kwin/effects/fade/fade.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

207 lines
7.5 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Philip Falkner <philip.falkner@gmail.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 "fade.h"
#include <kconfiggroup.h>
namespace KWin
{
KWIN_EFFECT(fade, FadeEffect)
FadeEffect::FadeEffect()
{
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowAdded(EffectWindow*)), this, SLOT(slotWindowAdded(EffectWindow*)));
connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
connect(effects, SIGNAL(windowOpacityChanged(EffectWindow*,qreal,qreal)), this, SLOT(slotWindowOpacityChanged(EffectWindow*,qreal)));
}
void FadeEffect::reconfigure(ReconfigureFlags)
{
KConfigGroup conf = effects->effectConfig("Fade");
fadeInTime = animationTime(conf, "FadeInTime", 150);
fadeOutTime = animationTime(conf, "FadeOutTime", 150);
fadeWindows = conf.readEntry("FadeWindows", true);
// Add all existing windows to the window list
// TODO: Enabling desktop effects should trigger windowAdded() on all windows
windows.clear();
if (!fadeWindows)
return;
foreach (EffectWindow * w, effects->stackingOrder())
if (w && isFadeWindow(w)) // TODO: Apparently w can == NULL here?
windows[ w ] = WindowInfo();
}
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.setTranslucent();
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() && !effects->activeFullScreenEffect()) {
// 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 + windows[ w ].fadeInStep);
} else if (new_data.saturation < windows[ w ].saturation) {
windows[ w ].saturation = qMax(new_data.saturation,
windows[ w ].saturation - windows[ w ].fadeOutStep);
}
if (new_data.brightness > windows[ w ].brightness) {
windows[ w ].brightness = qMin(new_data.brightness,
windows[ w ].brightness + windows[ w ].fadeInStep);
} else if (new_data.brightness < windows[ w ].brightness) {
windows[ w ].brightness = qMax(new_data.brightness,
windows[ w ].brightness - windows[ w ].fadeOutStep);
}
windows[ w ].opacity = qBound(0.0, windows[ w ].opacity, 1.0);
windows[ w ].saturation = qBound(0.0, windows[ w ].saturation, 1.0);
windows[ w ].brightness = qBound(0.0, windows[ w ].brightness, 1.0);
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::slotWindowOpacityChanged(EffectWindow* w, qreal 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::slotWindowAdded(EffectWindow* w)
{
if (!fadeWindows || !isFadeWindow(w))
return;
windows[ w ].opacity = 0.0;
w->addRepaintFull();
}
void FadeEffect::slotWindowClosed(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::slotWindowDeleted(EffectWindow* w)
{
windows.remove(w);
}
bool FadeEffect::isFadeWindow(EffectWindow* w)
{
void* e;
if (w->isDeleted())
e = w->data(WindowClosedGrabRole).value<void*>();
else
e = w->data(WindowAddedGrabRole).value<void*>();
if (w->windowClass() == "ksplashx ksplashx"
|| w->windowClass() == "ksplashsimple ksplashsimple"
|| (e && e != this)) {
// see login effect
return false;
}
return (!w->isDesktop() && !w->isUtility());
}
bool FadeEffect::isActive() const
{
return !windows.isEmpty();
}
} // namespace