Exemple #1
0
void Quit(int code)
{
	delete Engine::instance();
	delete ImgBase::instance();

	SDL_FreeSurface(getWindowIcon());

	TTF_Quit();
	SDL_Quit();
}
static void
scalePaintDecoration (CompWindow	      *w,
		      const WindowPaintAttrib *attrib,
		      const CompTransform     *transform,
		      Region		      region,
		      unsigned int	      mask)
{
    CompScreen *s = w->screen;

    SCALE_SCREEN (s);

    if (ss->opt[SCALE_SCREEN_OPTION_ICON].value.i != SCALE_ICON_NONE)
    {
	WindowPaintAttrib sAttrib = *attrib;
	CompIcon	  *icon;

	SCALE_WINDOW (w);

	icon = getWindowIcon (w, 96, 96);
	if (!icon)
	    icon = w->screen->defaultIcon;

	if (icon && (icon->texture.name || iconToTexture (w->screen, icon)))
	{
	    REGION iconReg;
	    float  scale;
	    float  x, y;
	    int    width, height;
	    int    scaledWinWidth, scaledWinHeight;
	    float  ds;

	    scaledWinWidth  = w->width  * sw->scale;
	    scaledWinHeight = w->height * sw->scale;

	    switch (ss->opt[SCALE_SCREEN_OPTION_ICON].value.i) {
	    case SCALE_ICON_NONE:
	    case SCALE_ICON_EMBLEM:
		scale = 1.0f;
		break;
	    case SCALE_ICON_BIG:
	    default:
		sAttrib.opacity /= 3;
		scale = MIN (((float) scaledWinWidth / icon->width),
			     ((float) scaledWinHeight / icon->height));
		break;
	    }

	    width  = icon->width  * scale;
	    height = icon->height * scale;

	    switch (ss->opt[SCALE_SCREEN_OPTION_ICON].value.i) {
	    case SCALE_ICON_NONE:
	    case SCALE_ICON_EMBLEM:
		x = w->attrib.x + scaledWinWidth - icon->width;
		y = w->attrib.y + scaledWinHeight - icon->height;
		break;
	    case SCALE_ICON_BIG:
	    default:
		x = w->attrib.x + scaledWinWidth / 2 - width / 2;
		y = w->attrib.y + scaledWinHeight / 2 - height / 2;
		break;
	    }

	    x += sw->tx;
	    y += sw->ty;

	    if (sw->slot)
	    {
		sw->delta =
		    fabs (sw->slot->x1 - w->attrib.x) +
		    fabs (sw->slot->y1 - w->attrib.y) +
		    fabs (1.0f - sw->slot->scale) * 500.0f;
	    }

	    if (sw->delta)
	    {
		float o;

		ds =
		    fabs (sw->tx) +
		    fabs (sw->ty) +
		    fabs (1.0f - sw->scale) * 500.0f;

		if (ds > sw->delta)
		    ds = sw->delta;

		o = ds / sw->delta;

		if (sw->slot)
		{
		    if (o < sw->lastThumbOpacity)
			o = sw->lastThumbOpacity;
		}
		else
		{
		    if (o > sw->lastThumbOpacity)
			o = 0.0f;
		}

		sw->lastThumbOpacity = o;

		sAttrib.opacity = sAttrib.opacity * o;
	    }

	    mask |= PAINT_WINDOW_BLEND_MASK;

	    iconReg.rects    = &iconReg.extents;
	    iconReg.numRects = 1;

	    iconReg.extents.x1 = 0;
	    iconReg.extents.y1 = 0;
	    iconReg.extents.x2 = iconReg.extents.x1 + width;
	    iconReg.extents.y2 = iconReg.extents.y1 + height;

	    w->vCount = w->indexCount = 0;
	    if (iconReg.extents.x1 < iconReg.extents.x2 &&
		iconReg.extents.y1 < iconReg.extents.y2)
		(*w->screen->addWindowGeometry) (w,
						 &icon->texture.matrix, 1,
						 &iconReg, &iconReg);

	    if (w->vCount)
	    {
		FragmentAttrib fragment;
		CompTransform  wTransform = *transform;

		initFragmentAttrib (&fragment, &sAttrib);

		matrixScale (&wTransform, scale, scale, 1.0f);
		matrixTranslate (&wTransform, x / scale, y / scale, 0.0f);

		glPushMatrix ();
		glLoadMatrixf (wTransform.m);

		(*w->screen->drawWindowTexture) (w,
						 &icon->texture, &fragment,
						 mask);

		glPopMatrix ();
	    }
	}
    }
}
static Bool
ringPaintWindow (CompWindow		 *w,
       		 const WindowPaintAttrib *attrib,
		 const CompTransform	 *transform,
		 Region		         region,
		 unsigned int		 mask)
{
    CompScreen *s = w->screen;
    Bool       status;

    RING_SCREEN (s);

    if (rs->state != RingStateNone)
    {
	WindowPaintAttrib sAttrib = *attrib;
	Bool		  scaled = FALSE;

	RING_WINDOW (w);

    	if (w->mapNum)
	{
	    if (!w->texture->pixmap && !w->bindFailed)
		bindWindow (w);
	}

	if (rw->adjust || rw->slot)
	{
	    scaled = rw->adjust || (rw->slot && rs->paintingSwitcher);
	    mask |= PAINT_WINDOW_NO_CORE_INSTANCE_MASK;
	}
	else if (rs->state != RingStateIn)
	{
	    if (ringGetDarkenBack (s))
	    {
		/* modify brightness of the other windows */
		sAttrib.brightness = sAttrib.brightness / 2;
	    }
	}

	UNWRAP (rs, s, paintWindow);
	status = (*s->paintWindow) (w, &sAttrib, transform, region, mask);
	WRAP (rs, s, paintWindow, ringPaintWindow);

	if (scaled && w->texture->pixmap)
	{
	    FragmentAttrib fragment;
	    CompTransform  wTransform = *transform;

	    if (mask & PAINT_WINDOW_OCCLUSION_DETECTION_MASK)
		return FALSE;

	    initFragmentAttrib (&fragment, &w->lastPaint);

	    if (rw->slot)
	    {
    		fragment.brightness = (float) fragment.brightness * 
		                      rw->slot->depthBrightness;

		if (w != rs->selectedWindow)
		    fragment.opacity = (float)fragment.opacity *
			               ringGetInactiveOpacity (s) / 100;
	    }

	    if (w->alpha || fragment.opacity != OPAQUE)
		mask |= PAINT_WINDOW_TRANSLUCENT_MASK;

	    matrixTranslate (&wTransform, w->attrib.x, w->attrib.y, 0.0f);
	    matrixScale (&wTransform, rw->scale, rw->scale, 1.0f);
	    matrixTranslate (&wTransform,
			     rw->tx / rw->scale - w->attrib.x,
			     rw->ty / rw->scale - w->attrib.y,
			     0.0f);

	    glPushMatrix ();
	    glLoadMatrixf (wTransform.m);

	    (*s->drawWindow) (w, &wTransform, &fragment, region,
			      mask | PAINT_WINDOW_TRANSFORMED_MASK);

	    glPopMatrix ();
	}

	if (scaled && (rs->state != RingStateIn) &&
	    ((ringGetOverlayIcon (s) != OverlayIconNone) || 
	     !w->texture->pixmap))
	{
	    CompIcon *icon;

	    icon = getWindowIcon (w, MAX_ICON_SIZE, MAX_ICON_SIZE);
	    if (!icon)
		icon = w->screen->defaultIcon;

	    if (icon && (icon->texture.name || iconToTexture (w->screen, icon)))
	    {
		REGION              iconReg;
		CompMatrix          matrix;
		float               scale;
		float               x, y;
		int                 width, height;
		int                 scaledWinWidth, scaledWinHeight;
		RingOverlayIconEnum iconOverlay;

		scaledWinWidth  = w->attrib.width  * rw->scale;
		scaledWinHeight = w->attrib.height * rw->scale;

		if (!w->texture->pixmap)
		    iconOverlay = OverlayIconBig;
		else
		    iconOverlay = ringGetOverlayIcon (s);

	    	switch (iconOverlay) {
    		case OverlayIconNone:
		case OverlayIconEmblem:
		    scale = (rw->slot) ? rw->slot->depthScale : 1.0f;
		    scale = MIN ((scale * ICON_SIZE / icon->width),
				 (scale * ICON_SIZE / icon->height));
		    break;
		case OverlayIconBig:
		default:
		    if (w->texture->pixmap)
		    {
			/* only change opacity if not painting an
			   icon for a minimized window */
			sAttrib.opacity /= 3;
			scale = MIN (((float) scaledWinWidth / icon->width),
				     ((float) scaledWinHeight / icon->height));
		    }
		    else
		    {
			scale =
			    0.8f * ((rw->slot) ? rw->slot->depthScale : 1.0f);
			scale = MIN ((scale * ringGetThumbWidth (s) /
				      icon->width),
				     (scale * ringGetThumbHeight (s) /
				      icon->height));
		    }
		    break;
		}

		width  = icon->width  * scale;
		height = icon->height * scale;

	    	switch (iconOverlay) {
		case OverlayIconNone:
		case OverlayIconEmblem:
		    x = w->attrib.x + scaledWinWidth - width;
		    y = w->attrib.y + scaledWinHeight - height;
		    break;
		case OverlayIconBig:
		default:
		    x = w->attrib.x + scaledWinWidth / 2 - width / 2;
		    y = w->attrib.y + scaledWinHeight / 2 - height / 2;
		    break;
		}

		x += rw->tx;
		y += rw->ty;

		mask |=
		    PAINT_WINDOW_BLEND_MASK | PAINT_WINDOW_TRANSFORMED_MASK;

		iconReg.rects    = &iconReg.extents;
		iconReg.numRects = 1;

		iconReg.extents.x1 = w->attrib.x;
		iconReg.extents.y1 = w->attrib.y;
		iconReg.extents.x2 = w->attrib.x + icon->width;
		iconReg.extents.y2 = w->attrib.y + icon->height;

		matrix = icon->texture.matrix;
		matrix.x0 -= (w->attrib.x * icon->texture.matrix.xx);
		matrix.y0 -= (w->attrib.y * icon->texture.matrix.yy);

		w->vCount = w->indexCount = 0;
		(*w->screen->addWindowGeometry) (w, &matrix, 1,
	    					 &iconReg, &infiniteRegion);

		if (w->vCount)
		{
		    FragmentAttrib fragment;
		    CompTransform  wTransform = *transform;

		    if (!w->texture->pixmap)
			sAttrib.opacity = w->paint.opacity;

		    initFragmentAttrib (&fragment, &sAttrib);

		    if (rw->slot)
			fragment.brightness = (float) fragment.brightness * 
			                      rw->slot->depthBrightness;

		    matrixTranslate (&wTransform, 
				     w->attrib.x, w->attrib.y, 0.0f);
		    matrixScale (&wTransform, scale, scale, 1.0f);
		    matrixTranslate (&wTransform,
				     (x - w->attrib.x) / scale - w->attrib.x,
				     (y - w->attrib.y) / scale - w->attrib.y,
				     0.0f);

		    glPushMatrix ();
		    glLoadMatrixf (wTransform.m);

		    (*w->screen->drawWindowTexture) (w, &icon->texture,
						     &fragment, mask);

		    glPopMatrix ();
		}
	    }
	}
    }
    else
    {
	UNWRAP (rs, s, paintWindow);
	status = (*s->paintWindow) (w, attrib, transform, region, mask);
	WRAP (rs, s, paintWindow, ringPaintWindow);
    }

    return status;
}