2011-10-19 23:04:52 +00:00
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/********************************************************************
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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) 2011 Thomas Lübking <thomas.luebking@web.de>
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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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#ifndef ANIMATION_EFFECT_H
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#define ANIMATION_EFFECT_H
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#include <QEasingCurve>
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#include <QtCore/qmath.h>
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#include <kwineffects.h>
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namespace KWin
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{
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2011-11-18 21:40:41 +00:00
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class KWIN_EXPORT FPx2 {
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2011-10-19 23:04:52 +00:00
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public:
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FPx2() { f[0] = f[1] = 0.0; valid = false; }
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FPx2(float v) { f[0] = f[1] = v; valid = true; }
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FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
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FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; }
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FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
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2011-10-19 23:04:52 +00:00
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FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
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FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
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FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
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inline void invalidate() { valid = false; }
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inline bool isValid() const { return valid; }
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inline float operator[](int n) const { return f[n]; }
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inline QString toString() const {
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QString ret;
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if (valid)
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ret = QString::number(f[0]) + ',' + QString::number(f[1]);
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else
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ret = QString("");
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return ret;
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}
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inline FPx2 &operator+=(const FPx2 &other)
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{ f[0] += other[0]; f[1] += other[1]; return *this; }
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inline FPx2 &operator-=(const FPx2 &other)
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{ f[0] -= other[0]; f[1] -= other[1]; return *this; }
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inline FPx2 &operator*=(float fl)
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{ f[0] *= fl; f[1] *= fl; return *this; }
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inline FPx2 &operator/=(float fl)
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{ f[0] /= fl; f[1] /= fl; return *this; }
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friend inline bool operator==(const FPx2 &f1, const FPx2 &f2)
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{ return f1[0] == f2[0] && f1[1] == f2[1]; }
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friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2)
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{ return f1[0] != f2[0] || f1[1] != f2[1]; }
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friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2)
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{ return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); }
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friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2)
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{ return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); }
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friend inline const FPx2 operator*(const FPx2 &f, float fl)
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{ return FPx2( f[0] * fl, f[1] * fl ); }
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friend inline const FPx2 operator*(float fl, const FPx2 &f)
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{ return FPx2( f[0] * fl, f[1] *fl ); }
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friend inline const FPx2 operator-(const FPx2 &f)
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{ return FPx2( -f[0], -f[1] ); }
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friend inline const FPx2 operator/(const FPx2 &f, float fl)
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{ return FPx2( f[0] / fl, f[1] / fl ); }
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inline void set(float v) { f[0] = v; valid = true; }
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inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
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private:
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float f[2];
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bool valid;
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};
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class AniData;
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class AnimationEffectPrivate;
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class KWIN_EXPORT AnimationEffect : public Effect
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2011-10-19 23:04:52 +00:00
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{
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Q_OBJECT
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public:
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enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3,
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Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 };
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enum Attribute {
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Opacity = 0, Brightness, Saturation, Scale, Rotation,
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Position, Size, Translation, Generic,
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NonFloatBase = Position
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};
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enum MetaType { SourceAnchor, TargetAnchor,
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RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis };
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/**
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* Whenever you intend to connect to the EffectsHandler::windowClosed() signal, do so when reimplementing the constructor.
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* Do *not* add private slots named _windowClosed( EffectWindow* w ) or _windowDeleted( EffectWindow* w ) !!
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* The AnimationEffect connects them right *after* the construction.
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* If you shadow the _windowDeleted slot (it doesn't matter that it's a private slot!), this will lead to segfaults.
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* If you shadow _windowClosed() or connect your slot to EffectsHandler::windowClosed() after _windowClosed() was connected, animations for closing windows will fail.
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*/
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AnimationEffect();
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bool isActive() const;
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/**
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* Set and get predefined metatypes.
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* The first 24 bits are reserved for the AnimationEffect class - you can use the last 8 bits for custom hints.
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* In case you transform a Generic attribute, all 32 bits are yours and you can use them as you want and read them in your genericAnimation() implementation.
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*/
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static int metaData(MetaType type, uint meta );
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static void setMetaData(MetaType type, uint value, uint &meta );
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/**
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* Reimplemented from KWIn::Effect
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*/
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual void postPaintScreen();
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/**
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* Gaussian (bumper) animation curve for QEasingCurve
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*/
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static qreal qecGaussian(qreal progress)
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{
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progress = 2*progress - 1;
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progress *= -5*progress;
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return qExp(progress);
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}
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protected:
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/**
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* The central function of this class - call it to create an animated transition of any supported attribute
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* @param w - The EffectWindow to manipulate
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* @param a - The @enum Attribute to manipulate
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* @param meta - Basically a wildcard to carry various extra informations, eg. the anchor, relativity or rotation axis. You will probably use require it when performing Generic animations.
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* @param ms - How long the transition will last
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* @param to - The target value. FPx2 is an agnostic two component float type (like QPointF or QSizeF, but without requiring to be either and supporting an invalid state)
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* @param shape - How the animation progresses, eg. Linear progresses constantly while Exponential start slow and becomes very fast in the end
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* @param delay - When the animation will start compared to "now" (the window will remain at the "from" position until then)
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* @param from - the starting value, the default is invalid, ie. the attribute for the window is not transformed in the beginning
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*/
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void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() );
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/**
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* Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute
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* You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation
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*/
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virtual void animationEnded( EffectWindow *, Attribute ) {}
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/**
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* Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute".
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* You could use the meta information to eg. support more than one additional animations
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*/
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virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
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{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}
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private:
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float interpolated( const AniData&, int i = 0 ) const;
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float progress( const AniData& ) const;
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private slots:
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void init();
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void triggerRepaint();
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void _windowClosed( EffectWindow* w );
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void _windowDeleted( EffectWindow* w );
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private:
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typedef QMap< EffectWindow*, QList<AniData> > AniMap;
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AnimationEffectPrivate * const d_ptr;
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Q_DECLARE_PRIVATE(AnimationEffect)
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};
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} // namespace
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#endif // ANIMATION_EFFECT_H
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