0f03921271
svn path=/branches/work/kwin_composite/; revision=600553
150 lines
6.3 KiB
C++
150 lines
6.3 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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/*
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Files howto.cpp and howto.h implement HowtoEffect, a commented demo compositing
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effect that fades out and again in a window after it has been activated.
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Please see file howto.h first.
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*/
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// Include the class definition.
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#include "howto.h"
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// Note that currently effects need to be manually enabled in the EffectsHandler
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// class constructor (in effects.cpp).
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namespace KWinInternal
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{
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// A pre-paint function that tells the compositing code how this effect will affect
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// the painting. During every painting pass this function is called first, before
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// the actual painting function.
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// Arguments:
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// w - the window that will be painted
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// mask - a mask of flags controlling the painting, setting or resetting flags changes
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// how the painting will be done
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// region - the region of the screen that needs to be painted, support for modifying it
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// is not fully implemented yet, do not use
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// time - time in milliseconds since the last paint, useful for animations
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void HowtoEffect::prePaintWindow( Scene::Window* w, int* mask, QRegion* region, int time )
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{
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// Is this window the one that is going to be faded out and in again?
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// Note that since the effects framework is still work in progress, the window()
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// function is used to access internal class Toplevel. The plan is to hide away
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// internal classes and have only API for effects.
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if( w->window() == fade_window )
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{
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// Simply add the time to the total progress. The value of progress will be used
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// to determine how far in effect is.
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progress += time;
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// If progress is < 1000 (milliseconds), the effect is still in progress.
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if( progress < 1000 ) // complete change in 1000ms
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{
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// Since the effect will make the window translucent, explicitly change
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// the flags so that the window will be painted only as translucent.
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*mask |= Scene::PAINT_WINDOW_TRANSLUCENT;
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*mask &= ~Scene::PAINT_WINDOW_OPAQUE;
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}
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else
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{
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// If progress has reached 1000 (milliseconds), it means the effect is done
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// and there is no window to fade anymore.
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fade_window = NULL;
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}
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}
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// Call the next effect (or the actual window painting code if this is the last effect).
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// Effects are chained and they all modify something if needed and then call the next one.
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effects->prePaintWindow( w, mask, region, time );
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}
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// The function that handles the actual painting. Some simple modifications are possible
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// by only changing the painting data. More complicated effects would do some painting
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// or transformations directly.
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// Arguments:
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// w - the window that will be painted
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// mask - a mask of flags controlling the painting
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// region - the region of the screen that needs to be painted, if mask includes the TRANSFORMED
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// flag, region is infiniteRegion(), meaning that everything needs to be painted
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// data - painting data that can be modified to do some simple transformations
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void HowtoEffect::paintWindow( Scene::Window* w, int mask, QRegion region, WindowPaintData& data )
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{
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// Is this the window to be faded out and in again?
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if( w->window() == fade_window )
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{
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// This effect, after a window has been activated, fades it out to only 50% transparency
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// and then fades it in again to be fully opaque (assuming it's otherwise a fully opaque
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// window, otherwise the transparencies will be added).
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if( progress <= 500 )
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{
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// For the first 500 milliseconds (progress being 0 to 500), the window is faded out.
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// progress == 0 -> opacity *= 1
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// progress == 500 -> opacity *= 0.5
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// Note that the division is floating-point division to avoid integer rounding down.
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// Note that data.opacity is not set but multiplied - this allows chaining of effects,
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// for example if another effect always changes opacity of some window types.
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data.opacity *= 1 - 0.5 * ( progress / 500.0 );
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}
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else
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{
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// For the second 500 milliseconds (progress being 500 to 1000), the window is
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// faded in again.
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// progress == 500 -> opacity *= 0.5
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// progress == 1000 -> opacity *= 1
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data.opacity *= 0.5 + 0.5 * ( progress - 500 ) / 500.0;
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}
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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}
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// The function that is called after the painting pass is finished. When an animation is going on,
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// it can damage some areas so that the next painting pass has to repaint them again.
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void HowtoEffect::postPaintWindow( Scene::Window* w )
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{
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// Is this the window to be faded out and in again?
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if( w->window() == fade_window )
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{
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// Damage the whole window, this will cause it to be repainted the next painting pass.
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w->window()->addDamageFull(); // trigger next animation repaint
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}
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// Call the next effect.
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effects->postPaintWindow( w );
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}
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// This function is called when a new window becomes active.
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void HowtoEffect::windowActivated( Toplevel* c )
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{
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// Set the window to be faded (or NULL if no window is active).
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fade_window = c;
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if( fade_window != NULL )
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{
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// If there is a window to be faded, reset the progress to zero.
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progress = 0;
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// And damage the window so that it needs to be repainted.
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c->addDamageFull();
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}
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}
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// This function is called when a window is destroyed.
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void HowtoEffect::windowDeleted( Toplevel* c )
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{
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// If the window to be faded out and in is destroyed, just reset the pointer.
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// This effect then will do nothing and just call the next effect.
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if( fade_window == c )
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fade_window = NULL;
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}
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// That's all. Don't forget to enable the effect as described at the beginning of this file.
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} // namespace
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