isOnCurrentDesktop() )
continue;
mWindowsToPresent.append(window);
}
}
if( mWindowsToPresent.isEmpty())
{
mActivated = false; // don't activate with nothing to show
return;
}
mActiveness.setProgress(0.0);
effectActivated();
rearrangeWindows();
if( mTabBoxMode )
setHighlightedWindow( effects->currentTabBoxWindow() );
else
setHighlightedWindow( effects->activeWindow() );
}
else
{
mWindowsToPresent.clear();
mRearranging.setProgress(1.0); // turn off
mActiveness.setProgress(1.0); // go back from arranged position
discardFilterTexture();
mHighlightedWindow = NULL;
windowFilter.clear();
}
effects->addRepaintFull(); // trigger next animation repaint
}
void PresentWindowsEffect::effectActivated()
{
// Create temporary input window to catch mouse events
mInput = effects->createFullScreenInputWindow( this, Qt::PointingHandCursor );
hasKeyboardGrab = effects->grabKeyboard( this );
effects->setActiveFullScreenEffect( this );
screenGridSizes.clear();
for( int i = 0; i < effects->numScreens(); i++ )
screenGridSizes.append( GridSize() );
numOfWindows.fill( 0, effects->numScreens() );
}
void PresentWindowsEffect::effectTerminated()
{
mWindowData.clear();
// Destroy the temporary input window
effects->destroyInputWindow( mInput );
if( hasKeyboardGrab )
effects->ungrabKeyboard();
hasKeyboardGrab = false;
effects->setActiveFullScreenEffect( 0 );
effects->addRepaintFull(); // to get rid of highlight
}
void PresentWindowsEffect::rearrangeWindows()
{
if( !mActivated )
return;
EffectWindowList windowlist;
QVector<EffectWindowList> windowlists;
for( int i = 0; i < effects->numScreens(); i++ )
windowlists.append( EffectWindowList() );
if( windowFilter.isEmpty())
{
windowlist = mWindowsToPresent;
foreach( EffectWindow* w, mWindowsToPresent )
windowlists[ w->screen() ].append( w );
}
else
{
foreach( EffectWindow* w, mWindowsToPresent )
{
if( w->caption().contains( windowFilter, Qt::CaseInsensitive )
|| w->windowClass().contains( windowFilter, Qt::CaseInsensitive )
|| w->windowRole().contains( windowFilter, Qt::CaseInsensitive ))
{
windowlist.append( w );
windowlists[ w->screen() ].append( w );
}
}
}
if( windowlist.isEmpty())
{
mWindowData.clear();
setHighlightedWindow( NULL );
effects->addRepaintFull();
return;
}
// Check for changes if not the first arranging
bool firstTime = false;
if( !mWindowData.isEmpty())
{
DataHash newdata;
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
if( windowlist.contains( it.key())) // remove windows that are not in the window list
newdata[ it.key() ] = *it;
mWindowData = newdata;
// Initialize new entries
foreach( EffectWindow* w, windowlist )
if( !mWindowData.contains( w ))
mWindowData[ w ].highlight = 0;
}
else
firstTime = true;
bool rearranging = false;
int iterations = mTabBoxMode ? 1 : effects->numScreens(); // Only use one screen for window switching
QVector<int> newNumOfWindows( effects->numScreens(), 0 );
QVector<GridSize> newScreenGridSizes( effects->numScreens() );
for( int i = 0; i < iterations; i++ )
{
int screen;
EffectWindowList screenList;
if( mTabBoxMode )
{
screen = effects->activeScreen();
screenList = windowlist;
}
else
{
screen = i;
screenList = windowlists[i];
}
newScreenGridSizes.append( GridSize() );
// Do not rearrange if filtering only removed windows, so that the remaining ones don't possibly
// jump into the freed slots if they'd be a better match. This only works with the regular grid
// This can probably still lead to such things when removing the filter again, but that'd need
// more complex remembering of window positions.
bool doRearrange = false;
if( layoutMode != LayoutRegularGrid )
doRearrange = true;
else
{
newNumOfWindows[screen] = screenList.count();
newScreenGridSizes[screen].columns = int( ceil( sqrt( (double)screenList.count())));
newScreenGridSizes[screen].rows = int( ceil( screenList.count() / double( newScreenGridSizes[screen].columns )));
if( newNumOfWindows[screen] && ( firstTime || newNumOfWindows[screen] > numOfWindows[screen] ||
( newNumOfWindows[screen] < numOfWindows[screen] && ( newScreenGridSizes[screen].rows != screenGridSizes[screen].rows ||
newScreenGridSizes[screen].columns != screenGridSizes[screen].columns ))))
doRearrange = true;
}
if( doRearrange )
{
if( !firstTime && !rearranging )
{
rearranging = true;
prepareToRearrange();
}
// No point calculating if there is no windows
if( !screenList.size() )
continue;
// Calculate new positions and scales for windows
if( layoutMode == LayoutRegularGrid || mTabBoxMode ) // Force the grid for window switching
calculateWindowTransformationsClosest( screenList, screen );
else if( layoutMode == LayoutFlexibleGrid )
calculateWindowTransformationsKompose( screenList, screen );
else
calculateWindowTransformationsNatural( screenList, screen );
}
}
numOfWindows = newNumOfWindows;
screenGridSizes = newScreenGridSizes;
if( !mWindowData.isEmpty() && mHighlightedWindow == NULL && !mTabBoxMode ) // Tab box takes care of this itself
setHighlightedWindow( findFirstWindow());
// Schedule entire desktop to be repainted
effects->addRepaintFull();
}
void PresentWindowsEffect::prepareToRearrange()
{
if( mHighlightedWindow != NULL && !mWindowData.contains( mHighlightedWindow ))
setHighlightedWindow( NULL );
for( DataHash::Iterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
(*it).old_area = (*it).area;
(*it).old_scale = (*it).scale;
}
mRearranging.setProgress(0.0); // start animation again
}
double PresentWindowsEffect::windowAspectRatio(EffectWindow* c)
{
return c->width() / (double)c->height();
}
int PresentWindowsEffect::windowWidthForHeight(EffectWindow* c, int h)
{
return (int)((h / (double)c->height()) * c->width());
}
int PresentWindowsEffect::windowHeightForWidth(EffectWindow* c, int w)
{
return (int)((w / (double)c->width()) * c->height());
}
void PresentWindowsEffect::calculateWindowTransformationsKompose(EffectWindowList windowlist, int screen)
{
QRect availRect = effects->clientArea( ScreenArea, screen, effects->currentDesktop());
qSort( windowlist ); // The location of the windows should not depend on the stacking order
// Following code is taken from Kompose 0.5.4, src/komposelayout.cpp
int spacing = 10;
int rows, columns;
double parentRatio = availRect.width() / (double)availRect.height();
// Use more columns than rows when parent's width > parent's height
if ( parentRatio > 1 )
{
columns = (int)ceil( sqrt((double)windowlist.count()) );
rows = (int)ceil( (double)windowlist.count() / (double)columns );
}
else
{
rows = (int)ceil( sqrt((double)windowlist.count()) );
columns = (int)ceil( (double)windowlist.count() / (double)rows );
}
//kDebug(1212) << "Using " << rows << " rows & " << columns << " columns for " << windowlist.count() << " clients";
// Calculate width & height
int w = (availRect.width() - (columns+1) * spacing ) / columns;
int h = (availRect.height() - (rows+1) * spacing ) / rows;
EffectWindowList::iterator it( windowlist.begin() );
QList<QRect> geometryRects;
QList<int> maxRowHeights;
// Process rows
for ( int i=0; i<rows; ++i )
{
int xOffsetFromLastCol = 0;
int maxHeightInRow = 0;
// Process columns
for ( int j=0; j<columns; ++j )
{
EffectWindow* window;
// Check for end of List
if ( it == windowlist.end() )
break;
window = *it;
// Calculate width and height of widget
double ratio = windowAspectRatio(window);
int widgetw = 100;
int widgeth = 100;
int usableW = w;
int usableH = h;
// use width of two boxes if there is no right neighbour
if (window == windowlist.last() && j != columns-1)
{
usableW = 2*w;
}
++it; // We need access to the neighbour in the following
// expand if right neighbour has ratio < 1
if (j != columns-1 && it != windowlist.end() && windowAspectRatio(*it) < 1)
{
int addW = w - windowWidthForHeight(*it, h);
if ( addW > 0 )
{
usableW = w + addW;
}
}
if ( ratio == -1 )
{
widgetw = w;
widgeth = h;
}
else
{
double widthForHeight = windowWidthForHeight(window, usableH);
double heightForWidth = windowHeightForWidth(window, usableW);
if ( (ratio >= 1.0 && heightForWidth <= usableH) ||
(ratio < 1.0 && widthForHeight > usableW) )
{
widgetw = usableW;
widgeth = (int)heightForWidth;
}
else if ( (ratio < 1.0 && widthForHeight <= usableW) ||
(ratio >= 1.0 && heightForWidth > usableH) )
{
widgeth = usableH;
widgetw = (int)widthForHeight;
}
// Don't upscale large-ish windows
if( widgetw > window->width() && ( window->width() > 300 || window->height() > 300 ))
{
widgetw = window->width();
widgeth = window->height();
}
}
// Set the Widget's size
int alignmentXoffset = 0;
int alignmentYoffset = 0;
if ( i==0 && h > widgeth )
alignmentYoffset = h - widgeth;
if ( j==0 && w > widgetw )
alignmentXoffset = w - widgetw;
QRect geom( availRect.x() + j * (w + spacing) + spacing + alignmentXoffset + xOffsetFromLastCol,
availRect.y() + i * (h + spacing) + spacing + alignmentYoffset,
widgetw, widgeth );
geometryRects.append(geom);
// Set the x offset for the next column
if (alignmentXoffset==0)
xOffsetFromLastCol += widgetw-w;
if (maxHeightInRow < widgeth)
maxHeightInRow = widgeth;
}
maxRowHeights.append(maxHeightInRow);
}
int topOffset = 0;
for( int i = 0; i < rows; i++ )
{
for( int j = 0; j < columns; j++ )
{
int pos = i*columns + j;
if(pos >= windowlist.count())
break;
EffectWindow* window = windowlist[pos];
QRect geom = geometryRects[pos];
geom.setY( geom.y() + topOffset );
mWindowData[window].slot = pos;
mWindowData[window].x = j;
mWindowData[window].y = i;
mWindowData[window].area = geom;
mWindowData[window].scale = geom.width() / (double)window->width();
mWindowData[window].highlight = 0.0f;
//kDebug(1212) << "Window '" << window->caption() << "' gets moved to (" <<
// mWindowData[window].area.left() << "; " << mWindowData[window].area.right() <<
// "), scale: " << mWindowData[window].scale << endl;
}
if ( maxRowHeights[i]-h > 0 )
topOffset += maxRowHeights[i]-h;
}
}
void PresentWindowsEffect::calculateWindowTransformationsClosest(EffectWindowList windowlist, int screen)
{
QRect area = effects->clientArea( ScreenArea, screen, effects->currentDesktop());
int columns = int( ceil( sqrt( (double)windowlist.count())));
int rows = int( ceil( windowlist.count() / double( columns )));
foreach( EffectWindow* w, windowlist )
mWindowData[ w ].slot = -1;
for(;;)
{
// Assign each window to the closest available slot
assignSlots( windowlist, area, columns, rows );
// Leave only the closest window in each slot, remove further conflicts
getBestAssignments( windowlist );
bool all_assigned = true;
foreach( EffectWindow* w, windowlist )
if( mWindowData[ w ].slot == -1 )
{
all_assigned = false;
break;
}
if( all_assigned )
break; // ok
}
int slotwidth = area.width() / columns;
int slotheight = area.height() / rows;
foreach( EffectWindow* w, windowlist )
{
WindowData *windowData = &mWindowData[ w ];
QRect geom( area.x() + (windowData->slot % columns ) * slotwidth,
area.y() + (windowData->slot / columns ) * slotheight,
slotwidth, slotheight );
geom.adjust( 10, 10, -10, -10 ); // borders
double scale;
if( geom.width() / double( w->width()) < geom.height() / double( w->height()))
{ // center vertically
scale = geom.width() / double( w->width());
geom.moveTop( geom.top() + ( geom.height() - int( w->height() * scale )) / 2 );
geom.setHeight( int( w->height() * scale ));
}
else
{ // center horizontally
scale = geom.height() / double( w->height());
geom.moveLeft( geom.left() + ( geom.width() - int( w->width() * scale )) / 2 );
geom.setWidth( int( w->width() * scale ));
}
// Don't scale the windows too much
if( scale > 2.0 || ( scale > 1.0 && ( w->width() > 300 || w->height() > 300 )))
{
scale = ( w->width() > 300 || w->height() > 300 ) ? 1.0 : 2.0;
geom = QRect( geom.center().x() - int( w->width() * scale ) / 2, geom.center().y() - int( w->height() * scale ) / 2,
scale * w->width(), scale * w->height() );
}
windowData->area = geom;
windowData->scale = scale;
}
}
void PresentWindowsEffect::assignSlots( EffectWindowList windowlist, const QRect& area, int columns, int rows )
{
QVector< bool > taken;
taken.fill( false, columns * rows );
foreach( EffectWindow* w, windowlist )
{
if( mWindowData[ w ].slot != -1 )
taken[ mWindowData[ w ].slot ] = true;
}
int slotwidth = area.width() / columns;
int slotheight = area.height() / rows;
if( mTabBoxMode )
{
for( int i=0; i<windowlist.count(); i++ )
{
EffectWindow *w = windowlist[ i ];
WindowData *windowData = &mWindowData[ w ];
if( windowData->slot != -1 )
continue; // it already has a slot
int x = i%columns;
int y = i/columns;
QPoint pos = w->geometry().center();
if( pos.x() < area.left())
pos.setX( area.left());
if( pos.x() > area.right())
pos.setX( area.right());
if( pos.y() < area.top())
pos.setY( area.top());
if( pos.y() > area.bottom())
pos.setY( area.bottom());
//int distance = INT_MAX;
int xdiff = pos.x() - ( area.x() + slotwidth * x + slotwidth / 2 ); // slotwidth/2 for center
int ydiff = pos.y() - ( area.y() + slotheight * y + slotheight / 2 );
int dist = int( sqrt( (double)(xdiff * xdiff + ydiff * ydiff) ));
windowData->slot = i;
windowData->x = x;
windowData->y = y;
windowData->slot_distance = dist;
}
}
else
{
foreach( EffectWindow* w, windowlist )
{
WindowData *windowData = &mWindowData[ w ];
if( windowData->slot != -1 )
continue; // it already has a slot
QPoint pos = w->geometry().center();
if( pos.x() < area.left())
pos.setX( area.left());
if( pos.x() > area.right())
pos.setX( area.right());
if( pos.y() < area.top())
pos.setY( area.top());
if( pos.y() > area.bottom())
pos.setY( area.bottom());
int distance = INT_MAX;
for( int x = 0;
x < columns;
++x )
for( int y = 0;
y < rows;
++y )
{
int slot = x + y * columns;
if( taken[ slot ] )
continue;
int xdiff = pos.x() - ( area.x() + slotwidth * x + slotwidth / 2 ); // slotwidth/2 for center
int ydiff = pos.y() - ( area.y() + slotheight * y + slotheight / 2 );
int dist = int( sqrt( (double)(xdiff * xdiff + ydiff * ydiff) ));
if( dist < distance )
{
distance = dist;
windowData->slot = slot;
windowData->x = x;
windowData->y = y;
windowData->slot_distance = distance;
}
}
}
}
}
void PresentWindowsEffect::getBestAssignments( EffectWindowList windowlist )
{
foreach( EffectWindow* w1, windowlist )
{
WindowData *windowData1 = &mWindowData[ w1 ];
foreach( EffectWindow* w2, windowlist )
{
WindowData *windowData2 = &mWindowData[ w2 ];
if( w1 != w2 && windowData1->slot == windowData2->slot
&& windowData1->slot_distance >= windowData2->slot_distance )
{
windowData1->slot = -1;
}
}
}
}
void PresentWindowsEffect::calculateWindowTransformationsNatural(EffectWindowList windowlist, int screen)
{
// As we are using pseudo-random movement (See "slot") we need to make sure the list
// is always sorted the same way no matter which window is currently active.
qSort( windowlist );
QRect area = effects->clientArea( ScreenArea, screen, effects->currentDesktop());
QRect bounds = area;//mWindowData[0].area;
int direction = 0;
foreach( EffectWindow* w, windowlist )
{
bounds = bounds.united( w->geometry() );
mWindowData[ w ].area = w->geometry();
mWindowData[ w ].scale = 1.0;
// Reuse the unused "slot" as a preferred direction attribute. This is used when the window
// is on the edge of the screen to try to use as much screen real estate as possible.
mWindowData[ w ].slot = direction;
direction++;
if( direction == 4 )
direction = 0;
}
// Iterate over all windows, if two overlap push them apart _slightly_ as we try to
// brute-force the most optimal positions over many iterations.
bool overlap;
do
{
overlap = false;
foreach( EffectWindow* w, windowlist )
{
foreach( EffectWindow* e, windowlist )
{
if( w != e && mWindowData[ w ].area.adjusted( -5, -5, 5, 5 ).intersects(
mWindowData[ e ].area.adjusted( -5, -5, 5, 5 )))
{
overlap = true;
// Determine pushing direction
QPoint diff( mWindowData[ e ].area.center() - mWindowData[ w ].area.center() );
// Prevent dividing by zero and non-movement
if( diff.x() == 0 && diff.y() == 0 )
diff.setX( 1 );
// Try to keep screen aspect ratio
//if( bounds.height() / bounds.width() > area.height() / area.width() )
// diff.setY( diff.y() / 2 );
//else
// diff.setX( diff.x() / 2 );
// Approximate a vector of between 10px and 20px in magnitude in the same direction
diff *= accuracy / double( diff.manhattanLength() );
// Move both windows apart
mWindowData[ w ].area.translate( -diff );
mWindowData[ e ].area.translate( diff );
// Try to keep the bounding rect the same aspect as the screen so that more
// screen real estate is utilised. We do this by splitting the screen into nine
// equal sections, if the window center is in any of the corner sections pull the
// window towards the outer corner. If it is in any of the other edge sections
// alternate between each corner on that edge. We don't want to determine it
// randomly as it will not produce consistant locations when using the filter.
// Only move one window so we don't cause large amounts of unnecessary zooming
// in some situations. We need to do this even when expanding later just in case
// all windows are the same size.
// (We are using an old bounding rect for this, hopefully it doesn't matter)
int xSection = ( mWindowData[ w ].area.x() - bounds.x() ) / ( bounds.width() / 3 );
int ySection = ( mWindowData[ w ].area.y() - bounds.y() ) / ( bounds.height() / 3 );
diff = QPoint( 0, 0 );
if( xSection != 1 || ySection != 1 ) // Remove this if you want the center to pull as well
{
if( xSection == 1 )
xSection = ( mWindowData[ w ].slot / 2 ? 2 : 0 );
if( ySection == 1 )
ySection = ( mWindowData[ w ].slot % 2 ? 2 : 0 );
}
if( xSection == 0 && ySection == 0 )
diff = QPoint( bounds.topLeft() - mWindowData[ w ].area.center() );
if( xSection == 2 && ySection == 0 )
diff = QPoint( bounds.topRight() - mWindowData[ w ].area.center() );
if( xSection == 2 && ySection == 2 )
diff = QPoint( bounds.bottomRight() - mWindowData[ w ].area.center() );
if( xSection == 0 && ySection == 2 )
diff = QPoint( bounds.bottomLeft() - mWindowData[ w ].area.center() );
if( diff.x() != 0 || diff.y() != 0 )
{
diff *= accuracy / double( diff.manhattanLength() );
mWindowData[ w ].area.translate( diff );
}
// Update bounding rect
bounds = bounds.united( mWindowData[ w ].area );
bounds = bounds.united( mWindowData[ e ].area );
}
}
}
} while( overlap );
// Work out scaling by getting the most top-left and most bottom-right window coords.
// The 20's and 10's are so that the windows don't touch the edge of the screen.
double scale;
if( bounds == area )
scale = 1.0; // Don't add borders to the screen
else if( area.width() / double( bounds.width() ) < area.height() / double( bounds.height() ))
scale = ( area.width() - 20 ) / double( bounds.width() );
else
scale = ( area.height() - 20 ) / double( bounds.height() );
// Make bounding rect fill the screen size for later steps
bounds = QRect(
bounds.x() - ( area.width() - 20 - bounds.width() * scale ) / 2 - 10 / scale,
bounds.y() - ( area.height() - 20 - bounds.height() * scale ) / 2 - 10 / scale,
area.width() / scale,
area.height() / scale
);
// Move all windows back onto the screen and set their scale
foreach( EffectWindow* w, windowlist )
{
mWindowData[ w ].scale = scale;
mWindowData[ w ].area = QRect(
( mWindowData[ w ].area.x() - bounds.x() ) * scale + area.x(),
( mWindowData[ w ].area.y() - bounds.y() ) * scale + area.y(),
mWindowData[ w ].area.width() * scale,
mWindowData[ w ].area.height() * scale
);
}
// Try to fill the gaps by enlarging windows if they have the space
if( fillGaps )
{
// Don't expand onto or over the border
QRegion borderRegion( area.adjusted( -200, -200, 200, 200 ));
borderRegion ^= area.adjusted( 10 / scale, 10 / scale, -10 / scale, -10 / scale );
bool moved;
do
{
moved = false;
foreach( EffectWindow* w, windowlist )
{
QRect oldRect;
// This may cause some slight distortion if the windows are enlarged a large amount
int widthDiff = accuracy;
int heightDiff = windowHeightForWidth( w, mWindowData[ w ].area.width() + widthDiff ) - mWindowData[ w ].area.height();
int xDiff = widthDiff / 2; // Also move a bit in the direction of the enlarge, allows the
int yDiff = heightDiff / 2; // center windows to be enlarged if there is gaps on the side.
// Attempt enlarging to the top-right
oldRect = mWindowData[ w ].area;
mWindowData[ w ].area = QRect(
mWindowData[ w ].area.x() + xDiff,
mWindowData[ w ].area.y() - yDiff - heightDiff,
mWindowData[ w ].area.width() + widthDiff,
mWindowData[ w ].area.height() + heightDiff
);
if( isOverlappingAny( w, windowlist, borderRegion ))
mWindowData[ w ].area = oldRect;
else
{
mWindowData[ w ].scale = mWindowData[ w ].area.width() / double( w->width() );
moved = true;
}
// Attempt enlarging to the bottom-right
oldRect = mWindowData[ w ].area;
mWindowData[ w ].area = QRect(
mWindowData[ w ].area.x() + xDiff,
mWindowData[ w ].area.y() + yDiff,
mWindowData[ w ].area.width() + widthDiff,
mWindowData[ w ].area.height() + heightDiff
);
if( isOverlappingAny( w, windowlist, borderRegion ))
mWindowData[ w ].area = oldRect;
else
{
mWindowData[ w ].scale = mWindowData[ w ].area.width() / double( w->width() );
moved = true;
}
// Attempt enlarging to the bottom-left
oldRect = mWindowData[ w ].area;
mWindowData[ w ].area = QRect(
mWindowData[ w ].area.x() - xDiff - widthDiff,
mWindowData[ w ].area.y() + yDiff,
mWindowData[ w ].area.width() + widthDiff,
mWindowData[ w ].area.height() + heightDiff
);
if( isOverlappingAny( w, windowlist, borderRegion ))
mWindowData[ w ].area = oldRect;
else
{
mWindowData[ w ].scale = mWindowData[ w ].area.width() / double( w->width() );
moved = true;
}
// Attempt enlarging to the top-left
oldRect = mWindowData[ w ].area;
mWindowData[ w ].area = QRect(
mWindowData[ w ].area.x() - xDiff - widthDiff,
mWindowData[ w ].area.y() - yDiff - heightDiff,
mWindowData[ w ].area.width() + widthDiff,
mWindowData[ w ].area.height() + heightDiff
);
if( isOverlappingAny( w, windowlist, borderRegion ))
mWindowData[ w ].area = oldRect;
else
{
mWindowData[ w ].scale = mWindowData[ w ].area.width() / double( w->width() );
moved = true;
}
}
} while( moved );
// The expanding code above can actually enlarge windows over 1.0/2.0 scale, we don't like this
// We can't add this to the loop above as it would cause a never-ending loop so we have to make
// do with the less-than-optimal space usage with using this method.
foreach( EffectWindow* w, windowlist )
{
if( mWindowData[ w ].scale > 2.0 ||
( mWindowData[ w ].scale > 1.0 && ( w->width() > 300 || w->height() > 300 )))
{
mWindowData[ w ].scale = ( w->width() > 300 || w->height() > 300 ) ? 1.0 : 2.0;
mWindowData[ w ].area = QRect(
mWindowData[ w ].area.center().x() - int( w->width() * mWindowData[ w ].scale ) / 2,
mWindowData[ w ].area.center().y() - int( w->height() * mWindowData[ w ].scale ) / 2,
w->width() * mWindowData[ w ].scale,
w->height() * mWindowData[ w ].scale
);
}
}
}
}
bool PresentWindowsEffect::isOverlappingAny( EffectWindow* w, const EffectWindowList& windowlist, const QRegion& border )
{
if( border.intersects( mWindowData[ w ].area ))
return true;
// Is there a better way to do this?
foreach( EffectWindow* e, windowlist )
{
if( w == e )
continue;
if( mWindowData[ w ].area.adjusted( -5, -5, 5, 5 ).intersects(
mWindowData[ e ].area.adjusted( -5, -5, 5, 5 )))
return true;
}
return false;
}
bool PresentWindowsEffect::borderActivated( ElectricBorder border )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return false;
if( border == borderActivate && !mActivated )
{
toggleActive();
return true;
}
if( border == borderActivateAll && !mActivated )
{
toggleActiveAllDesktops();
return true;
}
return false;
}
void PresentWindowsEffect::grabbedKeyboardEvent( QKeyEvent* e )
{
if( e->type() == QEvent::KeyPress )
{
switch( e->key())
{ // wrap only on autorepeat
case Qt::Key_Left:
setHighlightedWindow( relativeWindow( mHighlightedWindow, -1, 0, !e->isAutoRepeat()));
break;
case Qt::Key_Right:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 1, 0, !e->isAutoRepeat()));
break;
case Qt::Key_Up:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 0, -1, !e->isAutoRepeat()));
break;
case Qt::Key_Down:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 0, 1, !e->isAutoRepeat()));
break;
case Qt::Key_Home:
setHighlightedWindow( relativeWindow( mHighlightedWindow, -1000, 0, false ));
break;
case Qt::Key_End:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 1000, 0, false ));
break;
case Qt::Key_PageUp:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 0, -1000, false ));
break;
case Qt::Key_PageDown:
setHighlightedWindow( relativeWindow( mHighlightedWindow, 0, 1000, false ));
break;
case Qt::Key_Backspace:
if( !windowFilter.isEmpty())
{
windowFilter.remove( windowFilter.length() - 1, 1 );
updateFilterTexture();
rearrangeWindows();
}
return;
case Qt::Key_Escape:
setActive( false );
return;
case Qt::Key_Return:
case Qt::Key_Enter:
if( mHighlightedWindow != NULL )
{
effects->activateWindow( mHighlightedWindow );
setActive( false );
return;
}
if( mWindowData.count() == 1 ) // only one window shown
{
effects->activateWindow( mWindowData.begin().key());
setActive( false );
}
return;
default:
if( !e->text().isEmpty())
{
windowFilter.append( e->text());
updateFilterTexture();
rearrangeWindows();
return;
}
break;
}
}
}
void PresentWindowsEffect::setHighlightedWindow( EffectWindow* w )
{
if( w == mHighlightedWindow || ( w != NULL && !mWindowData.contains( w )))
return;
effects->addRepaintFull(); // everything is transformed anyway
mHighlightedWindow = w;
if( mTabBoxMode )
effects->setTabBoxWindow( w );
}
// returns a window which is to relative position <xdiff,ydiff> from the given window
EffectWindow* PresentWindowsEffect::relativeWindow( EffectWindow* w, int xdiff, int ydiff, bool wrap ) const
{
// Using the grid to determine the window only works on grid layouts and only have one screen.
// On multi-screen setups the grid coords are reused on each screen and each screen may also
// have a different grid size.
if( layoutMode != LayoutNatural && effects->numScreens() < 2 )
return relativeWindowGrid( w, xdiff, ydiff, wrap );
// Attempt to find the window from its rect instead
EffectWindow* next;
QRect area = effects->clientArea( FullArea, 0, effects->currentDesktop() );
QRect detectRect;
// Detect across the width of the desktop
if( xdiff != 0 )
{
if( xdiff > 0 )
{ // Detect right
for( int i = 0; i < xdiff; i++ )
{
detectRect = QRect( 0, mWindowData[ w ].area.y(), area.width(), mWindowData[ w ].area.height() );
next = NULL;
foreach( EffectWindow* e, mWindowsToPresent )
{
if( mWindowData[ e ].area.intersects( detectRect ) &&
mWindowData[ e ].area.x() > mWindowData[ w ].area.x() )
{
if( next == NULL )
next = e;
else if( mWindowData[ e ].area.x() < mWindowData[ next ].area.x() )
next = e;
}
}
if( next == NULL )
{
if( wrap ) // We are at the right-most window, now get the left-most one to wrap
return relativeWindow( w, -1000, 0, false );
break; // No more windows to the right
}
w = next;
}
return w;
}
else
{ // Detect left
for( int i = 0; i < -xdiff; i++ )
{
detectRect = QRect( 0, mWindowData[ w ].area.y(), area.width(), mWindowData[ w ].area.height() );
next = NULL;
foreach( EffectWindow* e, mWindowsToPresent )
{
if( mWindowData[ e ].area.intersects( detectRect ) &&
mWindowData[ e ].area.x() + mWindowData[ e ].area.width() < mWindowData[ w ].area.x() + mWindowData[ w ].area.width() )
{
if( next == NULL )
next = e;
else if( mWindowData[ e ].area.x() + mWindowData[ e ].area.width() > mWindowData[ next ].area.x() + mWindowData[ next ].area.width() )
next = e;
}
}
if( next == NULL )
{
if( wrap ) // We are at the left-most window, now get the right-most one to wrap
return relativeWindow( w, 1000, 0, false );
break; // No more windows to the left
}
w = next;
}
return w;
}
}
// Detect across the height of the desktop
if( ydiff != 0 )
{
if( ydiff > 0 )
{ // Detect down
for( int i = 0; i < ydiff; i++ )
{
detectRect = QRect( mWindowData[ w ].area.x(), 0, mWindowData[ w ].area.width(), area.height() );
next = NULL;
foreach( EffectWindow* e, mWindowsToPresent )
{
if( mWindowData[ e ].area.intersects( detectRect ) &&
mWindowData[ e ].area.y() > mWindowData[ w ].area.y() )
{
if( next == NULL )
next = e;
else if( mWindowData[ e ].area.y() < mWindowData[ next ].area.y() )
next = e;
}
}
if( next == NULL )
{
if( wrap ) // We are at the bottom-most window, now get the top-most one to wrap
return relativeWindow( w, 0, -1000, false );
break; // No more windows to the bottom
}
w = next;
}
return w;
}
else
{ // Detect up
for( int i = 0; i < -ydiff; i++ )
{
detectRect = QRect( mWindowData[ w ].area.x(), 0, mWindowData[ w ].area.width(), area.height() );
next = NULL;
foreach( EffectWindow* e, mWindowsToPresent )
{
if( mWindowData[ e ].area.intersects( detectRect ) &&
mWindowData[ e ].area.y() + mWindowData[ e ].area.height() < mWindowData[ w ].area.y() + mWindowData[ w ].area.height() )
{
if( next == NULL )
next = e;
else if( mWindowData[ e ].area.y() + mWindowData[ e ].area.height() > mWindowData[ next ].area.y() + mWindowData[ next ].area.height() )
next = e;
}
}
if( next == NULL )
{
if( wrap ) // We are at the top-most window, now get the bottom-most one to wrap
return relativeWindow( w, 0, 1000, false );
break; // No more windows to the top
}
w = next;
}
return w;
}
}
assert( false ); // Should never get here
}
EffectWindow* PresentWindowsEffect::relativeWindowGrid( EffectWindow* w, int xdiff, int ydiff, bool wrap ) const
{
if( mWindowData.count() == 0 )
return NULL;
if( w == NULL )
return findFirstWindow();
int columns = int( ceil( sqrt( (double)mWindowData.count())));
int rows = int( ceil( mWindowData.count() / double( columns )));
QVector< QVector< EffectWindow* > > grid;
grid.resize( columns );
for( int i = 0;
i < columns;
++i )
grid[ i ].resize( rows );
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
grid[ it->x ][ it->y ] = it.key();
int x = mWindowData[ w ].x;
int y = mWindowData[ w ].y;
while( xdiff > 0 )
{
++x;
if( x == columns )
{
if( !wrap )
{ // make sure to find the leftmost (or 'w', which is guaranteed)
--x;
while( x >= 0 && grid[ x ][ y ] == NULL )
--x;
break;
}
else
x = 0;
}
if( grid[ x ][ y ] != NULL )
--xdiff;
}
while( xdiff < 0 )
{
--x;
if( x < 0 )
{
if( !wrap )
{
++x;
while( x <= columns - 1 && grid[ x ][ y ] == NULL )
++x;
break;
}
else
x = columns - 1;
}
if( grid[ x ][ y ] != NULL )
++xdiff;
}
while( ydiff > 0 )
{
++y;
if( y == rows )
{
if( !wrap )
{
--y;
while( y >= 0 && grid[ x ][ y ] == NULL )
--y;
break;
}
else
y = 0;
}
if( grid[ x ][ y ] != NULL )
--ydiff;
}
while( ydiff < 0 )
{
--y;
if( y < 0 )
{
if( !wrap )
{
++y;
while( y <= rows - 1 && grid[ x ][ y ] == NULL )
++y;
break;
}
else
y = rows - 1;
}
if( grid[ x ][ y ] != NULL )
++ydiff;
}
return grid[ x ][ y ];
}
// returns the window that is the most to the topleft, if any
EffectWindow* PresentWindowsEffect::findFirstWindow() const
{
if( layoutMode == LayoutNatural || effects->numScreens() > 1 )
{
EffectWindow* topLeft = NULL;
foreach( EffectWindow* w, mWindowsToPresent )
{
if( topLeft == NULL )
topLeft = w;
else if( w->x() < topLeft->x() || w->y() < topLeft->y() )
topLeft = w;
}
return topLeft;
}
// The following only works on grid layouts on a single screen
int minslot = INT_MAX;
EffectWindow* ret = NULL;
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
if( (*it).slot < minslot )
{
minslot = (*it).slot;
ret = it.key();
}
}
return ret;
}
void PresentWindowsEffect::discardFilterTexture()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete filterTexture;
filterTexture = NULL;
#endif
}
void PresentWindowsEffect::updateFilterTexture()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
discardFilterTexture();
if( windowFilter.isEmpty())
{
effects->addRepaint( filterTextureRect );
return;
}
// Create font for filter text
QFont font;
font.setPointSize( font.pointSize() * 2 );
font.setBold( true );
// Get size of the rect containing filter text
QFontMetrics fm( font );
QRect rect;
QString translatedString = i18n( "Filter:\n%1", windowFilter );
rect.setSize( fm.size( 0, translatedString ));
QRect area = effects->clientArea( PlacementArea, effects->activeScreen(), effects->currentDesktop());
// Create image
QImage im( rect.width(), rect.height(), QImage::Format_ARGB32 );
im.fill( Qt::transparent );
// Paint the filter text to it
QPainter p( &im );
p.setFont( font );
p.setPen( QPalette().color( QPalette::Active, QPalette::HighlightedText ) );
p.drawText( rect, Qt::AlignCenter, translatedString );
p.end();
// Create GL texture
filterTexture = new GLTexture( im );
// Get position for filter text and it's frame
filterTextureRect = QRect( area.x() + ( area.width() - rect.width()) / 2,
area.y() + ( area.height() - rect.height()) / 2, rect.width(), rect.height());
const int borderh = 10;
const int borderw = 20;
filterFrameRect = filterTextureRect.adjusted( -borderw, -borderh, borderw, borderh );
// Schedule repaint
effects->addRepaint( filterTextureRect );
#endif
}
void PresentWindowsEffect::paintWindowIcon( EffectWindow* w, WindowPaintData& paintdata )
{
// Don't render null icons
if( w->icon().isNull() )
{
return;
}
WindowData& data = mWindowData[ w ];
if( data.icon.cacheKey() != w->icon().cacheKey())
{ // make sure data.icon is the right QPixmap, and rebind
data.icon = w->icon();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
data.iconTexture = new GLTexture( data.icon );
data.iconTexture->setFilter( GL_LINEAR );
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
data.iconPicture = XRenderPicture( data.icon );
#endif
}
int icon_margin = 8;
int width = data.icon.width();
int height = data.icon.height();
int x = w->x() + paintdata.xTranslate + w->width() * paintdata.xScale * 0.95 - width - icon_margin;
int y = w->y() + paintdata.yTranslate + w->height() * paintdata.yScale * 0.95 - height - icon_margin;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// Render some background
glColor4f( 0, 0, 0, 0.5 * mActiveness.value() );
renderRoundBox( QRect( x-3, y-3, width+6, height+6 ), 3 );
// Render the icon
glColor4f( 1, 1, 1, 1 * mActiveness.value() );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data.iconTexture->bind();
data.iconTexture->render( infiniteRegion(), QRect( x, y, width, height ));
data.iconTexture->unbind();
glPopAttrib();
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
XRenderComposite( display(),
data.icon.depth() == 32 ? PictOpOver : PictOpSrc,
data.iconPicture, None,
effects->xrenderBufferPicture(),
0, 0, 0, 0, x, y, width, height );
}
#endif
}
void PresentWindowsEffect::tabBoxAdded( int mode )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( mActivated )
return;
if( !tabBox )
return;
if( mode == TabBoxWindowsMode && effects->currentTabBoxWindowList().count() > 0 )
{
mTabBoxMode = true;
setActive( true );
if( mActivated )
effects->refTabBox();
}
}
void PresentWindowsEffect::tabBoxClosed()
{
if( mActivated )
{
mTabBoxMode = false;
effects->unrefTabBox();
setActive( false );
}
}
void PresentWindowsEffect::tabBoxUpdated()
{
if( mActivated )
setHighlightedWindow( effects->currentTabBoxWindow() );
}
} // namespace
#include "presentwindows.moc"