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
182 lines
6 KiB
C++
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
|