kwin/effects/test_input.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

74 lines
2.1 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
/*
Testing of handling input in effects. This testing effect moves all windows
by 100 pixels down, creates an input window that'll intercept all mouse events
and activates the window that's been clicked (click position needs to be
transformed). This is useful for effects that present something on the screen
and let the user interact with it (e.g. a list of window thumbnails and the
user can activate the window by clicking its thumbnail).
*/
#include "test_input.h"
#include <assert.h>
#include <qcursor.h>
#include <qevent.h>
namespace KWin
{
KWIN_EFFECT( test_input, TestInputEffect )
TestInputEffect::TestInputEffect()
{
input = effects->createInputWindow( this, 0, 0, displayWidth(), displayHeight(), Qt::CrossCursor );
}
TestInputEffect::~TestInputEffect()
{
effects->destroyInputWindow( input );
}
void TestInputEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
data.mask |= PAINT_SCREEN_TRANSFORMED;
effects->prePaintScreen( data, time );
}
void TestInputEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
data.yTranslate += 100;
effects->paintScreen( mask, region, data );
}
void TestInputEffect::windowInputMouseEvent( Window w, QEvent* e )
{
assert( w == input );
if( e->type() != QEvent::MouseButtonPress )
return;
QPoint pos = static_cast< QMouseEvent* >( e )->pos();
pos -= QPoint( 0, 100 ); // adjust for transformation
foreach( EffectWindow* c, effects->stackingOrder())
{
if( /* TODO c->isShown( true ) && */c->isOnCurrentDesktop()
&& c->geometry().contains( pos ))
{
effects->activateWindow( c );
return;
}
}
}
} // namespace