Expose effect ID to scripting via `effect.pluginId`
This can be used to avoid code duplication by installing an effect multiple times and tweaking behavior slightly based on the returned ID. Internally it is called `scriptName` but for consistency with other similar APIs the name `pluginId` is chosen, and returns e.g. `kwin4_effect_maximize`master
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@ -694,6 +694,11 @@ void ScriptedEffect::animationEnded(KWin::EffectWindow *w, Attribute a, uint met
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emit animationEnded(w, 0);
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}
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QString ScriptedEffect::pluginId() const
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{
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return m_effectName;
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}
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bool ScriptedEffect::isActiveFullScreenEffect() const
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{
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return effects->activeFullScreenEffect() == this;
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@ -28,6 +28,10 @@ class KWIN_EXPORT ScriptedEffect : public KWin::AnimationEffect
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Q_ENUMS(MetaType)
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Q_ENUMS(EasingCurve)
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Q_ENUMS(SessionState)
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/**
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* The plugin ID of the effect
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*/
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Q_PROPERTY(QString pluginId READ pluginId CONSTANT)
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/**
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* True if we are the active fullscreen effect
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*/
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@ -108,6 +112,8 @@ public:
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return m_screenEdgeCallbacks;
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}
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QString pluginId() const;
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bool isActiveFullScreenEffect() const;
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bool registerTouchScreenCallback(int edge, QScriptValue callback);
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