Magiclamp supports now panels which are not positioned at the bottom of the screen.
svn path=/trunk/KDE/kdebase/workspace/; revision=850763
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2 changed files with 140 additions and 25 deletions
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@ -86,37 +86,144 @@ void MagicLampEffect::paintWindow( EffectWindow* w, int mask, QRegion region, Wi
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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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icon = QRect( displayWidth() / 2, displayHeight(), 0, 0 );
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QRect area = effects->clientArea( PlacementArea, w );
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IconPosition position = Bottom;
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// top
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if( icon.y() + icon.height() <= area.y() )
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{
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position = Top;
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}
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// bottom
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if( icon.y() >= area.y()+area.height() )
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{
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position = Bottom;
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}
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// left
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if( icon.x() + icon.width() <= area.x() )
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{
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position = Left;
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}
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// right
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if( icon.x() >= area.x()+ area.width() )
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{
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position = Right;
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}
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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()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
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float bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
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if( position == Top || position == Bottom )
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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;
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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;
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float yOffsetBottom;
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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;
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float bottomProgress;
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if( position == Bottom )
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{
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quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress;
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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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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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topProgress = qMin( yOffsetTop/(icon.y()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
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bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
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}
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else
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{
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quadFactor = geo.height() - quad[0].y() + (quad[0].y())*progress;
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yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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quadFactor = geo.height() - quad[2].y() + (quad[2].y())*progress;
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yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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topProgress = qMin( yOffsetTop/(geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height()-quad[0].y())/geo.height()*geo.height())), 1.0f );
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bottomProgress = qMin( yOffsetBottom/(geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height()-quad[2].y())/geo.height()*geo.height())), 1.0f );
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}
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if( position == Top )
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{
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yOffsetTop *= -1;
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yOffsetBottom *= -1;
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}
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if( topProgress < 0 )
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topProgress *= -1;
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if( bottomProgress < 0 )
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bottomProgress *= -1;
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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()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
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quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
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quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
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quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() );
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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()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
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quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
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quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
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quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (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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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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}
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else
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{
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float quadFactor;
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float xOffsetLeft;
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float xOffsetRight;
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float leftProgress;
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float rightProgress;
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if( position == Right )
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{
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quadFactor = quad[0].x() + (geo.width() - quad[0].x())*progress;
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xOffsetLeft = (icon.x() + quad[0].x() - geo.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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quadFactor = quad[1].x() + (geo.width() - quad[1].x())*progress;
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xOffsetRight = (icon.x() + quad[1].x() - geo.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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leftProgress = qMin( xOffsetLeft/(icon.x()+icon.width() - geo.x()-(float)(quad[0].x()/geo.width()*geo.width())), 1.0f );
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rightProgress = qMin( xOffsetRight/(icon.x()+icon.width() - geo.x()-(float)(quad[1].x()/geo.width()*geo.width())), 1.0f );
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}
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else
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{
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quadFactor = geo.width() - quad[0].x() + (quad[0].x())*progress;
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xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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quadFactor = geo.width() - quad[1].x() + (quad[1].x())*progress;
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xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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leftProgress = qMin( xOffsetLeft/(geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width()-quad[0].x())/geo.width()*geo.width())), 1.0f );
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rightProgress = qMin( xOffsetRight/(geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width()-quad[1].x())/geo.width()*geo.width())), 1.0f );
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}
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if( position == Left )
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{
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xOffsetLeft *= -1;
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xOffsetRight *= -1;
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}
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if( leftProgress < 0 )
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leftProgress *= -1;
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if( rightProgress < 0 )
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rightProgress *= -1;
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quad[0].setY( (icon.y() + icon.height()*(quad[0].y()/geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y() );
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quad[1].setY( (icon.y() + icon.height()*(quad[1].y()/geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y() );
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quad[2].setY( (icon.y() + icon.height()*(quad[2].y()/geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y() );
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quad[3].setY( (icon.y() + icon.height()*(quad[3].y()/geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y() );
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quad[0].setX( quad[0].x() + xOffsetLeft );
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quad[1].setX( quad[1].x() + xOffsetRight );
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quad[2].setX( quad[2].x() + xOffsetRight );
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quad[3].setX( quad[3].x() + xOffsetLeft );
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}
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newQuads.append( quad );
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}
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data.quads = newQuads;
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@ -43,6 +43,14 @@ class MagicLampEffect
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private:
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QHash< EffectWindow*, TimeLine > mTimeLineWindows;
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int mActiveAnimations;
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enum IconPosition
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{
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Top,
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Bottom,
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Left,
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Right
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};
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};
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} // namespace
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