155 lines
6.1 KiB
C++
155 lines
6.1 KiB
C++
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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) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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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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// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
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#include "magiclamp.h"
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namespace KWin
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{
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KWIN_EFFECT( magiclamp, MagicLampEffect )
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MagicLampEffect::MagicLampEffect()
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{
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mActiveAnimations = 0;
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}
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void MagicLampEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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mActiveAnimations = mTimeLineWindows.count();
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if( mActiveAnimations > 0 )
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// We need to mark the screen windows as transformed. Otherwise the
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// whole screen won't be repainted, resulting in artefacts
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void MagicLampEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( mTimeLineWindows.contains( w ))
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{
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if( w->isMinimized() )
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{
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mTimeLineWindows[w].addTime(time);
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if( mTimeLineWindows[w].progress() >= 1.0f )
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mTimeLineWindows.remove( w );
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}
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else
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{
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mTimeLineWindows[w].removeTime(time);
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if( mTimeLineWindows[w].progress() <= 0.0f )
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mTimeLineWindows.remove( w );
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}
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// Schedule window for transformation if the animation is still in
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// progress
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if( mTimeLineWindows.contains( w ))
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{
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// We'll transform this window
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data.setTransformed();
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data.quads = data.quads.makeGrid( 40 );
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void MagicLampEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( mTimeLineWindows.contains( w ))
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{
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// 0 = not minimized, 1 = fully minimized
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float progress = mTimeLineWindows[w].value();
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QRect geo = w->geometry();
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QRect icon = w->iconGeometry();
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// If there's no icon geometry, minimize to the center of the screen
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if( !icon.isValid() )
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icon = QRect( displayWidth() / 2, displayHeight() / 2, 0, 0 );
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WindowQuadList newQuads;
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foreach( WindowQuad quad, data.quads )
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{
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// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
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// it is used as quadFactor^3/windowHeight^3
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// quadFactor is the y position of the quad but is changed towards becomming the window height
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// by that the factor becomes 1 and has no influence any more
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float quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress;
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// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
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float yOffsetTop = (icon.y() + quad[0].y() - geo.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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quadFactor = quad[2].y() + (geo.height() - quad[2].y())*progress;
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float yOffsetBottom = (icon.y() + quad[2].y() - geo.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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// top and bottom progress is the factor which defines how far the x values have to be changed
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// factor is the current moved y value diveded by the distance between icon and window
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float topProgress = qMin( yOffsetTop/(icon.y() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
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float bottomProgress = qMin( yOffsetBottom/(icon.y() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
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// x values are moved towards the center of the icon
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quad[0].setX( (icon.x() + icon.width()*0.5 - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
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quad[1].setX( (icon.x() + icon.width()*0.5 - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
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quad[2].setX( (icon.x() + icon.width()*0.5 - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
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quad[3].setX( (icon.x() + icon.width()*0.5 - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() );
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quad[0].setY( quad[0].y() + yOffsetTop );
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quad[1].setY( quad[1].y() + yOffsetTop );
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quad[2].setY( quad[2].y() + yOffsetBottom );
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quad[3].setY( quad[3].y() + yOffsetBottom );
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newQuads.append( quad );
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}
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data.quads = newQuads;
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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}
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void MagicLampEffect::postPaintScreen()
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{
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if( mActiveAnimations > 0 )
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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mActiveAnimations = mTimeLineWindows.count();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void MagicLampEffect::windowMinimized( EffectWindow* w )
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{
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration( 250 );
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mTimeLineWindows[w].setProgress(0.0f);
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}
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void MagicLampEffect::windowUnminimized( EffectWindow* w )
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{
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration( 250 );
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mTimeLineWindows[w].setProgress(1.0f);
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}
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} // namespace
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