kwin/libkwineffects/kwineffects.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
Copyright (C) 2018 Vlad Zagorodniy <vladzzag@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 "kwineffects.h"
#include "config-kwin.h"
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include "kwinxrenderutils.h"
#endif
#include <qmath.h>
#include <QVariant>
#include <QList>
#include <QTimeLine>
#include <QFontMetrics>
#include <QPainter>
#include <QPixmap>
#include <QVector2D>
#include <QGraphicsRotation>
#include <QGraphicsScale>
#include <ksharedconfig.h>
#include <kconfiggroup.h>
#include <assert.h>
#include <KWayland/Server/surface_interface.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <xcb/xfixes.h>
#endif
#if defined(__GNUC__)
# define KWIN_ALIGN(n) __attribute((aligned(n)))
# if defined(__SSE2__)
# define HAVE_SSE2
# endif
#elif defined(__INTEL_COMPILER)
# define KWIN_ALIGN(n) __declspec(align(n))
# define HAVE_SSE2
#else
# define KWIN_ALIGN(n)
#endif
#ifdef HAVE_SSE2
# include <emmintrin.h>
#endif
namespace KWin
{
void WindowPrePaintData::setTranslucent()
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{
mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
mask &= ~Effect::PAINT_WINDOW_OPAQUE;
clip = QRegion(); // cannot clip, will be transparent
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}
void WindowPrePaintData::setTransformed()
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{
mask |= Effect::PAINT_WINDOW_TRANSFORMED;
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}
class PaintDataPrivate {
public:
QGraphicsScale scale;
QVector3D translation;
QGraphicsRotation rotation;
};
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PaintData::PaintData()
: d(new PaintDataPrivate())
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{
}
PaintData::~PaintData()
{
delete d;
}
qreal PaintData::xScale() const
{
return d->scale.xScale();
}
qreal PaintData::yScale() const
{
return d->scale.yScale();
}
qreal PaintData::zScale() const
{
return d->scale.zScale();
}
void PaintData::setScale(const QVector2D &scale)
{
d->scale.setXScale(scale.x());
d->scale.setYScale(scale.y());
}
void PaintData::setScale(const QVector3D &scale)
{
d->scale.setXScale(scale.x());
d->scale.setYScale(scale.y());
d->scale.setZScale(scale.z());
}
void PaintData::setXScale(qreal scale)
{
d->scale.setXScale(scale);
}
void PaintData::setYScale(qreal scale)
{
d->scale.setYScale(scale);
}
void PaintData::setZScale(qreal scale)
{
d->scale.setZScale(scale);
}
const QGraphicsScale &PaintData::scale() const
{
return d->scale;
}
void PaintData::setXTranslation(qreal translate)
{
d->translation.setX(translate);
}
void PaintData::setYTranslation(qreal translate)
{
d->translation.setY(translate);
}
void PaintData::setZTranslation(qreal translate)
{
d->translation.setZ(translate);
}
void PaintData::translate(qreal x, qreal y, qreal z)
{
translate(QVector3D(x, y, z));
}
void PaintData::translate(const QVector3D &t)
{
d->translation += t;
}
qreal PaintData::xTranslation() const
{
return d->translation.x();
}
qreal PaintData::yTranslation() const
{
return d->translation.y();
}
qreal PaintData::zTranslation() const
{
return d->translation.z();
}
const QVector3D &PaintData::translation() const
{
return d->translation;
}
qreal PaintData::rotationAngle() const
{
return d->rotation.angle();
}
QVector3D PaintData::rotationAxis() const
{
return d->rotation.axis();
}
QVector3D PaintData::rotationOrigin() const
{
return d->rotation.origin();
}
void PaintData::setRotationAngle(qreal angle)
{
d->rotation.setAngle(angle);
}
void PaintData::setRotationAxis(Qt::Axis axis)
{
d->rotation.setAxis(axis);
}
void PaintData::setRotationAxis(const QVector3D &axis)
{
d->rotation.setAxis(axis);
}
void PaintData::setRotationOrigin(const QVector3D &origin)
{
d->rotation.setOrigin(origin);
}
class WindowPaintDataPrivate {
public:
qreal opacity;
qreal saturation;
qreal brightness;
int screen;
qreal crossFadeProgress;
QMatrix4x4 pMatrix;
QMatrix4x4 mvMatrix;
QMatrix4x4 screenProjectionMatrix;
};
WindowPaintData::WindowPaintData(EffectWindow *w)
: WindowPaintData(w, QMatrix4x4())
{
}
WindowPaintData::WindowPaintData(EffectWindow* w, const QMatrix4x4 &screenProjectionMatrix)
: PaintData()
, shader(nullptr)
, d(new WindowPaintDataPrivate())
{
d->screenProjectionMatrix = screenProjectionMatrix;
quads = w->buildQuads();
setOpacity(w->opacity());
setSaturation(1.0);
setBrightness(1.0);
setScreen(0);
setCrossFadeProgress(1.0);
}
WindowPaintData::WindowPaintData(const WindowPaintData &other)
: PaintData()
, quads(other.quads)
, shader(other.shader)
, d(new WindowPaintDataPrivate())
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{
setXScale(other.xScale());
setYScale(other.yScale());
setZScale(other.zScale());
translate(other.translation());
setRotationOrigin(other.rotationOrigin());
setRotationAxis(other.rotationAxis());
setRotationAngle(other.rotationAngle());
setOpacity(other.opacity());
setSaturation(other.saturation());
setBrightness(other.brightness());
setScreen(other.screen());
setCrossFadeProgress(other.crossFadeProgress());
setProjectionMatrix(other.projectionMatrix());
setModelViewMatrix(other.modelViewMatrix());
d->screenProjectionMatrix = other.d->screenProjectionMatrix;
}
WindowPaintData::~WindowPaintData()
{
delete d;
}
qreal WindowPaintData::opacity() const
{
return d->opacity;
}
qreal WindowPaintData::saturation() const
{
return d->saturation;
}
qreal WindowPaintData::brightness() const
{
return d->brightness;
}
int WindowPaintData::screen() const
{
return d->screen;
}
void WindowPaintData::setOpacity(qreal opacity)
{
d->opacity = opacity;
}
void WindowPaintData::setSaturation(qreal saturation) const
{
d->saturation = saturation;
}
void WindowPaintData::setBrightness(qreal brightness)
{
d->brightness = brightness;
}
void WindowPaintData::setScreen(int screen) const
{
d->screen = screen;
}
qreal WindowPaintData::crossFadeProgress() const
{
return d->crossFadeProgress;
}
void WindowPaintData::setCrossFadeProgress(qreal factor)
{
d->crossFadeProgress = qBound(qreal(0.0), factor, qreal(1.0));
}
qreal WindowPaintData::multiplyOpacity(qreal factor)
{
d->opacity *= factor;
return d->opacity;
}
qreal WindowPaintData::multiplySaturation(qreal factor)
{
d->saturation *= factor;
return d->saturation;
}
qreal WindowPaintData::multiplyBrightness(qreal factor)
{
d->brightness *= factor;
return d->brightness;
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}
void WindowPaintData::setProjectionMatrix(const QMatrix4x4 &matrix)
{
d->pMatrix = matrix;
}
QMatrix4x4 WindowPaintData::projectionMatrix() const
{
return d->pMatrix;
}
QMatrix4x4 &WindowPaintData::rprojectionMatrix()
{
return d->pMatrix;
}
void WindowPaintData::setModelViewMatrix(const QMatrix4x4 &matrix)
{
d->mvMatrix = matrix;
}
QMatrix4x4 WindowPaintData::modelViewMatrix() const
{
return d->mvMatrix;
}
QMatrix4x4 &WindowPaintData::rmodelViewMatrix()
{
return d->mvMatrix;
}
WindowPaintData &WindowPaintData::operator*=(qreal scale)
{
this->setXScale(this->xScale() * scale);
this->setYScale(this->yScale() * scale);
this->setZScale(this->zScale() * scale);
return *this;
}
WindowPaintData &WindowPaintData::operator*=(const QVector2D &scale)
{
this->setXScale(this->xScale() * scale.x());
this->setYScale(this->yScale() * scale.y());
return *this;
}
WindowPaintData &WindowPaintData::operator*=(const QVector3D &scale)
{
this->setXScale(this->xScale() * scale.x());
this->setYScale(this->yScale() * scale.y());
this->setZScale(this->zScale() * scale.z());
return *this;
}
WindowPaintData &WindowPaintData::operator+=(const QPointF &translation)
{
return this->operator+=(QVector3D(translation));
}
WindowPaintData &WindowPaintData::operator+=(const QPoint &translation)
{
return this->operator+=(QVector3D(translation));
}
WindowPaintData &WindowPaintData::operator+=(const QVector2D &translation)
{
return this->operator+=(QVector3D(translation));
}
WindowPaintData &WindowPaintData::operator+=(const QVector3D &translation)
{
translate(translation);
return *this;
}
QMatrix4x4 WindowPaintData::screenProjectionMatrix() const
{
return d->screenProjectionMatrix;
}
class ScreenPaintData::Private
{
public:
QMatrix4x4 projectionMatrix;
QRect outputGeometry;
};
ScreenPaintData::ScreenPaintData()
: PaintData()
, d(new Private())
{
}
ScreenPaintData::ScreenPaintData(const QMatrix4x4 &projectionMatrix, const QRect &outputGeometry)
: PaintData()
, d(new Private())
{
d->projectionMatrix = projectionMatrix;
d->outputGeometry = outputGeometry;
}
ScreenPaintData::~ScreenPaintData() = default;
ScreenPaintData::ScreenPaintData(const ScreenPaintData &other)
: PaintData()
, d(new Private())
{
translate(other.translation());
setXScale(other.xScale());
setYScale(other.yScale());
setZScale(other.zScale());
setRotationOrigin(other.rotationOrigin());
setRotationAxis(other.rotationAxis());
setRotationAngle(other.rotationAngle());
d->projectionMatrix = other.d->projectionMatrix;
d->outputGeometry = other.d->outputGeometry;
}
ScreenPaintData &ScreenPaintData::operator=(const ScreenPaintData &rhs)
{
setXScale(rhs.xScale());
setYScale(rhs.yScale());
setZScale(rhs.zScale());
setXTranslation(rhs.xTranslation());
setYTranslation(rhs.yTranslation());
setZTranslation(rhs.zTranslation());
setRotationOrigin(rhs.rotationOrigin());
setRotationAxis(rhs.rotationAxis());
setRotationAngle(rhs.rotationAngle());
d->projectionMatrix = rhs.d->projectionMatrix;
d->outputGeometry = rhs.d->outputGeometry;
return *this;
}
ScreenPaintData &ScreenPaintData::operator*=(qreal scale)
{
setXScale(this->xScale() * scale);
setYScale(this->yScale() * scale);
setZScale(this->zScale() * scale);
return *this;
}
ScreenPaintData &ScreenPaintData::operator*=(const QVector2D &scale)
{
setXScale(this->xScale() * scale.x());
setYScale(this->yScale() * scale.y());
return *this;
}
ScreenPaintData &ScreenPaintData::operator*=(const QVector3D &scale)
{
setXScale(this->xScale() * scale.x());
setYScale(this->yScale() * scale.y());
setZScale(this->zScale() * scale.z());
return *this;
}
ScreenPaintData &ScreenPaintData::operator+=(const QPointF &translation)
{
return this->operator+=(QVector3D(translation));
}
ScreenPaintData &ScreenPaintData::operator+=(const QPoint &translation)
{
return this->operator+=(QVector3D(translation));
}
ScreenPaintData &ScreenPaintData::operator+=(const QVector2D &translation)
{
return this->operator+=(QVector3D(translation));
}
ScreenPaintData &ScreenPaintData::operator+=(const QVector3D &translation)
{
translate(translation);
return *this;
}
QMatrix4x4 ScreenPaintData::projectionMatrix() const
{
return d->projectionMatrix;
}
QRect ScreenPaintData::outputGeometry() const
{
return d->outputGeometry;
}
//****************************************
// Effect
//****************************************
Effect::Effect()
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{
}
Effect::~Effect()
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{
}
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void Effect::reconfigure(ReconfigureFlags)
{
}
void* Effect::proxy()
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{
return nullptr;
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}
void Effect::windowInputMouseEvent(QEvent*)
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{
}
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void Effect::grabbedKeyboardEvent(QKeyEvent*)
{
}
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bool Effect::borderActivated(ElectricBorder)
{
return false;
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}
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void Effect::prePaintScreen(ScreenPrePaintData& data, int time)
{
effects->prePaintScreen(data, time);
}
void Effect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
}
void Effect::postPaintScreen()
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{
effects->postPaintScreen();
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}
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void Effect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
effects->prePaintWindow(w, data, time);
}
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void Effect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
}
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void Effect::postPaintWindow(EffectWindow* w)
{
effects->postPaintWindow(w);
}
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void Effect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
{
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
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bool Effect::provides(Feature)
{
return false;
}
bool Effect::isActive() const
{
return true;
}
QString Effect::debug(const QString &) const
{
return QString();
}
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void Effect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->drawWindow(w, mask, region, data);
}
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void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList)
{
effects->buildQuads(w, quadList);
}
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void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect)
{
QSize size = w->size();
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size.scale(r.size(), aspect);
data.setXScale(size.width() / double(w->width()));
data.setYScale(size.height() / double(w->height()));
int width = int(w->width() * data.xScale());
int height = int(w->height() * data.yScale());
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int x = r.x() + (r.width() - width) / 2;
int y = r.y() + (r.height() - height) / 2;
region = QRect(x, y, width, height);
data.setXTranslation(x - w->x());
data.setYTranslation(y - w->y());
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}
QPoint Effect::cursorPos()
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{
return effects->cursorPos();
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}
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double Effect::animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime)
{
int time = cfg.readEntry(key, 0);
return time != 0 ? time : qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
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double Effect::animationTime(int defaultTime)
{
// at least 1ms, otherwise 0ms times can break some things
return qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
int Effect::requestedEffectChainPosition() const
{
return 0;
}
xcb_connection_t *Effect::xcbConnection() const
{
return effects->xcbConnection();
}
xcb_window_t Effect::x11RootWindow() const
{
return effects->x11RootWindow();
}
bool Effect::touchDown(quint32 id, const QPointF &pos, quint32 time)
{
Q_UNUSED(id)
Q_UNUSED(pos)
Q_UNUSED(time)
return false;
}
bool Effect::touchMotion(quint32 id, const QPointF &pos, quint32 time)
{
Q_UNUSED(id)
Q_UNUSED(pos)
Q_UNUSED(time)
return false;
}
bool Effect::touchUp(quint32 id, quint32 time)
{
Q_UNUSED(id)
Q_UNUSED(time)
return false;
}
bool Effect::perform(Feature feature, const QVariantList &arguments)
{
Q_UNUSED(feature)
Q_UNUSED(arguments)
return false;
}
//****************************************
// EffectFactory
//****************************************
EffectPluginFactory::EffectPluginFactory()
{
}
EffectPluginFactory::~EffectPluginFactory()
{
}
bool EffectPluginFactory::enabledByDefault() const
{
return true;
}
bool EffectPluginFactory::isSupported() const
{
return true;
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler(CompositingType type)
: compositing_type(type)
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{
if (compositing_type == NoCompositing)
return;
KWin::effects = this;
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}
EffectsHandler::~EffectsHandler()
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{
// All effects should already be unloaded by Impl dtor
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assert(loaded_effects.count() == 0);
KWin::effects = nullptr;
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}
CompositingType EffectsHandler::compositingType() const
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{
return compositing_type;
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}
bool EffectsHandler::isOpenGLCompositing() const
{
return compositing_type & OpenGLCompositing;
}
EffectsHandler* effects = nullptr;
//****************************************
// EffectWindow
//****************************************
class Q_DECL_HIDDEN EffectWindow::Private
{
public:
Private(EffectWindow *q);
EffectWindow *q;
};
EffectWindow::Private::Private(EffectWindow *q)
: q(q)
{
}
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EffectWindow::EffectWindow(QObject *parent)
: QObject(parent)
, d(new Private(this))
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{
}
EffectWindow::~EffectWindow()
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{
}
bool EffectWindow::isOnActivity(QString activity) const
{
const QStringList _activities = activities();
return _activities.isEmpty() || _activities.contains(activity);
}
bool EffectWindow::isOnAllActivities() const
{
return activities().isEmpty();
}
void EffectWindow::setMinimized(bool min)
{
if (min) {
minimize();
} else {
unminimize();
}
}
bool EffectWindow::isOnCurrentActivity() const
{
return isOnActivity(effects->currentActivity());
}
bool EffectWindow::isOnCurrentDesktop() const
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{
return isOnDesktop(effects->currentDesktop());
}
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bool EffectWindow::isOnDesktop(int d) const
{
const QVector<uint> ds = desktops();
return ds.isEmpty() || ds.contains(d);
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}
bool EffectWindow::isOnAllDesktops() const
{
return desktops().isEmpty();
}
bool EffectWindow::hasDecoration() const
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{
return contentsRect() != QRect(0, 0, width(), height());
}
bool EffectWindow::isVisible() const
{
return !isMinimized()
&& isOnCurrentDesktop()
&& isOnCurrentActivity();
}
//****************************************
// EffectWindowGroup
//****************************************
EffectWindowGroup::~EffectWindowGroup()
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{
}
/***************************************************************
WindowQuad
***************************************************************/
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WindowQuad WindowQuad::makeSubQuad(double x1, double y1, double x2, double y2) const
{
assert(x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
#ifndef NDEBUG
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if (isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
#endif
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WindowQuad ret(*this);
// vertices are clockwise starting from topleft
ret.verts[ 0 ].px = x1;
ret.verts[ 3 ].px = x1;
ret.verts[ 1 ].px = x2;
ret.verts[ 2 ].px = x2;
ret.verts[ 0 ].py = y1;
ret.verts[ 1 ].py = y1;
ret.verts[ 2 ].py = y2;
ret.verts[ 3 ].py = y2;
// original x/y are supposed to be the same, no transforming is done here
ret.verts[ 0 ].ox = x1;
ret.verts[ 3 ].ox = x1;
ret.verts[ 1 ].ox = x2;
ret.verts[ 2 ].ox = x2;
ret.verts[ 0 ].oy = y1;
ret.verts[ 1 ].oy = y1;
ret.verts[ 2 ].oy = y2;
ret.verts[ 3 ].oy = y2;
const double my_u0 = verts[0].tx;
const double my_u1 = verts[2].tx;
const double my_v0 = verts[0].ty;
const double my_v1 = verts[2].ty;
const double width = right() - left();
const double height = bottom() - top();
const double texWidth = my_u1 - my_u0;
const double texHeight = my_v1 - my_v0;
if (!uvAxisSwapped()) {
const double u0 = (x1 - left()) / width * texWidth + my_u0;
const double u1 = (x2 - left()) / width * texWidth + my_u0;
const double v0 = (y1 - top()) / height * texHeight + my_v0;
const double v1 = (y2 - top()) / height * texHeight + my_v0;
ret.verts[0].tx = u0;
ret.verts[3].tx = u0;
ret.verts[1].tx = u1;
ret.verts[2].tx = u1;
ret.verts[0].ty = v0;
ret.verts[1].ty = v0;
ret.verts[2].ty = v1;
ret.verts[3].ty = v1;
} else {
const double u0 = (y1 - top()) / height * texWidth + my_u0;
const double u1 = (y2 - top()) / height * texWidth + my_u0;
const double v0 = (x1 - left()) / width * texHeight + my_v0;
const double v1 = (x2 - left()) / width * texHeight + my_v0;
ret.verts[0].tx = u0;
ret.verts[1].tx = u0;
ret.verts[2].tx = u1;
ret.verts[3].tx = u1;
ret.verts[0].ty = v0;
ret.verts[3].ty = v0;
ret.verts[1].ty = v1;
ret.verts[2].ty = v1;
}
ret.setUVAxisSwapped(uvAxisSwapped());
return ret;
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}
bool WindowQuad::smoothNeeded() const
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{
// smoothing is needed if the width or height of the quad does not match the original size
double width = verts[ 1 ].ox - verts[ 0 ].ox;
double height = verts[ 2 ].oy - verts[ 1 ].oy;
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return(verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height);
}
/***************************************************************
WindowQuadList
***************************************************************/
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WindowQuadList WindowQuadList::splitAtX(double x) const
{
WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
#endif
bool wholeleft = true;
bool wholeright = true;
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for (int i = 0;
i < 4;
++i) {
if (quad[ i ].x() < x)
wholeright = false;
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if (quad[ i ].x() > x)
wholeleft = false;
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}
if (wholeleft || wholeright) { // is whole in one split part
ret.append(quad);
continue;
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}
if (quad.top() == quad.bottom() || quad.left() == quad.right()) { // quad has no size
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ret.append(quad);
continue;
}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), x, quad.bottom()));
ret.append(quad.makeSubQuad(x, quad.top(), quad.right(), quad.bottom()));
}
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return ret;
}
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WindowQuadList WindowQuadList::splitAtY(double y) const
{
WindowQuadList ret;
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foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
#endif
bool wholetop = true;
bool wholebottom = true;
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for (int i = 0;
i < 4;
++i) {
if (quad[ i ].y() < y)
wholebottom = false;
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if (quad[ i ].y() > y)
wholetop = false;
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}
if (wholetop || wholebottom) { // is whole in one split part
ret.append(quad);
continue;
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}
if (quad.top() == quad.bottom() || quad.left() == quad.right()) { // quad has no size
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ret.append(quad);
continue;
}
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ret.append(quad.makeSubQuad(quad.left(), quad.top(), quad.right(), y));
ret.append(quad.makeSubQuad(quad.left(), y, quad.right(), quad.bottom()));
}
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return ret;
}
WindowQuadList WindowQuadList::makeGrid(int maxQuadSize) const
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{
if (empty())
return *this;
// Find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach (const WindowQuad &quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
#endif
left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
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bottom = qMax(bottom, quad.bottom());
}
WindowQuadList ret;
foreach (const WindowQuad &quad, *this) {
const double quadLeft = quad.left();
const double quadRight = quad.right();
const double quadTop = quad.top();
const double quadBottom = quad.bottom();
// sanity check, see BUG 390953
if (quadLeft == quadRight || quadTop == quadBottom) {
ret.append(quad);
continue;
}
// Compute the top-left corner of the first intersecting grid cell
const double xBegin = left + qFloor((quadLeft - left) / maxQuadSize) * maxQuadSize;
const double yBegin = top + qFloor((quadTop - top) / maxQuadSize) * maxQuadSize;
// Loop over all intersecting cells and add sub-quads
for (double y = yBegin; y < quadBottom; y += maxQuadSize) {
const double y0 = qMax(y, quadTop);
const double y1 = qMin(quadBottom, y + maxQuadSize);
for (double x = xBegin; x < quadRight; x += maxQuadSize) {
const double x0 = qMax(x, quadLeft);
const double x1 = qMin(quadRight, x + maxQuadSize);
ret.append(quad.makeSubQuad(x0, y0, x1, y1));
}
}
}
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return ret;
}
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WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisions) const
{
if (empty())
return *this;
// Find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach (const WindowQuad &quad, *this) {
#ifndef NDEBUG
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if (quad.isTransformed())
qFatal("Splitting quads is allowed only in pre-paint calls!");
#endif
left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
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bottom = qMax(bottom, quad.bottom());
}
double xIncrement = (right - left) / xSubdivisions;
double yIncrement = (bottom - top) / ySubdivisions;
WindowQuadList ret;
foreach (const WindowQuad &quad, *this) {
const double quadLeft = quad.left();
const double quadRight = quad.right();
const double quadTop = quad.top();
const double quadBottom = quad.bottom();
// sanity check, see BUG 390953
if (quadLeft == quadRight || quadTop == quadBottom) {
ret.append(quad);
continue;
}
// Compute the top-left corner of the first intersecting grid cell
const double xBegin = left + qFloor((quadLeft - left) / xIncrement) * xIncrement;
const double yBegin = top + qFloor((quadTop - top) / yIncrement) * yIncrement;
// Loop over all intersecting cells and add sub-quads
for (double y = yBegin; y < quadBottom; y += yIncrement) {
const double y0 = qMax(y, quadTop);
const double y1 = qMin(quadBottom, y + yIncrement);
for (double x = xBegin; x < quadRight; x += xIncrement) {
const double x0 = qMax(x, quadLeft);
const double x1 = qMin(quadRight, x + xIncrement);
ret.append(quad.makeSubQuad(x0, y0, x1, y1));
}
}
}
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return ret;
}
#ifndef GL_TRIANGLES
# define GL_TRIANGLES 0x0004
#endif
#ifndef GL_QUADS
# define GL_QUADS 0x0007
#endif
void WindowQuadList::makeInterleavedArrays(unsigned int type, GLVertex2D *vertices, const QMatrix4x4 &textureMatrix) const
{
// Since we know that the texture matrix just scales and translates
// we can use this information to optimize the transformation
const QVector2D coeff(textureMatrix(0, 0), textureMatrix(1, 1));
const QVector2D offset(textureMatrix(0, 3), textureMatrix(1, 3));
GLVertex2D *vertex = vertices;
assert(type == GL_QUADS || type == GL_TRIANGLES);
switch (type)
{
case GL_QUADS:
#ifdef HAVE_SSE2
if (!(intptr_t(vertex) & 0xf)) {
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
KWIN_ALIGN(16) GLVertex2D v[4];
for (int j = 0; j < 4; j++) {
const WindowVertex &wv = quad[j];
v[j].position = QVector2D(wv.x(), wv.y());
v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset;
}
const __m128i *srcP = (const __m128i *) &v;
__m128i *dstP = (__m128i *) vertex;
_mm_stream_si128(&dstP[0], _mm_load_si128(&srcP[0])); // Top-left
_mm_stream_si128(&dstP[1], _mm_load_si128(&srcP[1])); // Top-right
_mm_stream_si128(&dstP[2], _mm_load_si128(&srcP[2])); // Bottom-right
_mm_stream_si128(&dstP[3], _mm_load_si128(&srcP[3])); // Bottom-left
vertex += 4;
}
} else
#endif // HAVE_SSE2
{
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (int j = 0; j < 4; j++) {
const WindowVertex &wv = quad[j];
GLVertex2D v;
v.position = QVector2D(wv.x(), wv.y());
v.texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset;
*(vertex++) = v;
}
}
}
break;
case GL_TRIANGLES:
#ifdef HAVE_SSE2
if (!(intptr_t(vertex) & 0xf)) {
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
KWIN_ALIGN(16) GLVertex2D v[4];
for (int j = 0; j < 4; j++) {
const WindowVertex &wv = quad[j];
v[j].position = QVector2D(wv.x(), wv.y());
v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset;
}
const __m128i *srcP = (const __m128i *) &v;
__m128i *dstP = (__m128i *) vertex;
__m128i src[4];
src[0] = _mm_load_si128(&srcP[0]); // Top-left
src[1] = _mm_load_si128(&srcP[1]); // Top-right
src[2] = _mm_load_si128(&srcP[2]); // Bottom-right
src[3] = _mm_load_si128(&srcP[3]); // Bottom-left
// First triangle
_mm_stream_si128(&dstP[0], src[1]); // Top-right
_mm_stream_si128(&dstP[1], src[0]); // Top-left
_mm_stream_si128(&dstP[2], src[3]); // Bottom-left
// Second triangle
_mm_stream_si128(&dstP[3], src[3]); // Bottom-left
_mm_stream_si128(&dstP[4], src[2]); // Bottom-right
_mm_stream_si128(&dstP[5], src[1]); // Top-right
vertex += 6;
}
} else
#endif // HAVE_SSE2
{
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
GLVertex2D v[4]; // Four unique vertices / quad
for (int j = 0; j < 4; j++) {
const WindowVertex &wv = quad[j];
v[j].position = QVector2D(wv.x(), wv.y());
v[j].texcoord = QVector2D(wv.u(), wv.v()) * coeff + offset;
}
// First triangle
*(vertex++) = v[1]; // Top-right
*(vertex++) = v[0]; // Top-left
*(vertex++) = v[3]; // Bottom-left
// Second triangle
*(vertex++) = v[3]; // Bottom-left
*(vertex++) = v[2]; // Bottom-right
*(vertex++) = v[1]; // Top-right
}
}
break;
default:
break;
}
}
void WindowQuadList::makeArrays(float **vertices, float **texcoords, const QSizeF &size, bool yInverted) const
{
*vertices = new float[count() * 6 * 2];
*texcoords = new float[count() * 6 * 2];
float *vpos = *vertices;
float *tpos = *texcoords;
// Note: The positions in a WindowQuad are stored in clockwise order
const int index[] = { 1, 0, 3, 3, 2, 1 };
for (int i = 0; i < count(); i++) {
const WindowQuad &quad = at(i);
for (int j = 0; j < 6; j++) {
const WindowVertex &wv = quad[index[j]];
*vpos++ = wv.x();
*vpos++ = wv.y();
*tpos++ = wv.u() / size.width();
*tpos++ = yInverted ? (wv.v() / size.height()) : (1.0 - wv.v() / size.height());
}
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}
}
WindowQuadList WindowQuadList::select(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() != type) { // something else than ones to select, make a copy and filter
WindowQuadList ret;
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foreach (const WindowQuad & q, *this) {
if (q.type() == type)
ret.append(q);
}
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return ret;
}
}
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return *this; // nothing to filter out
}
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WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() == type) { // something to filter out, make a copy and filter
WindowQuadList ret;
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foreach (const WindowQuad & q, *this) {
if (q.type() != type)
ret.append(q);
}
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return ret;
}
}
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return *this; // nothing to filter out
}
bool WindowQuadList::smoothNeeded() const
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{
foreach (const WindowQuad & q, *this)
if (q.smoothNeeded())
return true;
return false;
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}
bool WindowQuadList::isTransformed() const
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{
foreach (const WindowQuad & q, *this)
if (q.isTransformed())
return true;
return false;
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}
/***************************************************************
PaintClipper
***************************************************************/
QStack< QRegion >* PaintClipper::areas = nullptr;
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PaintClipper::PaintClipper(const QRegion& allowed_area)
: area(allowed_area)
{
push(area);
}
PaintClipper::~PaintClipper()
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{
pop(area);
}
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void PaintClipper::push(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion()) // don't push these
return;
if (areas == nullptr)
areas = new QStack< QRegion >;
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areas->push(allowed_area);
}
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void PaintClipper::pop(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion())
return;
Q_ASSERT(areas != nullptr);
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Q_ASSERT(areas->top() == allowed_area);
areas->pop();
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if (areas->isEmpty()) {
delete areas;
areas = nullptr;
}
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}
bool PaintClipper::clip()
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{
return areas != nullptr;
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}
QRegion PaintClipper::paintArea()
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{
assert(areas != nullptr); // can be called only with clip() == true
const QSize &s = effects->virtualScreenSize();
QRegion ret = QRegion(0, 0, s.width(), s.height());
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foreach (const QRegion & r, *areas)
ret &= r;
return ret;
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}
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struct PaintClipper::Iterator::Data {
Data() : index(0) {}
int index;
QRegion region;
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};
PaintClipper::Iterator::Iterator()
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: data(new Data)
{
if (clip() && effects->isOpenGLCompositing()) {
data->region = paintArea();
data->index = -1;
next(); // move to the first one
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}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (clip() && effects->compositingType() == XRenderCompositing) {
XFixesRegion region(paintArea());
xcb_xfixes_set_picture_clip_region(connection(), effects->xrenderBufferPicture(), region, 0, 0);
}
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#endif
}
PaintClipper::Iterator::~Iterator()
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{
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (clip() && effects->compositingType() == XRenderCompositing)
xcb_xfixes_set_picture_clip_region(connection(), effects->xrenderBufferPicture(), XCB_XFIXES_REGION_NONE, 0, 0);
#endif
delete data;
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}
bool PaintClipper::Iterator::isDone()
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{
if (!clip())
return data->index == 1; // run once
if (effects->isOpenGLCompositing())
return data->index >= data->region.rectCount(); // run once per each area
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing)
return data->index == 1; // run once
#endif
abort();
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}
void PaintClipper::Iterator::next()
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{
data->index++;
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}
QRect PaintClipper::Iterator::boundingRect() const
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{
if (!clip())
return infiniteRegion();
if (effects->isOpenGLCompositing())
return *(data->region.begin() + data->index);
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (effects->compositingType() == XRenderCompositing)
return data->region.boundingRect();
#endif
abort();
return infiniteRegion();
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}
/***************************************************************
Motion1D
***************************************************************/
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Motion1D::Motion1D(double initial, double strength, double smoothness)
: Motion<double>(initial, strength, smoothness)
{
}
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Motion1D::Motion1D(const Motion1D &other)
: Motion<double>(other)
{
}
Motion1D::~Motion1D()
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{
}
/***************************************************************
Motion2D
***************************************************************/
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Motion2D::Motion2D(QPointF initial, double strength, double smoothness)
: Motion<QPointF>(initial, strength, smoothness)
{
}
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Motion2D::Motion2D(const Motion2D &other)
: Motion<QPointF>(other)
{
}
Motion2D::~Motion2D()
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{
}
/***************************************************************
WindowMotionManager
***************************************************************/
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WindowMotionManager::WindowMotionManager(bool useGlobalAnimationModifier)
: m_useGlobalAnimationModifier(useGlobalAnimationModifier)
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{
// TODO: Allow developer to modify motion attributes
} // TODO: What happens when the window moves by an external force?
WindowMotionManager::~WindowMotionManager()
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{
}
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void WindowMotionManager::manage(EffectWindow *w)
{
if (m_managedWindows.contains(w))
return;
double strength = 0.08;
double smoothness = 4.0;
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if (m_useGlobalAnimationModifier && effects->animationTimeFactor()) {
// If the factor is == 0 then we just skip the calculation completely
strength = 0.08 / effects->animationTimeFactor();
smoothness = effects->animationTimeFactor() * 4.0;
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}
WindowMotion &motion = m_managedWindows[ w ];
motion.translation.setStrength(strength);
motion.translation.setSmoothness(smoothness);
motion.scale.setStrength(strength * 1.33);
motion.scale.setSmoothness(smoothness / 2.0);
motion.translation.setValue(w->pos());
motion.scale.setValue(QPointF(1.0, 1.0));
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}
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void WindowMotionManager::unmanage(EffectWindow *w)
{
m_movingWindowsSet.remove(w);
m_managedWindows.remove(w);
}
void WindowMotionManager::unmanageAll()
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{
m_managedWindows.clear();
m_movingWindowsSet.clear();
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}
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void WindowMotionManager::calculate(int time)
{
if (!effects->animationTimeFactor()) {
// Just skip it completely if the user wants no animation
m_movingWindowsSet.clear();
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
motion->translation.finish();
motion->scale.finish();
}
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}
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
int stopped = 0;
// TODO: What happens when distance() == 0 but we are still moving fast?
// TODO: Motion needs to be calculated from the window's center
Motion2D *trans = &motion->translation;
if (trans->distance().isNull())
++stopped;
else {
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// Still moving
trans->calculate(time);
const short fx = trans->target().x() <= trans->startValue().x() ? -1 : 1;
const short fy = trans->target().y() <= trans->startValue().y() ? -1 : 1;
if (trans->distance().x()*fx/0.5 < 1.0 && trans->velocity().x()*fx/0.2 < 1.0 &&
trans->distance().y()*fy/0.5 < 1.0 && trans->velocity().y()*fy/0.2 < 1.0) {
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// Hide tiny oscillations
motion->translation.finish();
++stopped;
}
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}
Motion2D *scale = &motion->scale;
if (scale->distance().isNull())
++stopped;
else {
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// Still scaling
scale->calculate(time);
const short fx = scale->target().x() < 1.0 ? -1 : 1;
const short fy = scale->target().y() < 1.0 ? -1 : 1;
if (scale->distance().x()*fx/0.001 < 1.0 && scale->velocity().x()*fx/0.05 < 1.0 &&
scale->distance().y()*fy/0.001 < 1.0 && scale->velocity().y()*fy/0.05 < 1.0) {
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// Hide tiny oscillations
motion->scale.finish();
++stopped;
}
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}
// We just finished this window's motion
if (stopped == 2)
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m_movingWindowsSet.remove(it.key());
}
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}
void WindowMotionManager::reset()
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{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
EffectWindow *window = it.key();
motion->translation.setTarget(window->pos());
motion->translation.finish();
motion->scale.setTarget(QPointF(1.0, 1.0));
motion->scale.finish();
}
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}
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void WindowMotionManager::reset(EffectWindow *w)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
WindowMotion *motion = &it.value();
motion->translation.setTarget(w->pos());
motion->translation.finish();
motion->scale.setTarget(QPointF(1.0, 1.0));
motion->scale.finish();
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}
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void WindowMotionManager::apply(EffectWindow *w, WindowPaintData &data)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
WindowMotion *motion = &it.value();
data += (motion->translation.value() - QPointF(w->x(), w->y()));
data *= QVector2D(motion->scale.value());
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}
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void WindowMotionManager::moveWindow(EffectWindow *w, QPoint target, double scale, double yScale)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
abort(); // Notify the effect author that they did something wrong
WindowMotion *motion = &it.value();
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if (yScale == 0.0)
yScale = scale;
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QPointF scalePoint(scale, yScale);
if (motion->translation.value() == target && motion->scale.value() == scalePoint)
return; // Window already at that position
motion->translation.setTarget(target);
motion->scale.setTarget(scalePoint);
m_movingWindowsSet << w;
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}
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QRectF WindowMotionManager::transformedGeometry(EffectWindow *w) const
{
QHash<EffectWindow*, WindowMotion>::const_iterator it = m_managedWindows.constFind(w);
if (it == m_managedWindows.end())
return w->geometry();
const WindowMotion *motion = &it.value();
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QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo(motion->translation.value());
geometry.setWidth(geometry.width() * motion->scale.value().x());
geometry.setHeight(geometry.height() * motion->scale.value().y());
return geometry;
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}
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void WindowMotionManager::setTransformedGeometry(EffectWindow *w, const QRectF &geometry)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
WindowMotion *motion = &it.value();
motion->translation.setValue(geometry.topLeft());
motion->scale.setValue(QPointF(geometry.width() / qreal(w->width()), geometry.height() / qreal(w->height())));
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}
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QRectF WindowMotionManager::targetGeometry(EffectWindow *w) const
{
QHash<EffectWindow*, WindowMotion>::const_iterator it = m_managedWindows.constFind(w);
if (it == m_managedWindows.end())
return w->geometry();
const WindowMotion *motion = &it.value();
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QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo(motion->translation.target());
geometry.setWidth(geometry.width() * motion->scale.target().x());
geometry.setHeight(geometry.height() * motion->scale.target().y());
return geometry;
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}
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EffectWindow* WindowMotionManager::windowAtPoint(QPoint point, bool useStackingOrder) const
{
Q_UNUSED(useStackingOrder);
// TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows
QHash< EffectWindow*, WindowMotion >::ConstIterator it = m_managedWindows.constBegin();
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while (it != m_managedWindows.constEnd()) {
if (transformedGeometry(it.key()).contains(point))
return it.key();
++it;
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}
return nullptr;
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}
/***************************************************************
EffectFramePrivate
***************************************************************/
class EffectFramePrivate
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{
public:
EffectFramePrivate();
~EffectFramePrivate();
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bool crossFading;
qreal crossFadeProgress;
QMatrix4x4 screenProjectionMatrix;
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};
EffectFramePrivate::EffectFramePrivate()
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: crossFading(false)
, crossFadeProgress(1.0)
{
}
EffectFramePrivate::~EffectFramePrivate()
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{
}
/***************************************************************
EffectFrame
***************************************************************/
EffectFrame::EffectFrame()
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: d(new EffectFramePrivate)
{
}
EffectFrame::~EffectFrame()
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{
delete d;
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}
qreal EffectFrame::crossFadeProgress() const
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{
return d->crossFadeProgress;
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}
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void EffectFrame::setCrossFadeProgress(qreal progress)
{
d->crossFadeProgress = progress;
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}
bool EffectFrame::isCrossFade() const
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{
return d->crossFading;
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}
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void EffectFrame::enableCrossFade(bool enable)
{
d->crossFading = enable;
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}
QMatrix4x4 EffectFrame::screenProjectionMatrix() const
{
return d->screenProjectionMatrix;
}
void EffectFrame::setScreenProjectionMatrix(const QMatrix4x4 &spm)
{
d->screenProjectionMatrix = spm;
}
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
/***************************************************************
TimeLine
***************************************************************/
class Q_DECL_HIDDEN TimeLine::Data : public QSharedData
{
public:
std::chrono::milliseconds duration;
Direction direction;
QEasingCurve easingCurve;
std::chrono::milliseconds elapsed = std::chrono::milliseconds::zero();
bool done = false;
RedirectMode sourceRedirectMode = RedirectMode::Relaxed;
RedirectMode targetRedirectMode = RedirectMode::Strict;
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
};
TimeLine::TimeLine(std::chrono::milliseconds duration, Direction direction)
: d(new Data)
{
Q_ASSERT(duration > std::chrono::milliseconds::zero());
d->duration = duration;
d->direction = direction;
}
TimeLine::TimeLine(const TimeLine &other)
: d(other.d)
{
}
TimeLine::~TimeLine() = default;
qreal TimeLine::progress() const
{
return static_cast<qreal>(d->elapsed.count()) / d->duration.count();
}
qreal TimeLine::value() const
{
const qreal t = progress();
return d->easingCurve.valueForProgress(
d->direction == Backward ? 1.0 - t : t);
}
void TimeLine::update(std::chrono::milliseconds delta)
{
Q_ASSERT(delta >= std::chrono::milliseconds::zero());
if (d->done) {
return;
}
d->elapsed += delta;
if (d->elapsed >= d->duration) {
d->done = true;
d->elapsed = d->duration;
}
}
std::chrono::milliseconds TimeLine::elapsed() const
{
return d->elapsed;
}
void TimeLine::setElapsed(std::chrono::milliseconds elapsed)
{
Q_ASSERT(elapsed >= std::chrono::milliseconds::zero());
if (elapsed == d->elapsed) {
return;
}
reset();
update(elapsed);
}
std::chrono::milliseconds TimeLine::duration() const
{
return d->duration;
}
void TimeLine::setDuration(std::chrono::milliseconds duration)
{
Q_ASSERT(duration > std::chrono::milliseconds::zero());
if (duration == d->duration) {
return;
}
d->elapsed = std::chrono::milliseconds(qRound(progress() * duration.count()));
d->duration = duration;
if (d->elapsed == d->duration) {
d->done = true;
}
}
TimeLine::Direction TimeLine::direction() const
{
return d->direction;
}
void TimeLine::setDirection(TimeLine::Direction direction)
{
if (d->direction == direction) {
return;
}
d->direction = direction;
if (d->elapsed > std::chrono::milliseconds::zero()
|| d->sourceRedirectMode == RedirectMode::Strict) {
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
d->elapsed = d->duration - d->elapsed;
}
if (d->done && d->targetRedirectMode == RedirectMode::Relaxed) {
d->done = false;
}
if (d->elapsed >= d->duration) {
d->done = true;
}
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
}
void TimeLine::toggleDirection()
{
setDirection(d->direction == Forward ? Backward : Forward);
}
QEasingCurve TimeLine::easingCurve() const
{
return d->easingCurve;
}
void TimeLine::setEasingCurve(const QEasingCurve &easingCurve)
{
d->easingCurve = easingCurve;
}
void TimeLine::setEasingCurve(QEasingCurve::Type type)
{
d->easingCurve.setType(type);
}
bool TimeLine::running() const
{
return d->elapsed != std::chrono::milliseconds::zero()
&& d->elapsed != d->duration;
}
bool TimeLine::done() const
{
return d->done;
}
void TimeLine::reset()
{
d->elapsed = std::chrono::milliseconds::zero();
d->done = false;
}
TimeLine::RedirectMode TimeLine::sourceRedirectMode() const
{
return d->sourceRedirectMode;
}
void TimeLine::setSourceRedirectMode(RedirectMode mode)
{
d->sourceRedirectMode = mode;
}
TimeLine::RedirectMode TimeLine::targetRedirectMode() const
{
return d->targetRedirectMode;
}
void TimeLine::setTargetRedirectMode(RedirectMode mode)
{
d->targetRedirectMode = mode;
}
[libkwineffects] Add TimeLine helper Summary: Most effects use QTimeLine in the following manner ```lang=cpp if (...) { m_timeline->setCurrentTime(m_timeline->currentTime() + time); } else { m_timeline->setCurrentTime(m_timeline->currentTime() - time); } ``` Because effects do not rely on a timer that QTimeLine has, they can't toggle direction of the QTimeLine, which makes somewhat harder to write effects. In some cases that's obvious what condition to use to figure out whether to add or subtract `time`, but there are cases when it's not. In addition to that, setCurrentTime allows to have negative currentTime, which in some cases causes bugs. And overall, the way effects use QTimeLine is really hack-ish. It makes more sense just to use an integer accumulator(like the Fall Apart effect is doing) than to use QTimeLine. Another problem with QTimeLine is that it's a QObject and some effects do ```lang=cpp class WindowInfo { public: ~WindowInfo(); QTimeLine *timeLine; }; WindowInfo::~WindowInfo() { delete timeLine; } // ... QHash<EffectWindow*, WindowInfo> m_windows; ``` which is unsafe. This change adds the TimeLine class. The TimeLine class is a timeline helper that designed specifically for needs of effects. Demo ```lang=cpp TimeLine timeLine(1000, TimeLine::Forward); timeLine.setEasingCurve(QEasingCurve::Linear); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // false timeLine.update(420); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.toggleDirection(); timeLine.value(); // 0.42 timeLine.running(); // true timeLine.done(); // false timeLine.update(100); timeLine.value(); // 0.32 timeLine.running(); // true timeLine.done(); // false timeLine.update(1000); timeLine.value(); // 0.0 timeLine.running(); // false timeLine.done(); // true ``` Test Plan: Ran tests. Reviewers: #kwin, davidedmundson, graesslin Reviewed By: #kwin, davidedmundson, graesslin Subscribers: romangg, graesslin, anthonyfieroni, davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D13740
2018-06-28 18:13:43 +00:00
TimeLine &TimeLine::operator=(const TimeLine &other)
{
d = other.d;
return *this;
}
} // namespace