kwin/libkwineffects/anidata_p.h

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2020-08-02 22:22:19 +00:00
/*
KWin - the KDE window manager
This file is part of the KDE project.
2020-08-02 22:22:19 +00:00
SPDX-FileCopyrightText: 2011 Thomas Lübking <thomas.luebking@web.de>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#ifndef ANIDATA_H
#define ANIDATA_H
#include "kwinanimationeffect.h"
#include <QEasingCurve>
namespace KWin {
/**
* Wraps effects->setActiveFullScreenEffect for the duration of it's lifespan
*/
class FullScreenEffectLock
{
public:
FullScreenEffectLock(Effect *effect);
~FullScreenEffectLock();
private:
Q_DISABLE_COPY(FullScreenEffectLock)
};
typedef QSharedPointer<FullScreenEffectLock> FullScreenEffectLockPtr;
/**
* Keeps windows alive during animation after they got closed
*/
class KeepAliveLock
{
public:
KeepAliveLock(EffectWindow *w);
~KeepAliveLock();
private:
EffectWindow *m_window;
Q_DISABLE_COPY(KeepAliveLock)
};
typedef QSharedPointer<KeepAliveLock> KeepAliveLockPtr;
/**
* References the previous window pixmap to prevent discarding.
*/
class PreviousWindowPixmapLock
{
public:
PreviousWindowPixmapLock(EffectWindow *w);
~PreviousWindowPixmapLock();
private:
EffectWindow *m_window;
Q_DISABLE_COPY(PreviousWindowPixmapLock)
};
typedef QSharedPointer<PreviousWindowPixmapLock> PreviousWindowPixmapLockPtr;
class KWINEFFECTS_EXPORT AniData {
public:
AniData();
AniData(AnimationEffect::Attribute a, int meta, const FPx2 &to,
int delay, const FPx2 &from, bool waitAtSource,
FullScreenEffectLockPtr =FullScreenEffectLockPtr(),
bool keepAlive = true, PreviousWindowPixmapLockPtr previousWindowPixmapLock = {});
[scripting] Introduce redirect function Summary: Consider current implementation of the Squash effect: if a window was minimized, an animation will be started; if the window is unminimized and the animation is still active (that can happen when user clicks on app's icon really fast), the animation will be stopped and a new one will be created. Such behavior can lead to rapid jumps in the observed "animation". A better approach would be first try to **reverse** the already active animation, and if that attempt wasn't successful, start a new animation. This patch introduces a new function to the scripted effects API that lets JavaScript effects to control direction of animations. The prototype of the function looks as follows: redirect(<animation id(s)>, <direction>, [<termination policy>]) the first argument is an animation id or a list of animation ids, the second argument specifies the new direction of the animation or animations if a list of ids was passed as the first argument. The third argument specifies whether the animation(s) should be terminated when it(they) reaches the source position, currently it's relevant only for animations that are created with set() function. The termination policy argument is optional, by default it's Effect.TerminateAtSource. We can use this function to fix issues with rapid jumps in the Squash effect. Also, redirect() lets us to write effects for simple animations in slightly different style: first, we have to start the main animation (e.g. for the Dialog Parent effect, it would be dimming of main windows) and then change direction of the animation depending on external events, e.g. when the Desktop Cube effect is activated. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, abetts, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D16449
2018-10-24 19:58:29 +00:00
bool isActive() const;
inline bool isOneDimensional() const {
return from[0] == from[1] && to[0] == to[1];
}
quint64 id{0};
QString debugInfo() const;
AnimationEffect::Attribute attribute;
int customCurve;
FPx2 from, to;
TimeLine timeLine;
uint meta;
qint64 startTime;
QSharedPointer<FullScreenEffectLock> fullScreenEffectLock;
[scripting] Introduce redirect function Summary: Consider current implementation of the Squash effect: if a window was minimized, an animation will be started; if the window is unminimized and the animation is still active (that can happen when user clicks on app's icon really fast), the animation will be stopped and a new one will be created. Such behavior can lead to rapid jumps in the observed "animation". A better approach would be first try to **reverse** the already active animation, and if that attempt wasn't successful, start a new animation. This patch introduces a new function to the scripted effects API that lets JavaScript effects to control direction of animations. The prototype of the function looks as follows: redirect(<animation id(s)>, <direction>, [<termination policy>]) the first argument is an animation id or a list of animation ids, the second argument specifies the new direction of the animation or animations if a list of ids was passed as the first argument. The third argument specifies whether the animation(s) should be terminated when it(they) reaches the source position, currently it's relevant only for animations that are created with set() function. The termination policy argument is optional, by default it's Effect.TerminateAtSource. We can use this function to fix issues with rapid jumps in the Squash effect. Also, redirect() lets us to write effects for simple animations in slightly different style: first, we have to start the main animation (e.g. for the Dialog Parent effect, it would be dimming of main windows) and then change direction of the animation depending on external events, e.g. when the Desktop Cube effect is activated. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, abetts, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D16449
2018-10-24 19:58:29 +00:00
bool waitAtSource;
bool keepAlive;
KeepAliveLockPtr keepAliveLock;
PreviousWindowPixmapLockPtr previousWindowPixmapLock;
[scripting] Introduce redirect function Summary: Consider current implementation of the Squash effect: if a window was minimized, an animation will be started; if the window is unminimized and the animation is still active (that can happen when user clicks on app's icon really fast), the animation will be stopped and a new one will be created. Such behavior can lead to rapid jumps in the observed "animation". A better approach would be first try to **reverse** the already active animation, and if that attempt wasn't successful, start a new animation. This patch introduces a new function to the scripted effects API that lets JavaScript effects to control direction of animations. The prototype of the function looks as follows: redirect(<animation id(s)>, <direction>, [<termination policy>]) the first argument is an animation id or a list of animation ids, the second argument specifies the new direction of the animation or animations if a list of ids was passed as the first argument. The third argument specifies whether the animation(s) should be terminated when it(they) reaches the source position, currently it's relevant only for animations that are created with set() function. The termination policy argument is optional, by default it's Effect.TerminateAtSource. We can use this function to fix issues with rapid jumps in the Squash effect. Also, redirect() lets us to write effects for simple animations in slightly different style: first, we have to start the main animation (e.g. for the Dialog Parent effect, it would be dimming of main windows) and then change direction of the animation depending on external events, e.g. when the Desktop Cube effect is activated. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, abetts, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D16449
2018-10-24 19:58:29 +00:00
AnimationEffect::TerminationFlags terminationFlags;
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
2020-11-20 15:44:04 +00:00
std::chrono::milliseconds lastPresentTime;
};
} // namespace
QDebug operator<<(QDebug dbg, const KWin::AniData &a);
#endif // ANIDATA_H