5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
96 lines
3 KiB
C++
96 lines
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 Rivo Laks <rivolaks@hot.ee>
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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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#include "dialogparent.h"
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namespace KWin
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{
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KWIN_EFFECT( dialogparent, DialogParentEffect )
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void DialogParentEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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// How long does it take for the effect to get it's full strength (in ms)
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const float changeTime = 200;
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// Check if this window has a modal dialog and change the window's
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// effect's strength accordingly
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bool hasDialog = w->findModal() != NULL;
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if( hasDialog )
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{
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// Increase effect strength of this window
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effectStrength[w] = qMin(1.0f, effectStrength[w] + time/changeTime);
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}
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else
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{
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effectStrength[w] = qMax(0.0f, effectStrength[w] - time/changeTime);
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}
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// Call the next effect
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effects->prePaintWindow( w, data, time );
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}
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void DialogParentEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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float s = effectStrength[w];
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if(s > 0.0f)
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{
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// Brightness will be within [1.0; 0.6]
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data.brightness *= (1.0 - s * 0.4);
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// Saturation within [1.0; 0.4]
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data.saturation *= (1.0 - s * 0.6);
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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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void DialogParentEffect::postPaintWindow( EffectWindow* w )
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{
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float s = effectStrength[w];
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// If strength is between 0 and 1, the effect is still in progress and the
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// window has to be repainted during the next pass
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if( s > 0.0 && s < 1.0 )
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w->addRepaintFull(); // trigger next animation repaint
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// Call the next effect.
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effects->postPaintWindow( w );
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}
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void DialogParentEffect::windowActivated( EffectWindow* w )
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{
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// If this window is a dialog, we need to repaint it's parent window, so
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// that the effect could be run for it
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// Set the window to be faded (or NULL if no window is active).
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if( w && w->isModal() )
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{
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// w is a modal dialog
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EffectWindowList mainwindows = w->mainWindows();
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foreach( EffectWindow* parent, mainwindows )
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parent->addRepaintFull();
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}
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}
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void DialogParentEffect::windowClosed( EffectWindow* w )
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{
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// If this window is a dialog, we need to repaint it's parent window, so
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// that the effect could be run for it
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// Set the window to be faded (or NULL if no window is active).
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if ( w && w->isModal() )
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{
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// w is a modal dialog
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EffectWindowList mainwindows = w->mainWindows();
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foreach( EffectWindow* parent, mainwindows )
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parent->addRepaintFull();
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}
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}
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} // namespace
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