Magiclamp supports now panels which are not positioned at the bottom of the screen.

svn path=/trunk/KDE/kdebase/workspace/; revision=850763
This commit is contained in:
Martin Gräßlin 2008-08-22 09:40:46 +00:00
parent 817977f2e0
commit 5fff9923ec
2 changed files with 140 additions and 25 deletions

View file

@ -86,37 +86,144 @@ void MagicLampEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
QRect icon = w->iconGeometry();
// If there's no icon geometry, minimize to the center of the screen
if( !icon.isValid() )
icon = QRect( displayWidth() / 2, displayHeight() / 2, 0, 0 );
icon = QRect( displayWidth() / 2, displayHeight(), 0, 0 );
QRect area = effects->clientArea( PlacementArea, w );
IconPosition position = Bottom;
// top
if( icon.y() + icon.height() <= area.y() )
{
position = Top;
}
// bottom
if( icon.y() >= area.y()+area.height() )
{
position = Bottom;
}
// left
if( icon.x() + icon.width() <= area.x() )
{
position = Left;
}
// right
if( icon.x() >= area.x()+ area.width() )
{
position = Right;
}
WindowQuadList newQuads;
foreach( WindowQuad quad, data.quads )
{
// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
// it is used as quadFactor^3/windowHeight^3
// quadFactor is the y position of the quad but is changed towards becomming the window height
// by that the factor becomes 1 and has no influence any more
float quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress;
// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
float yOffsetTop = (icon.y() + quad[0].y() - geo.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
quadFactor = quad[2].y() + (geo.height() - quad[2].y())*progress;
float yOffsetBottom = (icon.y() + quad[2].y() - geo.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
// top and bottom progress is the factor which defines how far the x values have to be changed
// factor is the current moved y value diveded by the distance between icon and window
float topProgress = qMin( yOffsetTop/(icon.y()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
float bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
if( position == Top || position == Bottom )
{
// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
// it is used as quadFactor^3/windowHeight^3
// quadFactor is the y position of the quad but is changed towards becomming the window height
// by that the factor becomes 1 and has no influence any more
float quadFactor;
// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
float yOffsetTop;
float yOffsetBottom;
// top and bottom progress is the factor which defines how far the x values have to be changed
// factor is the current moved y value diveded by the distance between icon and window
float topProgress;
float bottomProgress;
if( position == Bottom )
{
quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress;
yOffsetTop = (icon.y() + quad[0].y() - geo.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
quadFactor = quad[2].y() + (geo.height() - quad[2].y())*progress;
yOffsetBottom = (icon.y() + quad[2].y() - geo.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
topProgress = qMin( yOffsetTop/(icon.y()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
}
else
{
quadFactor = geo.height() - quad[0].y() + (quad[0].y())*progress;
yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
quadFactor = geo.height() - quad[2].y() + (quad[2].y())*progress;
yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
topProgress = qMin( yOffsetTop/(geo.y() - icon.height() + geo.height() - icon.y() -
(float)((geo.height()-quad[0].y())/geo.height()*geo.height())), 1.0f );
bottomProgress = qMin( yOffsetBottom/(geo.y() - icon.height() + geo.height() - icon.y() -
(float)((geo.height()-quad[2].y())/geo.height()*geo.height())), 1.0f );
}
if( position == Top )
{
yOffsetTop *= -1;
yOffsetBottom *= -1;
}
if( topProgress < 0 )
topProgress *= -1;
if( bottomProgress < 0 )
bottomProgress *= -1;
// x values are moved towards the center of the icon
quad[0].setX( (icon.x() + icon.width()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() );
// x values are moved towards the center of the icon
quad[0].setX( (icon.x() + icon.width()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() );
quad[0].setY( quad[0].y() + yOffsetTop );
quad[1].setY( quad[1].y() + yOffsetTop );
quad[2].setY( quad[2].y() + yOffsetBottom );
quad[3].setY( quad[3].y() + yOffsetBottom );
quad[0].setY( quad[0].y() + yOffsetTop );
quad[1].setY( quad[1].y() + yOffsetTop );
quad[2].setY( quad[2].y() + yOffsetBottom );
quad[3].setY( quad[3].y() + yOffsetBottom );
}
else
{
float quadFactor;
float xOffsetLeft;
float xOffsetRight;
float leftProgress;
float rightProgress;
if( position == Right )
{
quadFactor = quad[0].x() + (geo.width() - quad[0].x())*progress;
xOffsetLeft = (icon.x() + quad[0].x() - geo.x())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
quadFactor = quad[1].x() + (geo.width() - quad[1].x())*progress;
xOffsetRight = (icon.x() + quad[1].x() - geo.x())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
leftProgress = qMin( xOffsetLeft/(icon.x()+icon.width() - geo.x()-(float)(quad[0].x()/geo.width()*geo.width())), 1.0f );
rightProgress = qMin( xOffsetRight/(icon.x()+icon.width() - geo.x()-(float)(quad[1].x()/geo.width()*geo.width())), 1.0f );
}
else
{
quadFactor = geo.width() - quad[0].x() + (quad[0].x())*progress;
xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
quadFactor = geo.width() - quad[1].x() + (quad[1].x())*progress;
xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x())*progress*
((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
leftProgress = qMin( xOffsetLeft/(geo.x() - icon.width() + geo.width() - icon.x() -
(float)((geo.width()-quad[0].x())/geo.width()*geo.width())), 1.0f );
rightProgress = qMin( xOffsetRight/(geo.x() - icon.width() + geo.width() - icon.x() -
(float)((geo.width()-quad[1].x())/geo.width()*geo.width())), 1.0f );
}
if( position == Left )
{
xOffsetLeft *= -1;
xOffsetRight *= -1;
}
if( leftProgress < 0 )
leftProgress *= -1;
if( rightProgress < 0 )
rightProgress *= -1;
quad[0].setY( (icon.y() + icon.height()*(quad[0].y()/geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y() );
quad[1].setY( (icon.y() + icon.height()*(quad[1].y()/geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y() );
quad[2].setY( (icon.y() + icon.height()*(quad[2].y()/geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y() );
quad[3].setY( (icon.y() + icon.height()*(quad[3].y()/geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y() );
quad[0].setX( quad[0].x() + xOffsetLeft );
quad[1].setX( quad[1].x() + xOffsetRight );
quad[2].setX( quad[2].x() + xOffsetRight );
quad[3].setX( quad[3].x() + xOffsetLeft );
}
newQuads.append( quad );
}
data.quads = newQuads;

View file

@ -43,6 +43,14 @@ class MagicLampEffect
private:
QHash< EffectWindow*, TimeLine > mTimeLineWindows;
int mActiveAnimations;
enum IconPosition
{
Top,
Bottom,
Left,
Right
};
};
} // namespace