[libkwineffects] Overhaul AnimationEffect's documentation

Summary: This change reformats the documentation so it's more easier to read it.

Test Plan:
Generated Doxygen documentation, started Python's Simple HTTP server, navigated
to AnimationEffect's documention, haven't noticed any serious issues.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: graesslin, davidedmundson, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D17832
This commit is contained in:
Vlad Zagorodniy 2019-01-08 20:08:15 +02:00
parent bbb67f2675
commit be3ab3871e

View file

@ -91,6 +91,21 @@ private:
class AniData;
class AnimationEffectPrivate;
/**
* Base class for animation effects.
*
* AnimationEffect serves as a base class for animation effects. It makes easier
* implementing animated transitions, without having to worry about low-level
* specific stuff, e.g. referencing and unreferencing deleted windows, scheduling
* repaints for the next frame, etc.
*
* Each animation animates one specific attribute, e.g. size, position, scale, etc.
* You can provide your own implementation of the Generic attribute if none of the
* standard attributes(e.g. size, position, etc) satisfy your requirements.
*
* @since 4.8
**/
class KWINEFFECTS_EXPORT AnimationEffect : public Effect
{
Q_OBJECT
@ -115,6 +130,8 @@ public:
/**
* This enum type is used to specify the direction of the animation.
*
* @since 5.15
**/
enum Direction {
Forward, ///< The animation goes from source to target.
@ -125,46 +142,74 @@ public:
/**
* This enum type is used to specify when the animation should be terminated.
*
* @value DontTerminate Don't terminate the animation when it reaches the source
* or the target position.
*
* @value TerminateAtSource Terminate the animation when it reaches the source
* position. An animation can reach the source position if its direction was
* changed to go backward (from target to source).
*
* @value TerminateAtTarget Terminate the animation when it reaches the target
* position. If this flag is not set, then the animation will be persistent.
* @since 5.15
**/
enum TerminationFlag {
/**
* Don't terminate the animation when it reaches source or target position.
**/
DontTerminate = 0x00,
/**
* Terminate the animation when it reaches the source position. An animation
* can reach the source position if its direction was changed to go backward
* (from target to source).
**/
TerminateAtSource = 0x01,
/**
* Terminate the animation when it reaches the target position. If this flag
* is not set, then the animation will be persistent.
**/
TerminateAtTarget = 0x02
};
Q_FLAGS(TerminationFlag)
Q_DECLARE_FLAGS(TerminationFlags, TerminationFlag)
/**
* Whenever you intend to connect to the EffectsHandler::windowClosed() signal, do so when reimplementing the constructor.
* Do *not* add private slots named _windowClosed( EffectWindow* w ) or _windowDeleted( EffectWindow* w ) !!
* The AnimationEffect connects them right *after* the construction.
* If you shadow the _windowDeleted slot (it doesn't matter that it's a private slot!), this will lead to segfaults.
* If you shadow _windowClosed() or connect your slot to EffectsHandler::windowClosed() after _windowClosed() was connected, animations for closing windows will fail.
*/
* Constructs AnimationEffect.
*
* Whenever you intend to connect to the EffectsHandler::windowClosed() signal,
* do so when reimplementing the constructor. Do not add private slots named
* _windowClosed or _windowDeleted! The AnimationEffect connects them right after
* the construction.
*
* If you shadow the _windowDeleted slot (it doesn't matter that it's a private
* slot), this will lead to segfaults.
*
* If you shadow _windowClosed or connect your slot to EffectsHandler::windowClosed()
* after _windowClosed was connected, animations for closing windows will fail.
**/
AnimationEffect();
~AnimationEffect();
bool isActive() const;
/**
* Set and get predefined metatypes.
* The first 24 bits are reserved for the AnimationEffect class - you can use the last 8 bits for custom hints.
* In case you transform a Generic attribute, all 32 bits are yours and you can use them as you want and read them in your genericAnimation() implementation.
*/
static int metaData(MetaType type, uint meta );
static void setMetaData(MetaType type, uint value, uint &meta );
/**
* Reimplemented from KWIn::Effect
*/
* Gets stored metadata.
*
* Metadata can be used to store some extra information, for example rotation axis,
* etc. The first 24 bits are reserved for the AnimationEffect class, you can use
* the last 8 bits for custom hints. In case when you transform a Generic attribute,
* all 32 bits are yours and you can use them as you want and read them in your
* genericAnimation() implementation.
*
* @param type The type of the metadata.
* @param meta Where the metadata is stored.
* @returns Stored metadata.
* @since 4.8
**/
static int metaData(MetaType type, uint meta );
/**
* Sets metadata.
*
* @param type The type of the metadata.
* @param value The data to be stored.
* @param meta Where the metadata will be stored.
* @since 4.8
**/
static void setMetaData(MetaType type, uint value, uint &meta );
// Reimplemented from KWin::Effect.
QString debug(const QString &parameter) const;
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
@ -172,8 +217,10 @@ public:
virtual void postPaintScreen();
/**
* Gaussian (bumper) animation curve for QEasingCurve
*/
* Gaussian (bumper) animation curve for QEasingCurve.
*
* @since 4.8
**/
static qreal qecGaussian(qreal progress)
{
progress = 2*progress - 1;
@ -181,47 +228,84 @@ public:
return qExp(progress);
}
/**
* @since 4.8
**/
static inline qint64 clock() {
return s_clock.elapsed();
}
protected:
/**
* The central function of this class - call it to create an animated transition of any supported attribute
* @param w - The EffectWindow to manipulate
* @param a - The @enum Attribute to manipulate
* @param meta - Basically a wildcard to carry various extra information, eg. the anchor, relativity or rotation axis. You will probably use require it when performing Generic animations.
* @param ms - How long the transition will last
* @param to - The target value. FPx2 is an agnostic two component float type (like QPointF or QSizeF, but without requiring to be either and supporting an invalid state)
* @param shape - How the animation progresses, eg. Linear progresses constantly while Exponential start slow and becomes very fast in the end
* @param delay - When the animation will start compared to "now" (the window will remain at the "from" position until then)
* @param from - The starting value, the default is invalid, ie. the attribute for the window is not transformed in the beginning
* @param fullScreen - Sets this effect as the active full screen effect for the duration of the animation
* @param keepAlive - Whether closed windows should be kept alive during animation
* @return an ID that you can use to cancel a running animation
*/
* Starts an animated transition of any supported attribute.
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Basically a wildcard to carry various extra information, e.g.
* the anchor, relativity or rotation axis. You will probably use it when
* performing Generic animations.
* @param ms How long the transition will last.
* @param to The target value. FPx2 is an agnostic two component float type
* (like QPointF or QSizeF, but without requiring to be either and supporting
* an invalid state).
* @param shape How the animation progresses, e.g. Linear progresses constantly
* while Exponential start slow and becomes very fast in the end.
* @param delay When the animation will start compared to "now" (the window will
* remain at the "from" position until then).
* @param from The starting value, the default is invalid, ie. the attribute for
* the window is not transformed in the beginning.
* @param fullScreen Sets this effect as the active full screen effect for the
* duration of the animation.
* @param keepAlive Whether closed windows should be kept alive during animation.
* @returns An ID that you can use to cancel a running animation.
* @since 4.8
**/
quint64 animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true)
{ return p_animate(w, a, meta, ms, to, curve, delay, from, false, fullScreen, keepAlive); }
/**
* Equal to ::animate() with one important difference:
* The target value for the attribute is kept until you ::cancel() this animation
* @return an ID that you need to use to cancel this manipulation
*/
* Starts a persistent animated transition of any supported attribute.
*
* This method is equal to animate() with one important difference:
* the target value for the attribute is kept until you call cancel().
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Basically a wildcard to carry various extra information, e.g.
* the anchor, relativity or rotation axis. You will probably use it when
* performing Generic animations.
* @param ms How long the transition will last.
* @param to The target value. FPx2 is an agnostic two component float type
* (like QPointF or QSizeF, but without requiring to be either and supporting
* an invalid state).
* @param shape How the animation progresses, e.g. Linear progresses constantly
* while Exponential start slow and becomes very fast in the end.
* @param delay When the animation will start compared to "now" (the window will
* remain at the "from" position until then).
* @param from The starting value, the default is invalid, ie. the attribute for
* the window is not transformed in the beginning.
* @param fullScreen Sets this effect as the active full screen effect for the
* duration of the animation.
* @param keepAlive Whether closed windows should be kept alive during animation.
* @returns An ID that you need to use to cancel this manipulation.
* @since 4.11
**/
quint64 set( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true)
{ return p_animate(w, a, meta, ms, to, curve, delay, from, true, fullScreen, keepAlive); }
/**
* this allows to alter the target (but not type or curve) of a running animation
* with the ID @param animationId
* @param newTarget alters the "to" parameter of the animation
* If @param newRemainingTime allows to lengthen (or shorten) the remaining time
* of the animation. By default (-1) the remaining time remains unchanged
* Changes the target (but not type or curve) of a running animation.
*
* Please use @function cancel to cancel an animation rather than altering it.
* NOTICE that you can NOT retarget an animation that just has just @function animationEnded !
* @return whether there was such animation and it could be altered
*/
* Please use cancel() to cancel an animation rather than altering it.
*
* @param animationId The id of the animation to be retargetted.
* @param newTarget The new target.
* @param newRemainingTime The new duration of the transition. By default (-1),
* the remaining time remains unchanged.
* @returns @c true if the animation was retargetted successfully, @c false otherwise.
* @note You can NOT retarget an animation that just has just ended!
* @since 5.6
**/
bool retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime = -1);
/**
@ -234,6 +318,7 @@ protected:
* Currently, TerminationFlag::TerminateAtTarget has no effect.
* @returns @c true if the direction of the animation was changed successfully,
* otherwise @c false.
* @since 5.15
**/
bool redirect(quint64 animationId,
Direction direction,
@ -245,26 +330,50 @@ protected:
* @param animationId The id of the animation.
* @returns @c true if the animation was fast-forwarded successfully, otherwise
* @c false.
* @since 5.15
**/
bool complete(quint64 animationId);
/**
* Called whenever an animation end, passes the transformed @class EffectWindow @enum Attribute and originally supplied @param meta
* You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation
*/
virtual void animationEnded( EffectWindow *, Attribute, uint meta ) {Q_UNUSED(meta);}
* Called whenever an animation ends.
*
* You can reimplement this method to keep a constant transformation for the window
* (i.e. keep it at some opacity or position) or to start another animation.
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Originally supplied metadata to animate() or set().
* @since 4.8
**/
virtual void animationEnded(EffectWindow *w, Attribute a, uint meta)
{Q_UNUSED(w); Q_UNUSED(a); Q_UNUSED(meta);}
/**
* Cancel a running animation. @return true if an animation for @p animationId was found (and canceled)
* NOTICE that there is NO animated reset of the original value. You'll have to provide that with a second animation
* NOTICE as well that this will eventually release a Deleted window.
* If you intend to run another animation on the (Deleted) window, you have to do that before cancelling the old animation (to keep the window around)
*/
* Cancels a running animation.
*
* @param animationId The id of the animation.
* @returns @c true if the animation was found (and canceled), @c false otherwise.
* @note There is NO animated reset of the original value. You'll have to provide
* that with a second animation.
* @note This will eventually release a Deleted window as well.
* @note If you intend to run another animation on the (Deleted) window, you have
* to do that before cancelling the old animation (to keep the window around).
* @since 4.11
**/
bool cancel(quint64 animationId);
/**
* Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute".
* You could use the meta information to eg. support more than one additional animations
*/
* Called whenever animation that transforms Generic attribute needs to be painted.
*
* You should reimplement this method if you transform Generic attribute. @p meta
* can be used to support more than one additional animations.
*
* @param w The animated window.
* @param data The paint data.
* @param progress Current progress value.
* @param meta The metadata.
* @since 4.8
**/
virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}