kwin/effects/fadedesktop/fadedesktop.cpp
Martin Gräßlin fe4329a252 Only call active effects in the effect chain
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.

This change eliminates the hottest path inside KWin identified by
callgrind.

REVIEW: 102449
2011-08-29 07:06:58 +02:00

117 lines
3.6 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.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 "fadedesktop.h"
#include <math.h>
namespace KWin
{
KWIN_EFFECT(fadedesktop, FadeDesktopEffect)
FadeDesktopEffect::FadeDesktopEffect()
: m_fading(false)
{
connect(effects, SIGNAL(desktopChanged(int,int)), this, SLOT(slotDesktopChanged(int)));
m_timeline.setCurveShape(QTimeLine::LinearCurve);
reconfigure(ReconfigureAll);
}
void FadeDesktopEffect::reconfigure(ReconfigureFlags)
{
m_timeline.setDuration(animationTime(250));
}
void FadeDesktopEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
if (m_fading) {
m_timeline.setCurrentTime(m_timeline.currentTime() + time);
// PAINT_SCREEN_BACKGROUND_FIRST is needed because screen will be actually painted more than once,
// so with normal screen painting second screen paint would erase parts of the first paint
if (m_timeline.currentValue() != 1.0)
data.mask |= PAINT_SCREEN_TRANSFORMED | PAINT_SCREEN_BACKGROUND_FIRST;
else {
m_fading = false;
m_timeline.setCurrentTime(0);
foreach (EffectWindow * w, effects->stackingOrder()) {
w->setData(WindowForceBlurRole, QVariant(false));
}
effects->setActiveFullScreenEffect(NULL);
}
}
effects->prePaintScreen(data, time);
}
void FadeDesktopEffect::postPaintScreen()
{
if (m_fading)
effects->addRepaintFull();
effects->postPaintScreen();
}
void FadeDesktopEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
{
if (m_fading) {
if (w->isOnDesktop(m_oldDesktop))
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
data.setTranslucent();
}
effects->prePaintWindow(w, data, time);
}
void FadeDesktopEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
if (m_fading && !(w->isOnCurrentDesktop() && w->isOnDesktop(m_oldDesktop))) {
if (w->isOnDesktop(m_oldDesktop))
data.opacity *= 1 - m_timeline.currentValue();
else
data.opacity *= m_timeline.currentValue();
}
effects->paintWindow(w, mask, region, data);
}
void FadeDesktopEffect::slotDesktopChanged(int old)
{
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
return;
// TODO: Fix glitches when fading while a previous fade is still happening
effects->setActiveFullScreenEffect(this);
m_fading = true;
m_timeline.setCurrentTime(0);
m_oldDesktop = old;
foreach (EffectWindow * w, effects->stackingOrder()) {
w->setData(WindowForceBlurRole, QVariant(true));
}
effects->addRepaintFull();
}
bool FadeDesktopEffect::isActive() const
{
return m_fading;
}
} // namespace
#include "fadedesktop.moc"