kwin/effects/presentwindows.cpp

877 lines
30 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "presentwindows.h"
#include <kactioncollection.h>
#include <kaction.h>
#include <klocale.h>
#include <QMouseEvent>
#include <qpainter.h>
#include <math.h>
#include <assert.h>
#include <limits.h>
namespace KWin
{
KWIN_EFFECT( presentwindows, PresentWindowsEffect )
PresentWindowsEffect::PresentWindowsEffect()
: mShowWindowsFromAllDesktops ( false )
, mActivated( false )
, mActiveness( 0.0 )
, mRearranging( 1.0 )
, hasKeyboardGrab( false )
, mHoverWindow( NULL )
#ifdef HAVE_OPENGL
, filterTexture( NULL )
#endif
{
KConfigGroup conf = effects->effectConfig("PresentWindows");
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = (KAction*)actionCollection->addAction( "Expose" );
a->setText( i18n("Toggle Expose effect" ));
a->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F10));
connect(a, SIGNAL(triggered(bool)), this, SLOT(toggleActive()));
KAction* b = (KAction*)actionCollection->addAction( "ExposeAll" );
b->setText( i18n("Toggle Expose effect (incl other desktops)" ));
b->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F11));
connect(b, SIGNAL(triggered(bool)), this, SLOT(toggleActiveAllDesktops()));
borderActivate = (ElectricBorder)conf.readEntry("BorderActivate", (int)ElectricTopRight);
borderActivateAll = (ElectricBorder)conf.readEntry("BorderActivateAll", (int)ElectricNone);
effects->reserveElectricBorder( borderActivate );
effects->reserveElectricBorder( borderActivateAll );
#ifdef HAVE_XRENDER
alphaFormat = XRenderFindStandardFormat( display(), PictStandardARGB32 );
#endif
}
PresentWindowsEffect::~PresentWindowsEffect()
{
effects->unreserveElectricBorder( borderActivate );
effects->unreserveElectricBorder( borderActivateAll );
discardFilterTexture();
}
void PresentWindowsEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
// How long does it take for the effect to get it's full strength (in ms)
const float changeTime = 300;
if(mActivated)
{
mActiveness = qMin(1.0f, mActiveness + time/changeTime);
if( mRearranging < 1 )
mRearranging = qMin(1.0f, mRearranging + time/changeTime);
}
else if(mActiveness > 0.0f)
{
mActiveness = qMax(0.0f, mActiveness - time/changeTime);
if(mActiveness <= 0.0f)
effectTerminated();
}
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts
if( mActiveness > 0.0f )
data.mask |= Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void PresentWindowsEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( mActiveness > 0.0f )
{
if( mWindowData.contains(w) )
{
// This window will be transformed by the effect
data.setTransformed();
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
// If it's minimized window or on another desktop and effect is not
// fully active, then apply some transparency
if( mActiveness < 1.0f && (w->isMinimized() || !w->isOnCurrentDesktop() ))
data.setTranslucent();
// Change window's hover according to cursor pos
WindowData& windata = mWindowData[w];
const float hoverchangetime = 200;
if( windata.area.contains(cursorPos()) )
windata.hover = qMin(1.0f, windata.hover + time / hoverchangetime);
else
windata.hover = qMax(0.0f, windata.hover - time / hoverchangetime);
}
else if( !w->isDesktop())
w->disablePainting( EffectWindow::PAINT_DISABLED );
}
effects->prePaintWindow( w, data, time );
}
void PresentWindowsEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
#ifdef HAVE_OPENGL
if( filterTexture && region.intersects( filterTextureRect ))
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
filterTexture->bind();
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
filterTexture->render( mask, region, filterTextureRect );
filterTexture->unbind();
glPopAttrib();
}
#endif
}
void PresentWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if(mActiveness > 0.0f && mWindowData.contains(w))
{
// Change window's position and scale
const WindowData& windata = mWindowData[w];
if( mRearranging < 1 ) // rearranging
{
if( windata.old_area.isEmpty()) // no old position
{
data.xScale = windata.scale;
data.yScale = windata.scale;
data.xTranslate = windata.area.left() - w->x();
data.yTranslate = windata.area.top() - w->y();
data.opacity *= interpolate(0.0, 1.0, mRearranging);
}
else
{
data.xScale = interpolate(windata.old_scale, windata.scale, mRearranging);
data.yScale = interpolate(windata.old_scale, windata.scale, mRearranging);
data.xTranslate = (int)interpolate(windata.old_area.left() - w->x(),
windata.area.left() - w->x(), mRearranging);
data.yTranslate = (int)interpolate(windata.old_area.top() - w->y(),
windata.area.top() - w->y(), mRearranging);
}
}
else
{
data.xScale = interpolate(data.xScale, windata.scale, mActiveness);
data.yScale = interpolate(data.xScale, windata.scale, mActiveness);
data.xTranslate = (int)interpolate(data.xTranslate, windata.area.left() - w->x(), mActiveness);
data.yTranslate = (int)interpolate(data.yTranslate, windata.area.top() - w->y(), mActiveness);
}
// Darken all windows except for the one under the cursor
data.brightness *= interpolate(1.0, 0.7, mActiveness * (1.0f - windata.hover));
// If it's minimized window or on another desktop and effect is not
// fully active, then apply some transparency
if( mActiveness < 1.0f && (w->isMinimized() || !w->isOnCurrentDesktop() ))
data.opacity *= interpolate(0.0, 1.0, mActiveness);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
if(mActiveness > 0.0f && mWindowData.contains(w))
{
paintWindowIcon( w, data );
}
}
void PresentWindowsEffect::postPaintScreen()
{
if( mActivated && mActiveness < 1.0 ) // activating effect
effects->addRepaintFull();
if( mActivated && mRearranging < 1.0 ) // rearranging
effects->addRepaintFull();
if( !mActivated && mActiveness > 0.0 ) // deactivating effect
effects->addRepaintFull();
foreach( const WindowData& d, mWindowData )
{
if( d.hover > 0 && d.hover < 1 ) // changing highlight
effects->addRepaintFull();
}
// Call the next effect.
effects->postPaintScreen();
}
void PresentWindowsEffect::windowInputMouseEvent( Window w, QEvent* e )
{
assert( w == mInput );
if( e->type() == QEvent::MouseMove )
{ // Repaint if the hovered-over window changed.
// (No need to use cursorMoved(), this takes care of it as well)
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
if( (*it).area.contains( cursorPos()))
{
if( mHoverWindow != it.key())
{
mHoverWindow = it.key();
effects->addRepaintFull(); // screen is transformed, so paint all
}
return;
}
}
return;
}
if( e->type() != QEvent::MouseButtonPress )
return;
if( static_cast< QMouseEvent* >( e )->button() != Qt::LeftButton )
{
setActive( false );
return;
}
// Find out which window (if any) was clicked and activate it
QPoint pos = static_cast< QMouseEvent* >( e )->pos();
for( DataHash::iterator it = mWindowData.begin();
it != mWindowData.end(); ++it )
{
if( it.value().area.contains(pos) )
{
effects->activateWindow( it.key() );
// mWindowData gets cleared and rebuilt when a window is
// activated, so it's dangerous (and unnecessary) to continue
break;
}
}
// Deactivate effect, no matter if any window was actually activated
setActive(false);
}
void PresentWindowsEffect::windowClosed( EffectWindow* w )
{
if( mHoverWindow == w )
mHoverWindow = NULL;
mWindowsToPresent.remove( w );
rearrangeWindows();
}
void PresentWindowsEffect::setActive(bool active)
{
if( mActivated == active )
return;
mActivated = active;
mHoverWindow = NULL;
if( mActivated )
{
mWindowData.clear();
effectActivated();
mActiveness = 0;
windowFilter.clear();
mWindowsToPresent.clear();
const EffectWindowList& originalwindowlist = effects->stackingOrder();
// Filter out special windows such as panels and taskbars
foreach( EffectWindow* window, originalwindowlist )
{
if( window->isSpecialWindow() )
continue;
if( window->isDeleted())
continue;
if( !mShowWindowsFromAllDesktops && !window->isOnCurrentDesktop() )
continue;
mWindowsToPresent.append(window);
}
rearrangeWindows();
}
else
{
mWindowsToPresent.clear();
mRearranging = 1; // turn off
mActiveness = 1; // go back from arranged position
discardFilterTexture();
}
effects->addRepaintFull(); // trigger next animation repaint
}
void PresentWindowsEffect::effectActivated()
{
// Create temporary input window to catch mouse events
mInput = effects->createFullScreenInputWindow( this, Qt::PointingHandCursor );
hasKeyboardGrab = effects->grabKeyboard( this );
}
void PresentWindowsEffect::effectTerminated()
{
// Destroy the temporary input window
effects->destroyInputWindow( mInput );
if( hasKeyboardGrab )
effects->ungrabKeyboard();
hasKeyboardGrab = false;
}
void PresentWindowsEffect::rearrangeWindows()
{
if( !mActivated )
return;
EffectWindowList windowlist;
if( windowFilter.isEmpty())
windowlist = mWindowsToPresent;
else
{
foreach( EffectWindow* w, mWindowsToPresent )
{
if( w->caption().contains( windowFilter, Qt::CaseInsensitive )
|| w->windowClass().contains( windowFilter, Qt::CaseInsensitive ))
windowlist.append( w );
}
}
if( windowlist.isEmpty())
{
mWindowData.clear();
effects->addRepaintFull();
return;
}
if( !mWindowData.isEmpty()) // this is not the first arranging
{
bool rearrange = canRearrangeClosest( windowlist ); // called before manipulating mWindowData
DataHash newdata;
EffectWindowList newlist = windowlist;
EffectWindowList oldlist = mWindowData.keys();
qSort( newlist );
qSort( oldlist );
for( DataHash::ConstIterator it = mWindowData.begin();
it != mWindowData.end();
++it )
if( windowlist.contains( it.key())) // remove windows that are not in the window list
newdata[ it.key() ] = *it;
mWindowData = newdata;
if( !rearrange && newlist == oldlist )
return;
for( DataHash::Iterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
(*it).old_area = (*it).area;
(*it).old_scale = (*it).scale;
}
// Initialize new entries
foreach( EffectWindow* w, windowlist )
if( !mWindowData.contains( w ))
{
mWindowData[ w ].hover = 0;
}
mRearranging = 0; // start animation again
}
// Calculate new positions and scales for windows
// calculateWindowTransformationsDumb( windowlist );
// calculateWindowTransformationsKompose( windowlist );
calculateWindowTransformationsClosest( windowlist );
// Schedule entire desktop to be repainted
effects->addRepaintFull();
}
void PresentWindowsEffect::calculateWindowTransformationsDumb(EffectWindowList windowlist)
{
// Calculate number of rows/cols
int rows = windowlist.count() / 4 + 1;
int cols = windowlist.count() / rows + windowlist.count() % rows;
// Get rect which we can use on current desktop. This excludes e.g. panels
QRect placementRect = effects->clientArea( PlacementArea, QPoint( 0, 0 ), 0 );
// Size of one cell
int cellwidth = placementRect.width() / cols;
int cellheight = placementRect.height() / rows;
kDebug() << "Got " << windowlist.count() << " clients, using " << rows << "x" << cols << " grid";
// Calculate position and scale factor for each window
int i = 0;
foreach( EffectWindow* window, windowlist )
{
// Row/Col of this window
int r = i / cols;
int c = i % cols;
mWindowData[window].hover = 0.0f;
mWindowData[window].scale = qMin(cellwidth / (float)window->width(), cellheight / (float)window->height());
mWindowData[window].area.setLeft(placementRect.left() + cellwidth * c);
mWindowData[window].area.setTop(placementRect.top() + cellheight * r);
mWindowData[window].area.setWidth((int)(window->width() * mWindowData[window].scale));
mWindowData[window].area.setHeight((int)(window->height() * mWindowData[window].scale));
kDebug() << "Window '" << window->caption() << "' gets moved to (" <<
mWindowData[window].area.left() << "; " << mWindowData[window].area.right() <<
"), scale: " << mWindowData[window].scale << endl;
i++;
}
}
float PresentWindowsEffect::windowAspectRatio(EffectWindow* c)
{
return c->width() / (float)c->height();
}
int PresentWindowsEffect::windowWidthForHeight(EffectWindow* c, int h)
{
return (int)((h / (float)c->height()) * c->width());
}
int PresentWindowsEffect::windowHeightForWidth(EffectWindow* c, int w)
{
return (int)((w / (float)c->width()) * c->height());
}
void PresentWindowsEffect::calculateWindowTransformationsKompose(EffectWindowList windowlist)
{
// Get rect which we can use on current desktop. This excludes e.g. panels
QRect availRect = effects->clientArea( PlacementArea, QPoint( 0, 0 ), effects->currentDesktop());
// Following code is taken from Kompose 0.5.4, src/komposelayout.cpp
int spacing = 10;
int rows, columns;
float parentRatio = availRect.width() / (float)availRect.height();
// Use more columns than rows when parent's width > parent's height
if ( parentRatio > 1 )
{
columns = (int)ceil( sqrt(windowlist.count()) );
rows = (int)ceil( (float)windowlist.count() / (float)columns );
}
else
{
rows = (int)ceil( sqrt(windowlist.count()) );
columns = (int)ceil( (float)windowlist.count() / (float)rows );
}
kDebug() << "Using " << rows << " rows & " << columns << " columns for " << windowlist.count() << " clients";
// Calculate width & height
int w = (availRect.width() - (columns+1) * spacing ) / columns;
int h = (availRect.height() - (rows+1) * spacing ) / rows;
EffectWindowList::iterator it( windowlist.begin() );
QList<QRect> geometryRects;
QList<int> maxRowHeights;
// Process rows
for ( int i=0; i<rows; ++i )
{
int xOffsetFromLastCol = 0;
int maxHeightInRow = 0;
// Process columns
for ( int j=0; j<columns; ++j )
{
EffectWindow* window;
// Check for end of List
if ( it == windowlist.end() )
break;
window = *it;
// Calculate width and height of widget
float ratio = windowAspectRatio(window);
int widgetw = 100;
int widgeth = 100;
int usableW = w;
int usableH = h;
// use width of two boxes if there is no right neighbour
if (window == windowlist.last() && j != columns-1)
{
usableW = 2*w;
}
++it; // We need access to the neighbour in the following
// expand if right neighbour has ratio < 1
if (j != columns-1 && it != windowlist.end() && windowAspectRatio(*it) < 1)
{
int addW = w - windowWidthForHeight(*it, h);
if ( addW > 0 )
{
usableW = w + addW;
}
}
if ( ratio == -1 )
{
widgetw = w;
widgeth = h;
}
else
{
float widthForHeight = windowWidthForHeight(window, usableH);
float heightForWidth = windowHeightForWidth(window, usableW);
if ( (ratio >= 1.0 && heightForWidth <= usableH) ||
(ratio < 1.0 && widthForHeight > usableW) )
{
widgetw = usableW;
widgeth = (int)heightForWidth;
}
else if ( (ratio < 1.0 && widthForHeight <= usableW) ||
(ratio >= 1.0 && heightForWidth > usableH) )
{
widgeth = usableH;
widgetw = (int)widthForHeight;
}
}
// Set the Widget's size
int alignmentXoffset = 0;
int alignmentYoffset = 0;
if ( i==0 && h > widgeth )
alignmentYoffset = h - widgeth;
if ( j==0 && w > widgetw )
alignmentXoffset = w - widgetw;
QRect geom( availRect.x() + j * (w + spacing) + spacing + alignmentXoffset + xOffsetFromLastCol,
availRect.y() + i * (h + spacing) + spacing + alignmentYoffset,
widgetw, widgeth );
geometryRects.append(geom);
// Set the x offset for the next column
if (alignmentXoffset==0)
xOffsetFromLastCol += widgetw-w;
if (maxHeightInRow < widgeth)
maxHeightInRow = widgeth;
}
maxRowHeights.append(maxHeightInRow);
}
int topOffset = 0;
for( int i = 0; i < rows; i++ )
{
for( int j = 0; j < columns; j++ )
{
int pos = i*columns + j;
if(pos >= windowlist.count())
break;
EffectWindow* window = windowlist[pos];
QRect geom = geometryRects[pos];
geom.setY( geom.y() + topOffset );
mWindowData[window].area = geom;
mWindowData[window].scale = geom.width() / (float)window->width();
mWindowData[window].hover = 0.0f;
kDebug() << "Window '" << window->caption() << "' gets moved to (" <<
mWindowData[window].area.left() << "; " << mWindowData[window].area.right() <<
"), scale: " << mWindowData[window].scale << endl;
}
if ( maxRowHeights[i]-h > 0 )
topOffset += maxRowHeights[i]-h;
}
}
void PresentWindowsEffect::calculateWindowTransformationsClosest(EffectWindowList windowlist)
{
QRect area = effects->clientArea( PlacementArea, QPoint( 0, 0 ), effects->currentDesktop());
int columns = int( ceil( sqrt( windowlist.count())));
int rows = int( ceil( windowlist.count() / float( columns )));
foreach( EffectWindow* w, windowlist )
mWindowData[ w ].slot = -1;
for(;;)
{
// Assign each window to the closest available slot
assignSlots( area, columns, rows );
// Leave only the closest window in each slot, remove further conflicts
getBestAssignments();
bool all_assigned = true;
foreach( EffectWindow* w, windowlist )
if( mWindowData[ w ].slot == -1 )
{
all_assigned = false;
break;
}
if( all_assigned )
break; // ok
}
int slotwidth = area.width() / columns;
int slotheight = area.height() / rows;
for( DataHash::Iterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
QRect geom( area.x() + ((*it).slot % columns ) * slotwidth,
area.y() + ((*it).slot / columns ) * slotheight,
slotwidth, slotheight );
geom.adjust( 10, 10, -10, -10 ); // borders
float scale;
EffectWindow* w = it.key();
if( geom.width() / float( w->width()) < geom.height() / float( w->height()))
{ // center vertically
scale = geom.width() / float( w->width());
geom.moveTop( geom.top() + ( geom.height() - int( w->height() * scale )) / 2 );
geom.setHeight( int( w->height() * scale ));
}
else
{ // center horizontally
scale = geom.height() / float( w->height());
geom.moveLeft( geom.left() + ( geom.width() - int( w->width() * scale )) / 2 );
geom.setWidth( int( w->width() * scale ));
}
(*it).area = geom;
(*it).scale = scale;
}
}
void PresentWindowsEffect::assignSlots( const QRect& area, int columns, int rows )
{
QVector< bool > taken;
taken.fill( false, columns * rows );
foreach( const WindowData& d, mWindowData )
{
if( d.slot != -1 )
taken[ d.slot ] = true;
}
int slotwidth = area.width() / columns;
int slotheight = area.height() / rows;
for( DataHash::Iterator it = mWindowData.begin();
it != mWindowData.end();
++it )
{
if( (*it).slot != -1 )
continue; // it already has a slot
QPoint pos = it.key()->geometry().center();
if( pos.x() < area.left())
pos.setX( area.left());
if( pos.x() > area.right())
pos.setX( area.right());
if( pos.y() < area.top())
pos.setY( area.top());
if( pos.y() > area.bottom())
pos.setY( area.bottom());
int distance = INT_MAX;
for( int x = 0;
x < columns;
++x )
for( int y = 0;
y < rows;
++y )
{
int slot = x + y * columns;
if( taken[ slot ] )
continue;
int xdiff = pos.x() - ( area.x() + slotwidth * x + slotwidth / 2 ); // slotwidth/2 for center
int ydiff = pos.y() - ( area.y() + slotheight * y + slotheight / 2 );
int dist = int( sqrt( xdiff * xdiff + ydiff * ydiff ));
if( dist < distance )
{
distance = dist;
(*it).slot = slot;
(*it).slot_distance = distance;
}
}
}
}
void PresentWindowsEffect::getBestAssignments()
{
for( DataHash::Iterator it1 = mWindowData.begin();
it1 != mWindowData.end();
++it1 )
{
for( DataHash::ConstIterator it2 = mWindowData.begin();
it2 != mWindowData.end();
++it2 )
{
if( it1.key() != it2.key() && (*it1).slot == (*it2).slot
&& (*it1).slot_distance >= (*it2).slot_distance )
{
(*it1).slot = -1;
}
}
}
}
bool PresentWindowsEffect::canRearrangeClosest(EffectWindowList windowlist)
{
QRect area = effects->clientArea( PlacementArea, QPoint( 0, 0 ), effects->currentDesktop());
int columns = int( ceil( sqrt( windowlist.count())));
int rows = int( ceil( windowlist.count() / float( columns )));
int old_columns = int( ceil( sqrt( mWindowData.count())));
int old_rows = int( ceil( mWindowData.count() / float( columns )));
return old_columns != columns || old_rows != rows;
}
bool PresentWindowsEffect::borderActivated( ElectricBorder border )
{
if( border == borderActivate && !mActivated )
{
toggleActive();
return true;
}
if( border == borderActivateAll && !mActivated )
{
toggleActiveAllDesktops();
return true;
}
return false;
}
void PresentWindowsEffect::grabbedKeyboardEvent( QKeyEvent* e )
{
if( e->type() != QEvent::KeyPress )
return;
if( e->key() == Qt::Key_Escape )
{
setActive( false );
return;
}
if( e->key() == Qt::Key_Backspace )
{
if( !windowFilter.isEmpty())
{
windowFilter.remove( windowFilter.length() - 1, 1 );
updateFilterTexture();
rearrangeWindows();
}
return;
}
if( e->key() == Qt::Key_Return || e->key() == Qt::Key_Enter )
{
if( mHoverWindow != NULL )
{
effects->activateWindow( mHoverWindow );
setActive( false );
return;
}
if( mWindowData.count() == 1 ) // only one window shown
{
effects->activateWindow( mWindowData.begin().key());
setActive( false );
}
return;
}
if( !e->text().isEmpty())
{
windowFilter.append( e->text());
updateFilterTexture();
rearrangeWindows();
return;
}
}
void PresentWindowsEffect::discardFilterTexture()
{
#ifdef HAVE_OPENGL
delete filterTexture;
filterTexture = NULL;
#endif
}
void PresentWindowsEffect::updateFilterTexture()
{
#ifdef HAVE_OPENGL
discardFilterTexture();
if( windowFilter.isEmpty())
return;
QFont font;
font.setPointSize( font.pointSize() * 2 );
font.setBold( true );
QRect rect = QFontMetrics( font ).boundingRect( windowFilter );
const int border = 10;
rect.adjust( -border, -border, border, border );
QRect area = effects->clientArea( PlacementArea, QPoint( 0, 0 ), effects->currentDesktop());
QImage im( rect.width(), rect.height(), QImage::Format_ARGB32 );
QColor col = QPalette().color( QPalette::Highlight );
col.setAlpha( 128 ); // 0.5
im.fill( col.rgba());
QPainter p( &im );
p.setFont( font );
p.setPen( QPalette().color( QPalette::HighlightedText ) );
p.drawText( -rect.topLeft(), windowFilter );
p.end();
filterTexture = new GLTexture( im );
filterTextureRect = QRect( area.x() + ( area.width() - rect.width()) / 2,
area.y() + ( area.height() - rect.height()) / 2, rect.width(), rect.height());
effects->addRepaint( filterTextureRect );
#endif
}
void PresentWindowsEffect::paintWindowIcon( EffectWindow* w, WindowPaintData& paintdata )
{
// Don't render null icons
if( w->icon().isNull() )
{
return;
}
WindowData& data = mWindowData[ w ];
if( data.icon.serialNumber() != w->icon().serialNumber())
{ // make sure data.icon is the right QPixmap, and rebind
data.icon = w->icon();
#ifdef HAVE_OPENGL
if( effects->compositingType() == OpenGLCompositing )
{
data.iconTexture.load( data.icon );
data.iconTexture.setFilter( GL_LINEAR );
}
#endif
#ifdef HAVE_XRENDER
if( effects->compositingType() == XRenderCompositing )
{
if( data.iconPicture != None )
XRenderFreePicture( display(), data.iconPicture );
data.iconPicture = XRenderCreatePicture( display(),
data.icon.handle(), alphaFormat, 0, NULL );
}
#endif
}
int icon_margin = 8;
int width = data.icon.width();
int height = data.icon.height();
int x = w->x() + paintdata.xTranslate + w->width() * paintdata.xScale * 0.95 - width - icon_margin;
int y = w->y() + paintdata.yTranslate + w->height() * paintdata.yScale * 0.95 - height - icon_margin;
#ifdef HAVE_OPENGL
if( effects->compositingType() == OpenGLCompositing )
{
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// Render some background
glColor4f( 0, 0, 0, 0.5 * mActiveness );
renderRoundBox( QRect( x-3, y-3, width+6, height+6 ), 3 );
// Render the icon
glColor4f( 1, 1, 1, 1 * mActiveness );
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data.iconTexture.bind();
const float verts[ 4 * 2 ] =
{
x, y,
x, y + height,
x + width, y + height,
x + width, y
};
const float texcoords[ 4 * 2 ] =
{
0, 1,
0, 0,
1, 0,
1, 1
};
renderGLGeometry( 4, verts, texcoords );
data.iconTexture.unbind();
glPopAttrib();
}
#endif
#ifdef HAVE_XRENDER
if( effects->compositingType() == XRenderCompositing )
{
XRenderComposite( display(),
data.icon.depth() == 32 ? PictOpOver : PictOpSrc,
data.iconPicture, None,
effects->xrenderBufferPicture(),
0, 0, 0, 0, x, y, width, height );
}
#endif
}
} // namespace
#include "presentwindows.moc"