fe4329a252
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
207 lines
7.5 KiB
C++
207 lines
7.5 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "fade.h"
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#include <kconfiggroup.h>
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namespace KWin
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{
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KWIN_EFFECT(fade, FadeEffect)
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FadeEffect::FadeEffect()
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{
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
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connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
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connect(effects, SIGNAL(windowOpacityChanged(EffectWindow*,qreal,qreal)), this, SLOT(slotWindowOpacityChanged(EffectWindow*,qreal)));
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}
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void FadeEffect::reconfigure(ReconfigureFlags)
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{
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KConfigGroup conf = effects->effectConfig("Fade");
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fadeInTime = animationTime(conf, "FadeInTime", 150);
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fadeOutTime = animationTime(conf, "FadeOutTime", 150);
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fadeWindows = conf.readEntry("FadeWindows", true);
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// Add all existing windows to the window list
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// TODO: Enabling desktop effects should trigger windowAdded() on all windows
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windows.clear();
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if (!fadeWindows)
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return;
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foreach (EffectWindow * w, effects->stackingOrder())
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if (w && isFadeWindow(w)) // TODO: Apparently w can == NULL here?
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windows[ w ] = WindowInfo();
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}
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void FadeEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!windows.isEmpty()) {
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fadeInStep = time / double(fadeInTime);
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fadeOutStep = time / double(fadeOutTime);
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}
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effects->prePaintScreen(data, time);
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}
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void FadeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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if (windows.contains(w)) {
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windows[ w ].fadeInStep += fadeInStep;
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windows[ w ].fadeOutStep += fadeOutStep;
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if (windows[ w ].opacity < 1.0)
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data.setTranslucent();
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if (windows[ w ].deleted) {
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if (windows[ w ].opacity <= 0.0) {
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windows.remove(w);
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w->unrefWindow();
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} else
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
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}
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}
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effects->prePaintWindow(w, data, time);
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if (windows.contains(w) && !w->isPaintingEnabled() && !effects->activeFullScreenEffect()) {
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// if the window isn't to be painted, then let's make sure
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// to track its progress
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if (windows[ w ].fadeInStep < 1.0
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|| windows[ w ].fadeOutStep < 1.0) {
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// but only if the total change is less than the
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// maximum possible change
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w->addRepaintFull();
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}
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}
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}
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void FadeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (windows.contains(w)) {
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if (windows[ w ].deleted
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|| windows[ w ].opacity != data.opacity
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|| windows[ w ].saturation != data.saturation
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|| windows[ w ].brightness != data.brightness) {
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WindowPaintData new_data = data;
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if (windows[ w ].deleted)
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new_data.opacity = 0.0;
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if (new_data.opacity > windows[ w ].opacity) {
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windows[ w ].opacity = qMin(new_data.opacity,
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windows[ w ].opacity + windows[ w ].fadeInStep);
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} else if (new_data.opacity < windows[ w ].opacity) {
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windows[ w ].opacity = qMax(new_data.opacity,
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windows[ w ].opacity - windows[ w ].fadeOutStep);
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}
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if (new_data.saturation > windows[ w ].saturation) {
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windows[ w ].saturation = qMin(new_data.saturation,
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windows[ w ].saturation + windows[ w ].fadeInStep);
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} else if (new_data.saturation < windows[ w ].saturation) {
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windows[ w ].saturation = qMax(new_data.saturation,
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windows[ w ].saturation - windows[ w ].fadeOutStep);
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}
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if (new_data.brightness > windows[ w ].brightness) {
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windows[ w ].brightness = qMin(new_data.brightness,
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windows[ w ].brightness + windows[ w ].fadeInStep);
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} else if (new_data.brightness < windows[ w ].brightness) {
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windows[ w ].brightness = qMax(new_data.brightness,
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windows[ w ].brightness - windows[ w ].fadeOutStep);
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}
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windows[ w ].opacity = qBound(0.0, windows[ w ].opacity, 1.0);
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windows[ w ].saturation = qBound(0.0, windows[ w ].saturation, 1.0);
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windows[ w ].brightness = qBound(0.0, windows[ w ].brightness, 1.0);
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windows[ w ].fadeInStep = 0.0;
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windows[ w ].fadeOutStep = 0.0;
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new_data.opacity = windows[ w ].opacity;
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new_data.saturation = windows[ w ].saturation;
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new_data.brightness = windows[ w ].brightness;
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effects->paintWindow(w, mask, region, new_data);
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if (windows[ w ].opacity != data.opacity
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|| windows[ w ].saturation != data.saturation
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|| windows[ w ].brightness != data.brightness)
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w->addRepaintFull();
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return;
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}
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windows[ w ].fadeInStep = 0.0;
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windows[ w ].fadeOutStep = 0.0;
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}
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effects->paintWindow(w, mask, region, data);
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}
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void FadeEffect::slotWindowOpacityChanged(EffectWindow* w, qreal old_opacity)
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{
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if (!windows.contains(w))
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windows[ w ].opacity = old_opacity;
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if (windows[ w ].opacity == 1.0)
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windows[ w ].opacity -= 0.1 / fadeOutTime;
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w->addRepaintFull();
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}
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void FadeEffect::slotWindowAdded(EffectWindow* w)
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{
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if (!fadeWindows || !isFadeWindow(w))
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return;
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windows[ w ].opacity = 0.0;
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w->addRepaintFull();
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}
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void FadeEffect::slotWindowClosed(EffectWindow* w)
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{
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if (!fadeWindows || !isFadeWindow(w))
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return;
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if (!windows.contains(w))
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windows[ w ].opacity = w->opacity();
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if (windows[ w ].opacity == 1.0)
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windows[ w ].opacity -= 0.1 / fadeOutTime;
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windows[ w ].deleted = true;
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w->refWindow();
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w->addRepaintFull();
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}
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void FadeEffect::slotWindowDeleted(EffectWindow* w)
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{
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windows.remove(w);
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}
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bool FadeEffect::isFadeWindow(EffectWindow* w)
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{
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void* e;
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if (w->isDeleted())
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e = w->data(WindowClosedGrabRole).value<void*>();
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else
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e = w->data(WindowAddedGrabRole).value<void*>();
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if (w->windowClass() == "ksplashx ksplashx"
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|| w->windowClass() == "ksplashsimple ksplashsimple"
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|| (e && e != this)) {
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// see login effect
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return false;
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}
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return (!w->isDesktop() && !w->isUtility());
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}
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bool FadeEffect::isActive() const
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{
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return !windows.isEmpty();
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}
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} // namespace
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