kwin/effects/fade.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
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
2007-07-07 14:01:32 +00:00

182 lines
6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.com>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "fade.h"
#include <kconfiggroup.h>
namespace KWin
{
KWIN_EFFECT( fade, FadeEffect )
FadeEffect::FadeEffect()
{
KConfigGroup conf = effects->effectConfig( "Fade" );
fadeInTime = qMax( conf.readEntry( "FadeInTime", 150 ), 1 );
fadeOutTime = qMax( conf.readEntry( "FadeOutTime", 150 ), 1 );
fadeWindows = conf.readEntry( "FadeWindows", true );
}
void FadeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( !windows.isEmpty())
{
fadeInStep = time / double( fadeInTime );
fadeOutStep = time / double( fadeOutTime );
}
effects->prePaintScreen( data, time );
}
void FadeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( windows.contains( w ))
{
windows[ w ].fadeInStep += fadeInStep;
windows[ w ].fadeOutStep += fadeOutStep;
if( windows[ w ].opacity < 1.0 )
{
data.mask &= ~PAINT_WINDOW_OPAQUE;
data.mask |= PAINT_WINDOW_TRANSLUCENT;
}
if( windows[ w ].deleted )
{
if( windows[ w ].opacity <= 0.0 )
{
windows.remove( w );
w->unrefWindow();
}
else
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
}
}
effects->prePaintWindow( w, data, time );
if( windows.contains( w ) && !w->isPaintingEnabled())
{ // if the window isn't to be painted, then let's make sure
// to track its progress
if( windows[ w ].fadeInStep < 1.0
|| windows[ w ].fadeOutStep < 1.0 )
{ // but only if the total change is less than the
// maximum possible change
w->addRepaintFull();
}
}
}
void FadeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
if( windows[ w ].deleted
|| windows[ w ].opacity != data.opacity
|| windows[ w ].saturation != data.saturation
|| windows[ w ].brightness != data.brightness )
{
WindowPaintData new_data = data;
if( windows[ w ].deleted )
new_data.opacity = 0.0;
if( new_data.opacity > windows[ w ].opacity )
{
windows[ w ].opacity = qMin( new_data.opacity,
windows[ w ].opacity + windows[ w ].fadeInStep );
}
else if( new_data.opacity < windows[ w ].opacity )
{
windows[ w ].opacity = qMax( new_data.opacity,
windows[ w ].opacity - windows[ w ].fadeOutStep );
}
if( new_data.saturation > windows[ w ].saturation )
{
windows[ w ].saturation = qMin( new_data.saturation,
windows[ w ].saturation + float( windows[ w ].fadeInStep ));
}
else if( new_data.saturation < windows[ w ].saturation )
{
windows[ w ].saturation = qMax( new_data.saturation,
windows[ w ].saturation - float( windows[ w ].fadeOutStep ));
}
if( new_data.brightness > windows[ w ].brightness )
{
windows[ w ].brightness = qMin( new_data.brightness,
windows[ w ].brightness + float( windows[ w ].fadeInStep ));
}
else if( new_data.brightness < windows[ w ].brightness )
{
windows[ w ].brightness = qMax( new_data.brightness,
windows[ w ].brightness - float( windows[ w ].fadeOutStep ));
}
windows[ w ].opacity = qBound( 0.0, windows[ w ].opacity, 1.0 );
windows[ w ].saturation = qBound( 0.0f, windows[ w ].saturation, 1.0f );
windows[ w ].brightness = qBound( 0.0f, windows[ w ].brightness, 1.0f );
windows[ w ].fadeInStep = 0.0;
windows[ w ].fadeOutStep = 0.0;
new_data.opacity = windows[ w ].opacity;
new_data.saturation = windows[ w ].saturation;
new_data.brightness = windows[ w ].brightness;
effects->paintWindow( w, mask, region, new_data );
if( windows[ w ].opacity != data.opacity
|| windows[ w ].saturation != data.saturation
|| windows[ w ].brightness != data.brightness )
w->addRepaintFull();
return;
}
windows[ w ].fadeInStep = 0.0;
windows[ w ].fadeOutStep = 0.0;
}
effects->paintWindow( w, mask, region, data );
}
void FadeEffect::windowOpacityChanged( EffectWindow* w, double old_opacity )
{
if( !windows.contains( w ))
windows[ w ].opacity = old_opacity;
if( windows[ w ].opacity == 1.0 )
windows[ w ].opacity -= 0.1 / fadeOutTime;
w->addRepaintFull();
}
void FadeEffect::windowAdded( EffectWindow* w )
{
if( !fadeWindows || !isFadeWindow( w ))
return;
windows[ w ].opacity = 0.0;
w->addRepaintFull();
}
void FadeEffect::windowClosed( EffectWindow* w )
{
if( !fadeWindows || !isFadeWindow( w ))
return;
if( !windows.contains( w ))
windows[ w ].opacity = w->opacity();
if( windows[ w ].opacity == 1.0 )
windows[ w ].opacity -= 0.1 / fadeOutTime;
windows[ w ].deleted = true;
w->refWindow();
w->addRepaintFull();
}
void FadeEffect::windowDeleted( EffectWindow* w )
{
windows.remove( w );
}
bool FadeEffect::isFadeWindow( EffectWindow* w )
{
return !w->isDesktop();
}
} // namespace