kwin/effects/flipswitch/flipswitch.cpp
Luboš Luňák d467d26530 Do not introduce such generic indentifiers like None or Styled
into KWin's global namespace. Morever None already kind of clashes with X's None.
CCMAIL: kde@martin-graesslin.com


svn path=/trunk/KDE/kdebase/workspace/; revision=1170588
2010-09-01 14:15:06 +00:00

1052 lines
39 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008, 2009 Martin Gräßlin <kde@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "flipswitch.h"
#include <kwinconfig.h>
#include <QFont>
#include <kconfiggroup.h>
#include <kdebug.h>
#include <KAction>
#include <KActionCollection>
#include <kwinglutils.h>
#include <math.h>
namespace KWin
{
KWIN_EFFECT( flipswitch, FlipSwitchEffect )
KWIN_EFFECT_SUPPORTED( flipswitch, FlipSwitchEffect::supported() )
FlipSwitchEffect::FlipSwitchEffect()
: m_currentAnimationShape( TimeLine::EaseInOutCurve )
, m_active( false )
, m_start( false )
, m_stop( false )
, m_animation( false )
, m_hasKeyboardGrab( false )
, m_captionFrame( effects->effectFrame( EffectFrameStyled ) )
{
reconfigure( ReconfigureAll );
// Caption frame
m_captionFont.setBold( true );
m_captionFont.setPointSize( m_captionFont.pointSize() * 2 );
m_captionFrame->setFont( m_captionFont );
m_captionFrame->enableCrossFade( true );
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = ( KAction* )actionCollection->addAction( "FlipSwitchCurrent" );
a->setText( i18n( "Toggle Flip Switch (Current desktop)" ));
a->setGlobalShortcut( KShortcut(), KAction::ActiveShortcut );
m_shortcutCurrent = a->globalShortcut();
connect( a, SIGNAL( triggered(bool) ), this, SLOT( toggleActiveCurrent() ));
connect( a, SIGNAL( globalShortcutChanged(QKeySequence) ), this, SLOT( globalShortcutChangedCurrent(QKeySequence)));
KAction* b = ( KAction* )actionCollection->addAction( "FlipSwitchAll" );
b->setText( i18n( "Toggle Flip Switch (All desktops)" ));
b->setGlobalShortcut( KShortcut(), KAction::ActiveShortcut );
m_shortcutAll = b->globalShortcut();
connect( b, SIGNAL( triggered(bool) ), this, SLOT( toggleActiveAllDesktops() ));
connect( b, SIGNAL( globalShortcutChanged(QKeySequence) ), this, SLOT( globalShortcutChangedAll(QKeySequence)));
}
FlipSwitchEffect::~FlipSwitchEffect()
{
foreach( ElectricBorder border, m_borderActivate )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, m_borderActivateAll )
{
effects->unreserveElectricBorder( border );
}
delete m_captionFrame;
}
bool FlipSwitchEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void FlipSwitchEffect::reconfigure( ReconfigureFlags )
{
KConfigGroup conf = effects->effectConfig( "FlipSwitch" );
foreach( ElectricBorder border, m_borderActivate )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, m_borderActivateAll )
{
effects->unreserveElectricBorder( border );
}
m_borderActivate.clear();
m_borderActivateAll.clear();
QList<int> borderList = QList<int>();
borderList.append( int( ElectricNone ) );
borderList = conf.readEntry( "BorderActivate", borderList );
foreach( int i, borderList )
{
m_borderActivate.append( ElectricBorder( i ) );
effects->reserveElectricBorder( ElectricBorder( i ) );
}
borderList.clear();
borderList.append( int( ElectricNone ) );
borderList = conf.readEntry( "BorderActivateAll", borderList );
foreach( int i, borderList )
{
m_borderActivateAll.append( ElectricBorder( i ) );
effects->reserveElectricBorder( ElectricBorder( i ) );
}
m_tabbox = conf.readEntry( "TabBox", false );
m_tabboxAlternative = conf.readEntry( "TabBoxAlternative", false );
float duration = animationTime( conf, "Duration", 200 );
m_timeLine.setDuration( duration );
m_startStopTimeLine.setDuration( duration );
m_angle = conf.readEntry( "Angle", 30 );
m_xPosition = float( conf.readEntry( "XPosition", 33 ))/100.0f;
m_yPosition = float( conf.readEntry( "YPosition", 100 ))/100.0f;
m_windowTitle = conf.readEntry( "WindowTitle", true );
}
void FlipSwitchEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( m_active )
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
if( m_start )
m_startStopTimeLine.addTime( time );
if( m_stop && m_scheduledDirections.isEmpty() )
m_startStopTimeLine.removeTime( time );
if( m_animation )
m_timeLine.addTime( time );
}
effects->prePaintScreen( data, time );
}
void FlipSwitchEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
if( m_active )
{
EffectWindowList tempList;
if( m_mode == TabboxMode )
tempList = effects->currentTabBoxWindowList();
else
{
// we have to setup the list
// using stacking order directly is not possible
// as not each window in stacking order is shown
// TODO: store list instead of calculating in each frame?
foreach( EffectWindow* w, effects->stackingOrder() )
{
if( m_windows.contains( w ) )
tempList.append( w );
}
}
m_flipOrderedWindows.clear();
int index = tempList.indexOf( m_selectedWindow );
int tabIndex = index;
if( m_mode == TabboxMode )
{
foreach( SwitchingDirection direction, m_scheduledDirections ) // krazy:exclude=foreach
{
if( direction == DirectionBackward )
index++;
else
index--;
if( index < 0 )
index = tempList.count() + index;
if( index >= tempList.count() )
index = index % tempList.count();
}
tabIndex = index;
EffectWindow* w = NULL;
if( !m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward )
{
index--;
if( index < 0 )
index = tempList.count() + index;
w = tempList.at( index );
}
for( int i=index-1; i>=0; i-- )
m_flipOrderedWindows.append(tempList.at( i ));
for( int i=effects->currentTabBoxWindowList().count()-1; i>=index; i-- )
m_flipOrderedWindows.append(tempList.at( i ));
if( w )
{
m_flipOrderedWindows.removeAll( w );
m_flipOrderedWindows.append( w );
}
}
else
{
foreach( SwitchingDirection direction, m_scheduledDirections ) // krazy:exclude=foreach
{
if( direction == DirectionForward )
index++;
else
index--;
if( index < 0 )
index = tempList.count() -1;
if( index >= tempList.count() )
index = 0;
}
tabIndex = index;
EffectWindow* w = NULL;
if( !m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward )
{
index++;
if( index >= tempList.count() )
index = 0;
}
// sort from stacking order
for( int i=index+1; i<tempList.count(); i++ )
m_flipOrderedWindows.append( tempList.at( i));
for( int i=0; i<=index; i++ )
m_flipOrderedWindows.append( tempList.at( i));
if( w )
{
m_flipOrderedWindows.removeAll( w );
m_flipOrderedWindows.append( w );
}
}
// multiscreen part taken from coverswitch.cpp
// TODO: move to kwinglutils
if( effects->numScreens() > 1 )
{
// unfortunatelly we have to change the projection matrix in dual screen mode
QRect fullRect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop() );
glMatrixMode( GL_PROJECTION );
glPushMatrix();
glLoadIdentity();
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan( fovy * M_PI / 360.0f );
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
float xTranslate = 0.0;
float yTranslate = 0.0;
float xminFactor = 1.0;
float xmaxFactor = 1.0;
float yminFactor = 1.0;
float ymaxFactor = 1.0;
if( m_screenArea.x() == 0 && m_screenArea.width() != fullRect.width() )
{
// horizontal layout: left screen
xminFactor = (float)m_screenArea.width()/(float)fullRect.width();
xmaxFactor = ((float)fullRect.width()-(float)m_screenArea.width()*0.5f)/((float)fullRect.width()*0.5f);
xTranslate = (float)fullRect.width()*0.5f-(float)m_screenArea.width()*0.5f;
}
if( m_screenArea.x() != 0 && m_screenArea.width() != fullRect.width() )
{
// horizontal layout: right screen
xminFactor = ((float)fullRect.width()-(float)m_screenArea.width()*0.5f)/((float)fullRect.width()*0.5f);
xmaxFactor = (float)m_screenArea.width()/(float)fullRect.width();
xTranslate = (float)fullRect.width()*0.5f-(float)m_screenArea.width()*0.5f;
}
if( m_screenArea.y() == 0 && m_screenArea.height() != fullRect.height() )
{
// vertical layout: top screen
yminFactor = ((float)fullRect.height()-(float)m_screenArea.height()*0.5f)/((float)fullRect.height()*0.5f);
ymaxFactor = (float)m_screenArea.height()/(float)fullRect.height();
yTranslate = (float)fullRect.height()*0.5f-(float)m_screenArea.height()*0.5f;
}
if( m_screenArea.y() != 0 && m_screenArea.height() != fullRect.height() )
{
// vertical layout: bottom screen
yminFactor = (float)m_screenArea.height()/(float)fullRect.height();
ymaxFactor = ((float)fullRect.height()-(float)m_screenArea.height()*0.5f)/((float)fullRect.height()*0.5f);
yTranslate = (float)fullRect.height()*0.5f-(float)m_screenArea.height()*0.5f;
}
glFrustum( xmin*xminFactor, xmax*xmaxFactor, ymin*yminFactor, ymax*ymaxFactor, zNear, zFar );
glMatrixMode( GL_MODELVIEW );
glPushMatrix();
glTranslatef( xTranslate, yTranslate, 0.0 );
}
int winMask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_TRANSLUCENT;
RotationData rot;
rot.axis = RotationData::YAxis;
rot.angle = m_angle * m_startStopTimeLine.value();
// fade in/out one window at the end of the stack during animation
if( m_animation && !m_scheduledDirections.isEmpty() )
{
EffectWindow* w = m_flipOrderedWindows.last();
if( m_windows.contains( w ) )
{
WindowPaintData data( w );
data.opacity = m_windows[ w ]->opacity;
data.brightness = m_windows[ w ]->brightness;
data.saturation = m_windows[ w ]->saturation;
int distance = tempList.count() - 1;
float zDistance = 500.0f;
data.xTranslate -= (w->x() - m_screenArea.x() + data.xTranslate) * m_startStopTimeLine.value();
data.xTranslate += m_screenArea.width()*m_xPosition * m_startStopTimeLine.value();
data.yTranslate += (m_screenArea.y() + m_screenArea.height()*m_yPosition - ( w->y() + w->height() + data.yTranslate )) * m_startStopTimeLine.value();
data.xTranslate -= (m_screenArea.width()*0.25f) * distance * m_startStopTimeLine.value();
data.yTranslate -= (m_screenArea.height()*0.10f) * distance * m_startStopTimeLine.value();
data.zTranslate -= (zDistance * distance) * m_startStopTimeLine.value();
if( m_scheduledDirections.head() == DirectionForward )
data.opacity *= 0.8 * m_timeLine.value();
else
data.opacity *= 0.8 * (1.0 - m_timeLine.value() );
if( effects->numScreens() > 1)
{
adjustWindowMultiScreen( w, data );
}
data.rotation = &rot;
effects->drawWindow( w, winMask, infiniteRegion(), data );
}
}
foreach( EffectWindow* w, m_flipOrderedWindows )
{
if( !m_windows.contains( w ) )
continue;
WindowPaintData data( w );
data.opacity = m_windows[ w ]->opacity;
data.brightness = m_windows[ w ]->brightness;
data.saturation = m_windows[ w ]->saturation;
int windowIndex = tempList.indexOf( w );
int distance;
if( m_mode == TabboxMode )
{
if( windowIndex < tabIndex )
distance = tempList.count() - (tabIndex - windowIndex);
else if( windowIndex > tabIndex)
distance = windowIndex - tabIndex;
else
distance = 0;
}
else
{
distance = m_flipOrderedWindows.count() - m_flipOrderedWindows.indexOf( w ) - 1;
if( !m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward )
{
distance--;
}
}
if( !m_scheduledDirections.isEmpty() && m_scheduledDirections.head() == DirectionBackward )
{
if( w == m_flipOrderedWindows.last() )
{
distance = -1;
data.opacity *= m_timeLine.value();
}
}
float zDistance = 500.0f;
data.xTranslate -= (w->x() - m_screenArea.x() + data.xTranslate) * m_startStopTimeLine.value();
data.xTranslate += m_screenArea.width()*m_xPosition * m_startStopTimeLine.value();
data.yTranslate += (m_screenArea.y() + m_screenArea.height()*m_yPosition - ( w->y() + w->height() + data.yTranslate )) * m_startStopTimeLine.value();
data.xTranslate -= (m_screenArea.width()*0.25f) * distance * m_startStopTimeLine.value();
data.yTranslate -= (m_screenArea.height()*0.10f) * distance * m_startStopTimeLine.value();
data.zTranslate -= (zDistance * distance) * m_startStopTimeLine.value();
if( m_animation && !m_scheduledDirections.isEmpty() )
{
if( m_scheduledDirections.head() == DirectionForward )
{
data.xTranslate += (m_screenArea.width()*0.25f) * m_timeLine.value();
data.yTranslate += (m_screenArea.height()*0.10f) * m_timeLine.value();
data.zTranslate += zDistance * m_timeLine.value();
if( distance == 0 )
data.opacity *= (1.0 - m_timeLine.value() );
}
else
{
data.xTranslate -= (m_screenArea.width()*0.25f) * m_timeLine.value();
data.yTranslate -= (m_screenArea.height()*0.10f) * m_timeLine.value();
data.zTranslate -= zDistance * m_timeLine.value();
}
}
data.opacity *= (0.8 + 0.2 * (1.0 - m_startStopTimeLine.value()));
if( effects->numScreens() > 1)
{
adjustWindowMultiScreen( w, data );
}
data.rotation = &rot;
effects->drawWindow( w, winMask, infiniteRegion(), data );
}
if( effects->numScreens() > 1 )
{
glPopMatrix();
// revert change of projection matrix
glMatrixMode( GL_PROJECTION );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
}
if( m_windowTitle )
{
// Render the caption frame
if( m_animation )
{
m_captionFrame->setCrossFadeProgress( m_timeLine.value() );
}
m_captionFrame->render( region, m_startStopTimeLine.value() );
}
}
}
void FlipSwitchEffect::postPaintScreen()
{
if( m_active )
{
if( m_start && m_startStopTimeLine.value() == 1.0f )
{
m_start = false;
if( !m_scheduledDirections.isEmpty() )
{
m_animation = true;
m_timeLine.setProgress( 0.0f );
if( m_scheduledDirections.count() == 1 )
{
m_currentAnimationShape = TimeLine::EaseOutCurve;
m_timeLine.setCurveShape( m_currentAnimationShape );
}
else
{
m_currentAnimationShape = TimeLine::LinearCurve;
m_timeLine.setCurveShape( m_currentAnimationShape );
}
}
effects->addRepaintFull();
}
if( m_stop && m_startStopTimeLine.value() == 0.0f )
{
m_stop = false;
m_active = false;
m_captionFrame->free();
effects->setActiveFullScreenEffect( 0 );
effects->addRepaintFull();
qDeleteAll( m_windows );
m_windows.clear();
}
if( m_animation && m_timeLine.value() == 1.0f )
{
m_timeLine.setProgress( 0.0f );
m_scheduledDirections.dequeue();
if( m_scheduledDirections.isEmpty() )
{
m_animation = false;
effects->addRepaintFull();
}
else
{
if( m_scheduledDirections.count() == 1 )
{
if( m_stop )
m_currentAnimationShape = TimeLine::LinearCurve;
else
m_currentAnimationShape = TimeLine::EaseOutCurve;
}
else
{
m_currentAnimationShape = TimeLine::LinearCurve;
}
m_timeLine.setCurveShape( m_currentAnimationShape );
}
}
if( m_start || m_stop || m_animation )
effects->addRepaintFull();
}
effects->postPaintScreen();
}
void FlipSwitchEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( m_active )
{
if( m_windows.contains( w ) )
{
data.setTransformed();
data.setTranslucent();
if( !w->isOnCurrentDesktop() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
if( w->isMinimized() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
if( !w->visibleInClientGroup() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_CLIENT_GROUP );
}
else
{
if( ( m_start || m_stop ) && !w->isDesktop() && w->isOnCurrentDesktop() )
data.setTranslucent();
else if( !w->isDesktop() )
w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
}
effects->prePaintWindow( w, data, time );
}
void FlipSwitchEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( m_active )
{
if( w->isDesktop() )
{
// desktop is painted in normal way
effects->paintWindow( w, mask, region, data );
return;
}
if( ( m_start || m_stop ) && !m_windows.contains( w ) )
{
// fade out all windows not in window list
data.opacity *= ( 1.0 - m_startStopTimeLine.value() );
effects->paintWindow( w, mask, region, data );
return;
}
m_windows[ w ]->opacity = data.opacity;
m_windows[ w ]->brightness = data.brightness;
m_windows[ w ]->saturation = data.saturation;
// it's not nice but it removes flickering
return;
}
else
{
effects->paintWindow( w, mask, region, data );
}
}
//*************************************************************
// Tabbox handling
//*************************************************************
void FlipSwitchEffect::tabBoxAdded( int mode )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
// only for windows mode
if( (( mode == TabBoxWindowsMode && m_tabbox ) ||
( mode == TabBoxWindowsAlternativeMode && m_tabboxAlternative ))
&& (!m_active || (m_active && m_stop))
&& !effects->currentTabBoxWindowList().isEmpty() )
{
setActive( true, TabboxMode );
if( m_active )
effects->refTabBox();
}
}
void FlipSwitchEffect::tabBoxClosed()
{
if( m_active )
{
setActive( false, TabboxMode );
effects->unrefTabBox();
}
}
void FlipSwitchEffect::tabBoxUpdated()
{
if( m_active && !m_stop )
{
if( !effects->currentTabBoxWindowList().isEmpty() )
{
// determine the switch direction
if( m_selectedWindow != effects->currentTabBoxWindow() )
{
if( m_selectedWindow != NULL )
{
int old_index = effects->currentTabBoxWindowList().indexOf( m_selectedWindow );
int new_index = effects->currentTabBoxWindowList().indexOf( effects->currentTabBoxWindow() );
SwitchingDirection new_direction;
int distance = new_index - old_index;
if( distance > 0 )
new_direction = DirectionForward;
if( distance < 0 )
new_direction = DirectionBackward;
if( effects->currentTabBoxWindowList().count() == 2 )
{
new_direction = DirectionForward;
distance = 1;
}
if( distance != 0 )
{
distance = abs( distance );
int tempDistance = effects->currentTabBoxWindowList().count() - distance;
if( tempDistance < abs( distance ) )
{
distance = tempDistance;
if( new_direction == DirectionForward )
new_direction = DirectionBackward;
else
new_direction = DirectionForward;
}
scheduleAnimation( new_direction, distance );
}
}
m_selectedWindow = effects->currentTabBoxWindow();
m_captionFrame->setText( m_selectedWindow->caption() );
m_captionFrame->setIcon( m_selectedWindow->icon() );
}
}
effects->addRepaintFull();
}
}
//*************************************************************
// Window adding/removing handling
//*************************************************************
void FlipSwitchEffect::windowAdded( EffectWindow* w )
{
if( m_active && isSelectableWindow( w ) )
{
m_windows[ w ] = new ItemInfo();
}
}
void FlipSwitchEffect::windowClosed( EffectWindow* w )
{
if( m_active && m_windows.contains( w ) )
{
m_windows.remove( w );
}
}
//*************************************************************
// Activation
//*************************************************************
void FlipSwitchEffect::setActive( bool activate, FlipSwitchMode mode )
{
if( activate )
{
// effect already active, do some sanity checks
if( m_active )
{
if( m_stop )
{
if( mode != m_mode )
{
// only the same mode may reactivate the effect
return;
}
}
else
{
// active, but not scheduled for closing -> abort
return;
}
}
m_mode = mode;
foreach( EffectWindow* w, effects->stackingOrder() )
{
if( isSelectableWindow( w ) && !m_windows.contains( w ) )
m_windows[ w ] = new ItemInfo();
}
if( m_windows.isEmpty() )
return;
effects->setActiveFullScreenEffect( this );
m_active = true;
m_start = true;
m_startStopTimeLine.setCurveShape( TimeLine::EaseInOutCurve );
m_activeScreen = effects->activeScreen();
m_screenArea = effects->clientArea( ScreenArea, m_activeScreen, effects->currentDesktop() );
if( m_stop )
{
// effect is still closing from last usage
m_stop = false;
}
else
{
// things to do only when there is no closing animation
m_scheduledDirections.clear();
}
switch( m_mode )
{
case TabboxMode:
m_selectedWindow = effects->currentTabBoxWindow();
break;
case CurrentDesktopMode:
m_selectedWindow = effects->activeWindow();
m_input = effects->createFullScreenInputWindow( this, Qt::BlankCursor );
m_hasKeyboardGrab = effects->grabKeyboard( this );
break;
case AllDesktopsMode:
m_selectedWindow = effects->activeWindow();
m_input = effects->createFullScreenInputWindow( this, Qt::BlankCursor );
m_hasKeyboardGrab = effects->grabKeyboard( this );
break;
}
// Setup caption frame geometry
QRect frameRect = QRect( m_screenArea.width() * 0.25f + m_screenArea.x(),
m_screenArea.height() * 0.1f + m_screenArea.y() - QFontMetrics( m_captionFont ).height(),
m_screenArea.width() * 0.5f,
QFontMetrics( m_captionFont ).height() );
m_captionFrame->setGeometry( frameRect );
m_captionFrame->setIconSize( QSize( frameRect.height(), frameRect.height() ));
m_captionFrame->setText( m_selectedWindow->caption() );
m_captionFrame->setIcon( m_selectedWindow->icon() );
effects->addRepaintFull();
}
else
{
// only deactivate if mode is current mode
if( mode != m_mode )
return;
if( m_start && m_scheduledDirections.isEmpty() )
{
m_start = false;
}
m_stop = true;
if( m_animation )
{
m_startStopTimeLine.setCurveShape( TimeLine::EaseOutCurve );
if( m_scheduledDirections.count() == 1 )
{
if( m_currentAnimationShape == TimeLine::EaseInOutCurve )
m_currentAnimationShape = TimeLine::EaseInCurve;
else if( m_currentAnimationShape == TimeLine::EaseOutCurve )
m_currentAnimationShape = TimeLine::LinearCurve;
m_timeLine.setCurveShape( m_currentAnimationShape );
}
}
else
m_startStopTimeLine.setCurveShape( TimeLine::EaseInOutCurve );
if( mode != TabboxMode )
effects->destroyInputWindow( m_input );
if( m_hasKeyboardGrab )
{
effects->ungrabKeyboard();
m_hasKeyboardGrab = false;
}
effects->addRepaintFull();
}
}
void FlipSwitchEffect::toggleActiveAllDesktops()
{
if( m_active )
{
if( m_stop )
{
// reactivate if stopping
setActive( true, AllDesktopsMode );
}
else
{
// deactivate if not stopping
setActive( false, AllDesktopsMode );
}
}
else
{
setActive( true, AllDesktopsMode );
}
}
void FlipSwitchEffect::toggleActiveCurrent()
{
if( m_active )
{
if( m_stop )
{
// reactivate if stopping
setActive( true, CurrentDesktopMode );
}
else
{
// deactivate if not stopping
setActive( false, CurrentDesktopMode );
}
}
else
{
setActive( true, CurrentDesktopMode );
}
}
bool FlipSwitchEffect::borderActivated(ElectricBorder border)
{
if( !m_borderActivate.contains( border ) && !m_borderActivateAll.contains( border ) )
return false;
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return true;
if( m_borderActivate.contains( border ) )
toggleActiveCurrent();
else
toggleActiveAllDesktops();
return true;
}
//*************************************************************
// Helper function
//*************************************************************
bool FlipSwitchEffect::isSelectableWindow( EffectWindow* w ) const
{
if( w->isSpecialWindow() || w->isUtility() )
return false;
if( w->isDeleted() )
return false;
if( !w->acceptsFocus() )
return false;
switch( m_mode )
{
case TabboxMode:
return effects->currentTabBoxWindowList().contains( w );
case CurrentDesktopMode:
return w->isOnCurrentDesktop();
case AllDesktopsMode:
//nothing special
break;
}
return true;
}
void FlipSwitchEffect::scheduleAnimation( const SwitchingDirection& direction, int distance )
{
if( m_start )
{
// start is still active so change the shape to have a nice transition
m_startStopTimeLine.setCurveShape( TimeLine::EaseInCurve );
}
if( !m_animation && !m_start )
{
m_animation = true;
m_scheduledDirections.enqueue( direction );
distance--;
// reset shape just to make sure
m_currentAnimationShape = TimeLine::EaseInOutCurve;
m_timeLine.setCurveShape( m_currentAnimationShape );
}
for( int i=0; i<distance; i++ )
{
if( m_scheduledDirections.count() > 1 && m_scheduledDirections.last() != direction )
m_scheduledDirections.pop_back();
else
m_scheduledDirections.enqueue( direction );
if( m_scheduledDirections.count() == m_windows.count() + 1 )
{
SwitchingDirection temp = m_scheduledDirections.dequeue();
m_scheduledDirections.clear();
m_scheduledDirections.enqueue( temp );
}
}
if( m_scheduledDirections.count() > 1 )
{
TimeLine::CurveShape newShape = TimeLine::EaseInOutCurve;
switch( m_currentAnimationShape )
{
case TimeLine::EaseInOutCurve:
newShape = TimeLine::EaseInCurve;
break;
case TimeLine::EaseOutCurve:
newShape = TimeLine::LinearCurve;
break;
default:
newShape = m_currentAnimationShape;
}
if( newShape != m_currentAnimationShape )
{
m_currentAnimationShape = newShape;
m_timeLine.setCurveShape( m_currentAnimationShape );
}
}
}
void FlipSwitchEffect::adjustWindowMultiScreen( const KWin::EffectWindow* w, WindowPaintData& data )
{
if( effects->numScreens() <= 1 )
return;
QRect clientRect = effects->clientArea( FullScreenArea, w->screen(), effects->currentDesktop() );
QRect rect = effects->clientArea( ScreenArea, m_activeScreen, effects->currentDesktop() );
QRect fullRect = effects->clientArea( FullArea, m_activeScreen, effects->currentDesktop() );
if( w->screen() == m_activeScreen )
{
if( clientRect.width() != fullRect.width() && clientRect.x() != fullRect.x() )
{
data.xTranslate -= clientRect.x();
}
if( clientRect.height() != fullRect.height() && clientRect.y() != fullRect.y() )
{
data.yTranslate -= clientRect.y();
}
}
else
{
if( clientRect.width() != fullRect.width() && clientRect.x() < rect.x())
{
data.xTranslate -= clientRect.width();
}
if( clientRect.height() != fullRect.height() && clientRect.y() < m_screenArea.y() )
{
data.yTranslate -= clientRect.height();
}
}
}
//*************************************************************
// Keyboard handling
//*************************************************************
void FlipSwitchEffect::globalShortcutChangedAll( QKeySequence shortcut )
{
m_shortcutAll = KShortcut( shortcut );
}
void FlipSwitchEffect::globalShortcutChangedCurrent(QKeySequence shortcut)
{
m_shortcutCurrent = KShortcut( shortcut );
}
void FlipSwitchEffect::grabbedKeyboardEvent(QKeyEvent* e)
{
if( e->type() == QEvent::KeyPress )
{
// check for global shortcuts
// HACK: keyboard grab disables the global shortcuts so we have to check for global shortcut (bug 156155)
if( m_mode == CurrentDesktopMode && m_shortcutCurrent.contains( e->key() + e->modifiers() ) )
{
toggleActiveCurrent();
return;
}
if( m_mode == AllDesktopsMode && m_shortcutAll.contains( e->key() + e->modifiers() ) )
{
toggleActiveAllDesktops();
return;
}
switch( e->key() )
{
case Qt::Key_Escape:
setActive( false, m_mode );
return;
case Qt::Key_Tab:
{
// find next window
if( m_windows.isEmpty() )
return; // sanity check
bool found = false;
for( int i=effects->stackingOrder().indexOf( m_selectedWindow)-1; i>=0; i-- )
{
if( isSelectableWindow( effects->stackingOrder().at( i )) )
{
m_selectedWindow = effects->stackingOrder().at( i );
found = true;
break;
}
}
if( !found )
{
for( int i=effects->stackingOrder().count()-1; i>effects->stackingOrder().indexOf( m_selectedWindow); i-- )
{
if( isSelectableWindow( effects->stackingOrder().at( i )) )
{
m_selectedWindow = effects->stackingOrder().at( i );
found = true;
break;
}
}
}
if( found )
{
m_captionFrame->setText( m_selectedWindow->caption() );
m_captionFrame->setIcon( m_selectedWindow->icon() );
scheduleAnimation( DirectionForward );
}
break;
}
case Qt::Key_Backtab:
{
// find previous window
if( m_windows.isEmpty() )
return; // sanity check
bool found = false;
for( int i=effects->stackingOrder().indexOf( m_selectedWindow)+1; i<effects->stackingOrder().count(); i++ )
{
if( isSelectableWindow( effects->stackingOrder().at( i )) )
{
m_selectedWindow = effects->stackingOrder().at( i );
found = true;
break;
}
}
if( !found )
{
for( int i=0; i<effects->stackingOrder().indexOf( m_selectedWindow); i++ )
{
if( isSelectableWindow( effects->stackingOrder().at( i )) )
{
m_selectedWindow = effects->stackingOrder().at( i );
found = true;
break;
}
}
}
if( found )
{
m_captionFrame->setText( m_selectedWindow->caption() );
m_captionFrame->setIcon( m_selectedWindow->icon() );
scheduleAnimation( DirectionBackward );
}
break;
}
case Qt::Key_Return:
case Qt::Key_Enter:
case Qt::Key_Space:
if( m_selectedWindow )
effects->activateWindow( m_selectedWindow );
setActive( false, m_mode );
break;
default:
break;
}
effects->addRepaintFull();
}
}
//*************************************************************
// Item Info
//*************************************************************
FlipSwitchEffect::ItemInfo::ItemInfo()
: deleted(false)
, opacity( 0.0 )
, brightness( 0.0 )
, saturation( 0.0 )
{
}
FlipSwitchEffect::ItemInfo::~ItemInfo()
{
}
} // namespace
#include "flipswitch.moc"