e4834f296b
svn path=/trunk/KDE/kdebase/workspace/; revision=765574
510 lines
19 KiB
C++
510 lines
19 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 <QApplication>
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#include <QDesktopWidget>
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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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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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{
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KConfigGroup conf = effects->effectConfig( "FlipSwitch" );
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mFlipDuration = conf.readEntry( "FlipDuration", 300 );
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mAnimation = conf.readEntry( "AnimateFlip", true );
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}
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FlipSwitchEffect::~FlipSwitchEffect()
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{
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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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}
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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 | GL_DEPTH_BUFFER_BIT);
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glEnable( GL_DEPTH_TEST );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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glEnable( GL_POLYGON_SMOOTH );
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glLoadIdentity();
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glFrustum(-QApplication::desktop()->geometry().width()*0.5f,
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QApplication::desktop()->geometry().width()*0.5f,
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QApplication::desktop()->geometry().height()*0.5f,
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-QApplication::desktop()->geometry().height()*0.5f, 10, 50);
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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float xOffset = QApplication::desktop()->geometry().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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int elapsed = animationTime.elapsed();
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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()-QApplication::desktop()->geometry().width()*0.5f;
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float y = -QApplication::desktop()->geometry().height()*1.5f+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()-QApplication::desktop()->geometry().width()*0.5f;
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y = -QApplication::desktop()->geometry().height()*1.5f+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 = -QApplication::desktop()->geometry().width()*0.25f-(xOffset*windowList.count())+xOffset*(i+1);
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float stackY = -QApplication::desktop()->geometry().height()*0.5f;
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float stackZ = (-1*zOffset*windowList.count()) -12.5+zOffset*(i+1);
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float timeFactor = (float)((float)elapsed/(float)mFlipDuration);
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// limit animation to final position
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if( timeFactor > 1.0 ) timeFactor = 1.0;
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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+timeFactor*(stackX-x);
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animateYOffset = y+timeFactor*(stackY-y);
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animateZOffset = z+timeFactor*(stackZ-z);
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rotation = timeFactor*0.25;
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}
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else if( stop )
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{
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animateXOffset = stackX+timeFactor*(x-stackX);
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animateYOffset = stackY+timeFactor*(y-stackY);
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animateZOffset = stackZ+timeFactor*(z-stackZ);
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rotation = 0.25-timeFactor*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( elapsed >= mFlipDuration )
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{
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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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animationTime.restart();
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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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animationTime.restart();
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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 allready 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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animationTime.restart();
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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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glPushMatrix();
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glTranslatef(-QApplication::desktop()->geometry().width()*0.25f-(xOffset*windowList.count()),
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-QApplication::desktop()->geometry().height()*0.5f,
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(-1*zOffset*windowList.count()) -12.5);
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int elapsed = animationTime.elapsed();
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float timeFactor = (float)((float)elapsed/(float)mFlipDuration);
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if( animateFlip && windowList.count() > 1 )
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{
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if( elapsed <= mFlipDuration)
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{
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float animateXOffset = timeFactor*xOffset;
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float animateZOffset = timeFactor*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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if( rearrangeWindows != 0 )
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{
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animateFlip = true;
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animationTime.restart();
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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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timeFactor = 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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timeFactor = 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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animationTime.restart();
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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 - timeFactor*opacity;
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else opacity = timeFactor*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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// 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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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( QApplication::desktop()->geometry().width()*0.25f,
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QApplication::desktop()->geometry().height()*0.9f,
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QApplication::desktop()->geometry().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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GLTexture* icon = new GLTexture( effects->currentTabBoxWindow()->icon() );
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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 botton
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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( false, region, iconRect);
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icon->unbind();
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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->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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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( !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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effects->refTabBox();
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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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animationTime.restart();
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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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}
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}
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}
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void FlipSwitchEffect::tabBoxClosed()
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{
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if( mActivated )
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{
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// if animation than deactivate after animation
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mActivated = false;
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effects->unrefTabBox();
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if( mAnimation )
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{
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if ( start || animateFlip ) stopRequested = true;
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else
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{
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stop = true;
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animationTime.restart();
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effects->addRepaintFull();
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}
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}
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}
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}
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void FlipSwitchEffect::tabBoxUpdated()
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{
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if( mActivated )
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{
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if( mAnimation )
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{
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// determine the switch direction
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int index = effects->currentTabBoxWindowList().indexOf(effects->currentTabBoxWindow());
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bool direction = false;
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if( index > selectedWindow )
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{
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if( index == effects->currentTabBoxWindowList().count()-1 && selectedWindow == 0 ) forward = false;
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else direction = true;
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}
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else if( index == 0 && ( selectedWindow == effects->currentTabBoxWindowList().count()-1 ) )
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{
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direction = true;
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}
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else if( index == selectedWindow ) return; // nothing changed
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else
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{
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direction = false;
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}
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selectedWindow = index;
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if( !animateFlip && !start )
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{
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forward = direction;
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animateFlip = true;
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animationTime.restart();
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}
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else
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{
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if( direction ) rearrangeWindows--;
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else rearrangeWindows++;
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}
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}
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effects->addRepaintFull();
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}
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}
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void FlipSwitchEffect::paintWindowFlip( EffectWindow* w, bool draw, float opacity )
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{
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WindowPaintData data( w );
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int x = 0;
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int y = QApplication::desktop()->geometry().height() - w->geometry().height();
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QRect thumbnail;
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setPositionTransformations( data,
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thumbnail, w,
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QRect( x, y, w->geometry().width(), w->geometry().height() ),
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Qt::KeepAspectRatio );
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data.opacity = opacity;
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// if paintWindow() is used the window behind the initial selected window is not painted on the stack,
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// but painted when it is selected
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// if drawWindow() is used the front window does not glide through the monitor during animation
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// so use drawWindow() for all windows but the selected and paintWindow() for the selected window
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if( draw )
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effects->drawWindow( w,
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PAINT_WINDOW_TRANSFORMED,
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thumbnail, data );
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else
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effects->paintWindow( w,
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PAINT_WINDOW_TRANSFORMED,
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thumbnail, data );
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}
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} // namespace
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