effects/animationeffect: clean up the code a bit
This commit is contained in:
parent
8ca94eed44
commit
f10a93ce1c
1 changed files with 272 additions and 289 deletions
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@ -229,6 +229,7 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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this, &AnimationEffect::_windowExpandedGeometryChanged);
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it = d->m_animations.emplace(std::make_pair(w, std::pair<std::vector<AniData>, QRect>{})).first;
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}
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auto &[animations, rect] = it->second;
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std::shared_ptr<FullScreenEffectLock> fullscreen;
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if (fullScreenEffect) {
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@ -243,7 +244,7 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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CrossFadeEffect::redirect(w);
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}
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it->second.first.push_back(AniData(
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animations.push_back(AniData(
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a, // Attribute
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meta, // Metadata
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to, // Target
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@ -255,7 +256,7 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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shader));
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const quint64 ret_id = ++d->m_animCounter;
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AniData &animation = it->second.first.back();
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AniData &animation = animations.back();
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animation.id = ret_id;
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animation.visibleRef = EffectWindowVisibleRef(w, EffectWindow::PAINT_DISABLED_BY_MINIMIZE | EffectWindow::PAINT_DISABLED_BY_DESKTOP | EffectWindow::PAINT_DISABLED);
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@ -271,7 +272,7 @@ quint64 AnimationEffect::p_animate(EffectWindow *w, Attribute a, uint meta, int
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animation.terminationFlags |= TerminateAtTarget;
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}
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it->second.second = QRect();
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rect = QRect();
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d->m_animationsTouched = true;
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@ -296,29 +297,27 @@ bool AnimationEffect::retarget(quint64 animationId, FPx2 newTarget, int newRemai
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if (animationId == d->m_justEndedAnimation) {
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return false; // this is just ending, do not try to retarget it
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}
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for (AniMap::iterator entry = d->m_animations.begin(),
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mapEnd = d->m_animations.end();
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entry != mapEnd; ++entry) {
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for (auto anim = entry->second.first.begin(),
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animEnd = entry->second.first.end();
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anim != animEnd; ++anim) {
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if (anim->id == animationId) {
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anim->from.set(interpolated(*anim, 0), interpolated(*anim, 1));
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validate(anim->attribute, anim->meta, nullptr, &newTarget, entry->first);
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anim->to.set(newTarget[0], newTarget[1]);
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for (auto &[window, pair] : d->m_animations) {
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auto &[animations, rect] = pair;
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const auto anim = std::ranges::find_if(animations, [animationId](const auto &anim) {
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return anim.id == animationId;
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});
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if (anim != animations.end()) {
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anim->from.set(interpolated(*anim, 0), interpolated(*anim, 1));
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validate(anim->attribute, anim->meta, nullptr, &newTarget, window);
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anim->to.set(newTarget[0], newTarget[1]);
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anim->timeLine.setDirection(TimeLine::Forward);
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anim->timeLine.setDuration(std::chrono::milliseconds(newRemainingTime));
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anim->timeLine.reset();
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anim->timeLine.setDirection(TimeLine::Forward);
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anim->timeLine.setDuration(std::chrono::milliseconds(newRemainingTime));
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anim->timeLine.reset();
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if (anim->attribute == CrossFadePrevious) {
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CrossFadeEffect::redirect(entry->first);
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}
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return true;
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if (anim->attribute == CrossFadePrevious) {
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CrossFadeEffect::redirect(window);
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}
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return true;
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}
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}
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return false; // no animation found
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return false;
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}
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bool AnimationEffect::freezeInTime(quint64 animationId, qint64 frozenTime)
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@ -328,22 +327,20 @@ bool AnimationEffect::freezeInTime(quint64 animationId, qint64 frozenTime)
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if (animationId == d->m_justEndedAnimation) {
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return false; // this is just ending, do not try to retarget it
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}
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for (AniMap::iterator entry = d->m_animations.begin(),
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mapEnd = d->m_animations.end();
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entry != mapEnd; ++entry) {
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for (auto anim = entry->second.first.begin(),
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animEnd = entry->second.first.end();
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anim != animEnd; ++anim) {
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if (anim->id == animationId) {
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if (frozenTime >= 0) {
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anim->timeLine.setElapsed(std::chrono::milliseconds(frozenTime));
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}
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anim->frozenTime = frozenTime;
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return true;
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for (auto &[window, pair] : d->m_animations) {
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auto &[animations, rect] = pair;
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const auto anim = std::ranges::find_if(animations, [animationId](const auto &anim) {
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return anim.id == animationId;
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});
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if (anim != animations.end()) {
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if (frozenTime >= 0) {
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anim->timeLine.setElapsed(std::chrono::milliseconds(frozenTime));
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}
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anim->frozenTime = frozenTime;
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return true;
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}
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}
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return false; // no animation found
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return false;
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}
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bool AnimationEffect::redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags)
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@ -352,31 +349,24 @@ bool AnimationEffect::redirect(quint64 animationId, Direction direction, Termina
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if (animationId == d->m_justEndedAnimation) {
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return false;
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}
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for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
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auto animIt = std::find_if(entryIt->second.first.begin(), entryIt->second.first.end(),
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[animationId](AniData &anim) {
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for (auto &[window, pair] : d->m_animations) {
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auto &[animations, rect] = pair;
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const auto anim = std::ranges::find_if(animations, [animationId](const auto &anim) {
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return anim.id == animationId;
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});
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if (animIt == entryIt->second.first.end()) {
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continue;
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if (anim != animations.end()) {
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switch (direction) {
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case Backward:
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anim->timeLine.setDirection(TimeLine::Backward);
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break;
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case Forward:
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anim->timeLine.setDirection(TimeLine::Forward);
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break;
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}
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anim->terminationFlags = terminationFlags & ~TerminateAtTarget;
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return true;
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}
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switch (direction) {
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case Backward:
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animIt->timeLine.setDirection(TimeLine::Backward);
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break;
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case Forward:
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animIt->timeLine.setDirection(TimeLine::Forward);
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break;
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}
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animIt->terminationFlags = terminationFlags & ~TerminateAtTarget;
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return true;
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}
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return false;
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}
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@ -387,22 +377,17 @@ bool AnimationEffect::complete(quint64 animationId)
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if (animationId == d->m_justEndedAnimation) {
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return false;
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}
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for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
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auto animIt = std::find_if(entryIt->second.first.begin(), entryIt->second.first.end(),
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[animationId](AniData &anim) {
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for (auto &[window, pair] : d->m_animations) {
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auto &[animations, rect] = pair;
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const auto anim = std::ranges::find_if(animations, [animationId](const auto &anim) {
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return anim.id == animationId;
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});
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if (animIt == entryIt->second.first.end()) {
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continue;
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if (anim != animations.end()) {
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anim->timeLine.setElapsed(anim->timeLine.duration());
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unredirect(window);
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return true;
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}
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animIt->timeLine.setElapsed(animIt->timeLine.duration());
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unredirect(entryIt->first);
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return true;
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}
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return false;
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}
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@ -412,24 +397,26 @@ bool AnimationEffect::cancel(quint64 animationId)
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if (animationId == d->m_justEndedAnimation) {
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return true; // this is just ending, do not try to cancel it but fake success
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}
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for (AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
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for (auto anim = entry->second.first.begin(), animEnd = entry->second.first.end(); anim != animEnd; ++anim) {
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if (anim->id == animationId) {
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EffectWindowDeletedRef ref = std::move(anim->deletedRef); // delete window once we're done updating m_animations
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if (anim->shader && std::none_of(entry->second.first.begin(), entry->second.first.end(), [animationId](const auto &anim) {
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return anim.id != animationId && anim.shader;
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})) {
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unredirect(entry->first);
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}
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entry->second.first.erase(anim); // remove the animation
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if (entry->second.first.empty()) { // no other animations on the window, release it.
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disconnect(entry->first, &EffectWindow::windowExpandedGeometryChanged,
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this, &AnimationEffect::_windowExpandedGeometryChanged);
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d->m_animations.erase(entry);
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}
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d->m_animationsTouched = true; // could be called from animationEnded
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return true;
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for (auto &[window, pair] : d->m_animations) {
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auto &[animations, rect] = pair;
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const auto anim = std::ranges::find_if(animations, [animationId](const auto &anim) {
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return anim.id == animationId;
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});
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if (anim != animations.end()) {
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EffectWindowDeletedRef ref = std::move(anim->deletedRef); // delete window once we're done updating m_animations
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if (anim->shader && std::ranges::none_of(animations, [animationId](const auto &anim) {
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return anim.id != animationId && anim.shader;
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})) {
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unredirect(window);
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}
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animations.erase(anim);
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if (animations.empty()) { // no other animations on the window, release it.
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disconnect(window, &EffectWindow::windowExpandedGeometryChanged,
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this, &AnimationEffect::_windowExpandedGeometryChanged);
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d->m_animations.erase(window);
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}
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d->m_animationsTouched = true; // could be called from animationEnded
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return true;
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}
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}
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return false;
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@ -491,18 +478,20 @@ void AnimationEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data,
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Q_D(AnimationEffect);
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auto entry = d->m_animations.find(w);
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if (entry != d->m_animations.end()) {
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for (auto anim = entry->second.first.begin(); anim != entry->second.first.end(); ++anim) {
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if (anim->startTime > clock() && !anim->waitAtSource) {
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auto &[window, pair] = *entry;
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auto &[list, rect] = pair;
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for (auto &anim : list) {
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if (anim.startTime > clock() && !anim.waitAtSource) {
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continue;
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}
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if (anim->frozenTime < 0) {
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anim->timeLine.advance(presentTime);
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if (anim.frozenTime < 0) {
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anim.timeLine.advance(presentTime);
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}
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if (anim->attribute == Opacity || anim->attribute == CrossFadePrevious) {
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if (anim.attribute == Opacity || anim.attribute == CrossFadePrevious) {
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data.setTranslucent();
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} else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) {
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} else if (!(anim.attribute == Brightness || anim.attribute == Saturation)) {
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data.setTransformed();
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}
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}
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@ -524,129 +513,130 @@ static inline float geometryCompensation(int flags, float v)
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void AnimationEffect::paintWindow(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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Q_D(AnimationEffect);
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auto entry = d->m_animations.find(w);
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auto it = d->m_animations.find(w);
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if (it == d->m_animations.end()) {
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effects->paintWindow(renderTarget, viewport, w, mask, region, data);
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return;
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}
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auto &[window, pair] = *it;
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auto &[list, rect] = pair;
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for (auto &anim : list) {
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if (anim.startTime > clock() && !anim.waitAtSource) {
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continue;
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}
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if (entry != d->m_animations.end()) {
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for (auto anim = entry->second.first.begin(); anim != entry->second.first.end(); ++anim) {
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switch (anim.attribute) {
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case Opacity:
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data.multiplyOpacity(interpolated(anim));
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break;
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case Brightness:
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data.multiplyBrightness(interpolated(anim));
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break;
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case Saturation:
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data.multiplySaturation(interpolated(anim));
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break;
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case Scale: {
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const QSizeF sz = w->frameGeometry().size();
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float f1(1.0), f2(0.0);
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if (anim.from[0] >= 0.0 && anim.to[0] >= 0.0) { // scale x
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f1 = interpolated(anim, 0);
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f2 = geometryCompensation(anim.meta & AnimationEffect::Horizontal, f1);
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data.translate(f2 * sz.width());
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data.setXScale(data.xScale() * f1);
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}
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if (anim.from[1] >= 0.0 && anim.to[1] >= 0.0) { // scale y
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if (!anim.isOneDimensional()) {
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f1 = interpolated(anim, 1);
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f2 = geometryCompensation(anim.meta & AnimationEffect::Vertical, f1);
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} else if (((anim.meta & AnimationEffect::Vertical) >> 1) != (anim.meta & AnimationEffect::Horizontal)) {
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f2 = geometryCompensation(anim.meta & AnimationEffect::Vertical, f1);
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}
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data.translate(0.0, f2 * sz.height());
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data.setYScale(data.yScale() * f1);
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}
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break;
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}
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case Clip:
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region = clipRect(w->expandedGeometry().toAlignedRect(), anim);
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break;
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case Translation:
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data += QPointF(interpolated(anim, 0), interpolated(anim, 1));
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break;
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case Size: {
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FPx2 dest = anim.from + progress(anim) * (anim.to - anim.from);
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const QSizeF sz = w->frameGeometry().size();
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float f;
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if (anim.from[0] >= 0.0 && anim.to[0] >= 0.0) { // resize x
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f = dest[0] / sz.width();
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data.translate(geometryCompensation(anim.meta & AnimationEffect::Horizontal, f) * sz.width());
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data.setXScale(data.xScale() * f);
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}
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if (anim.from[1] >= 0.0 && anim.to[1] >= 0.0) { // resize y
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f = dest[1] / sz.height();
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data.translate(0.0, geometryCompensation(anim.meta & AnimationEffect::Vertical, f) * sz.height());
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data.setYScale(data.yScale() * f);
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}
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break;
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}
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case Position: {
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const QRectF geo = w->frameGeometry();
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const float prgrs = progress(anim);
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if (anim.from[0] >= 0.0 && anim.to[0] >= 0.0) {
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float dest = interpolated(anim, 0);
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const qreal x[2] = {xCoord(geo, metaData(SourceAnchor, anim.meta)),
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xCoord(geo, metaData(TargetAnchor, anim.meta))};
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data.translate(dest - (x[0] + prgrs * (x[1] - x[0])));
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}
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if (anim.from[1] >= 0.0 && anim.to[1] >= 0.0) {
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float dest = interpolated(anim, 1);
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const qreal y[2] = {yCoord(geo, metaData(SourceAnchor, anim.meta)),
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yCoord(geo, metaData(TargetAnchor, anim.meta))};
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data.translate(0.0, dest - (y[0] + prgrs * (y[1] - y[0])));
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}
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break;
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}
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case Rotation: {
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data.setRotationAxis((Qt::Axis)metaData(Axis, anim.meta));
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const float prgrs = progress(anim);
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data.setRotationAngle(anim.from[0] + prgrs * (anim.to[0] - anim.from[0]));
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if (anim->startTime > clock() && !anim->waitAtSource) {
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continue;
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}
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const QRect geo = w->rect().toRect();
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const uint sAnchor = metaData(SourceAnchor, anim.meta),
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tAnchor = metaData(TargetAnchor, anim.meta);
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QPointF pt(xCoord(geo, sAnchor), yCoord(geo, sAnchor));
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switch (anim->attribute) {
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case Opacity:
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data.multiplyOpacity(interpolated(*anim));
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break;
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case Brightness:
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data.multiplyBrightness(interpolated(*anim));
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break;
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case Saturation:
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data.multiplySaturation(interpolated(*anim));
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break;
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case Scale: {
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const QSizeF sz = w->frameGeometry().size();
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float f1(1.0), f2(0.0);
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if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // scale x
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f1 = interpolated(*anim, 0);
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f2 = geometryCompensation(anim->meta & AnimationEffect::Horizontal, f1);
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data.translate(f2 * sz.width());
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data.setXScale(data.xScale() * f1);
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}
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if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // scale y
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if (!anim->isOneDimensional()) {
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f1 = interpolated(*anim, 1);
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f2 = geometryCompensation(anim->meta & AnimationEffect::Vertical, f1);
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} else if (((anim->meta & AnimationEffect::Vertical) >> 1) != (anim->meta & AnimationEffect::Horizontal)) {
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f2 = geometryCompensation(anim->meta & AnimationEffect::Vertical, f1);
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}
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data.translate(0.0, f2 * sz.height());
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data.setYScale(data.yScale() * f1);
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}
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break;
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if (tAnchor != sAnchor) {
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QPointF pt2(xCoord(geo, tAnchor), yCoord(geo, tAnchor));
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pt += static_cast<qreal>(prgrs) * (pt2 - pt);
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}
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case Clip:
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region = clipRect(w->expandedGeometry().toAlignedRect(), *anim);
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break;
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case Translation:
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data += QPointF(interpolated(*anim, 0), interpolated(*anim, 1));
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break;
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case Size: {
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FPx2 dest = anim->from + progress(*anim) * (anim->to - anim->from);
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const QSizeF sz = w->frameGeometry().size();
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float f;
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if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // resize x
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f = dest[0] / sz.width();
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data.translate(geometryCompensation(anim->meta & AnimationEffect::Horizontal, f) * sz.width());
|
||||
data.setXScale(data.xScale() * f);
|
||||
}
|
||||
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // resize y
|
||||
f = dest[1] / sz.height();
|
||||
data.translate(0.0, geometryCompensation(anim->meta & AnimationEffect::Vertical, f) * sz.height());
|
||||
data.setYScale(data.yScale() * f);
|
||||
}
|
||||
break;
|
||||
data.setRotationOrigin(QVector3D(pt));
|
||||
break;
|
||||
}
|
||||
case Generic:
|
||||
genericAnimation(w, data, progress(anim), anim.meta);
|
||||
break;
|
||||
case CrossFadePrevious:
|
||||
data.setCrossFadeProgress(progress(anim));
|
||||
break;
|
||||
case Shader:
|
||||
if (anim.shader && anim.shader->isValid()) {
|
||||
ShaderBinder binder{anim.shader};
|
||||
anim.shader->setUniform("animationProgress", progress(anim));
|
||||
setShader(w, anim.shader);
|
||||
}
|
||||
case Position: {
|
||||
const QRectF geo = w->frameGeometry();
|
||||
const float prgrs = progress(*anim);
|
||||
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) {
|
||||
float dest = interpolated(*anim, 0);
|
||||
const qreal x[2] = {xCoord(geo, metaData(SourceAnchor, anim->meta)),
|
||||
xCoord(geo, metaData(TargetAnchor, anim->meta))};
|
||||
data.translate(dest - (x[0] + prgrs * (x[1] - x[0])));
|
||||
}
|
||||
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) {
|
||||
float dest = interpolated(*anim, 1);
|
||||
const qreal y[2] = {yCoord(geo, metaData(SourceAnchor, anim->meta)),
|
||||
yCoord(geo, metaData(TargetAnchor, anim->meta))};
|
||||
data.translate(0.0, dest - (y[0] + prgrs * (y[1] - y[0])));
|
||||
}
|
||||
break;
|
||||
}
|
||||
case Rotation: {
|
||||
data.setRotationAxis((Qt::Axis)metaData(Axis, anim->meta));
|
||||
const float prgrs = progress(*anim);
|
||||
data.setRotationAngle(anim->from[0] + prgrs * (anim->to[0] - anim->from[0]));
|
||||
|
||||
const QRect geo = w->rect().toRect();
|
||||
const uint sAnchor = metaData(SourceAnchor, anim->meta),
|
||||
tAnchor = metaData(TargetAnchor, anim->meta);
|
||||
QPointF pt(xCoord(geo, sAnchor), yCoord(geo, sAnchor));
|
||||
|
||||
if (tAnchor != sAnchor) {
|
||||
QPointF pt2(xCoord(geo, tAnchor), yCoord(geo, tAnchor));
|
||||
pt += static_cast<qreal>(prgrs) * (pt2 - pt);
|
||||
}
|
||||
data.setRotationOrigin(QVector3D(pt));
|
||||
break;
|
||||
}
|
||||
case Generic:
|
||||
genericAnimation(w, data, progress(*anim), anim->meta);
|
||||
break;
|
||||
case CrossFadePrevious:
|
||||
data.setCrossFadeProgress(progress(*anim));
|
||||
break;
|
||||
case Shader:
|
||||
if (anim->shader && anim->shader->isValid()) {
|
||||
ShaderBinder binder{anim->shader};
|
||||
anim->shader->setUniform("animationProgress", progress(*anim));
|
||||
setShader(w, anim->shader);
|
||||
}
|
||||
break;
|
||||
case ShaderUniform:
|
||||
if (anim->shader && anim->shader->isValid()) {
|
||||
ShaderBinder binder{anim->shader};
|
||||
anim->shader->setUniform("animationProgress", progress(*anim));
|
||||
anim->shader->setUniform(anim->meta, interpolated(*anim));
|
||||
setShader(w, anim->shader);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
break;
|
||||
case ShaderUniform:
|
||||
if (anim.shader && anim.shader->isValid()) {
|
||||
ShaderBinder binder{anim.shader};
|
||||
anim.shader->setUniform("animationProgress", progress(anim));
|
||||
anim.shader->setUniform(anim.meta, interpolated(anim));
|
||||
setShader(w, anim.shader);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
effects->paintWindow(renderTarget, viewport, w, mask, region, data);
|
||||
}
|
||||
|
||||
|
@ -660,15 +650,15 @@ void AnimationEffect::postPaintScreen()
|
|||
for (auto entry = d->m_animations.begin(); entry != d->m_animations.end();) {
|
||||
bool invalidateLayerRect = false;
|
||||
size_t animCounter = 0;
|
||||
EffectWindow *const window = entry->first;
|
||||
for (auto anim = entry->second.first.begin(); anim != entry->second.first.end();) {
|
||||
if (anim->isActive() || (anim->startTime > clock() && !anim->waitAtSource)) {
|
||||
++anim;
|
||||
++animCounter;
|
||||
continue;
|
||||
}
|
||||
EffectWindow *window = entry->first;
|
||||
d->m_justEndedAnimation = anim->id;
|
||||
if (anim->shader && std::none_of(entry->second.first.begin(), entry->second.first.end(), [anim](const auto &other) {
|
||||
if (anim->shader && std::ranges::none_of(entry->second.first, [anim](const auto &other) {
|
||||
return anim->id != other.id && other.shader;
|
||||
})) {
|
||||
unredirect(window);
|
||||
|
@ -681,16 +671,12 @@ void AnimationEffect::postPaintScreen()
|
|||
// so we've to restore the former states, ie. find our window list and animation
|
||||
if (d->m_animationsTouched) {
|
||||
d->m_animationsTouched = false;
|
||||
entry = d->m_animations.begin();
|
||||
while (entry->first != window && entry != d->m_animations.end()) {
|
||||
++entry;
|
||||
}
|
||||
entry = std::ranges::find_if(d->m_animations, [window](const auto &pair) {
|
||||
return pair.first == window;
|
||||
});
|
||||
Q_ASSERT(entry != d->m_animations.end()); // usercode should not delete animations from animationEnded (not even possible atm.)
|
||||
anim = entry->second.first.begin();
|
||||
Q_ASSERT(animCounter < entry->second.first.size());
|
||||
for (size_t i = 0; i < animCounter; ++i) {
|
||||
++anim;
|
||||
}
|
||||
anim = entry->second.first.begin() + animCounter;
|
||||
}
|
||||
// If it's a closed window, keep it alive for a little bit longer until we're done
|
||||
// updating m_animations. Otherwise our windowDeleted slot can access m_animations
|
||||
|
@ -702,13 +688,13 @@ void AnimationEffect::postPaintScreen()
|
|||
invalidateLayerRect = damageDirty = true;
|
||||
}
|
||||
if (entry->second.first.empty()) {
|
||||
disconnect(entry->first, &EffectWindow::windowExpandedGeometryChanged,
|
||||
disconnect(window, &EffectWindow::windowExpandedGeometryChanged,
|
||||
this, &AnimationEffect::_windowExpandedGeometryChanged);
|
||||
effects->addRepaint(entry->second.second);
|
||||
entry = d->m_animations.erase(entry);
|
||||
} else {
|
||||
if (invalidateLayerRect) {
|
||||
*const_cast<QRect *>(&(entry->second.second)) = QRect(); // invalidate
|
||||
entry->second.second = QRect(); // invalidate
|
||||
}
|
||||
++entry;
|
||||
}
|
||||
|
@ -720,13 +706,14 @@ void AnimationEffect::postPaintScreen()
|
|||
if (d->m_needSceneRepaint) {
|
||||
effects->addRepaintFull();
|
||||
} else {
|
||||
for (auto entry = d->m_animations.begin(); entry != d->m_animations.end(); ++entry) {
|
||||
for (auto anim = entry->second.first.begin(); anim != entry->second.first.end(); ++anim) {
|
||||
if (anim->startTime > clock()) {
|
||||
for (const auto &[window, pair] : d->m_animations) {
|
||||
const auto &[data, rect] = pair;
|
||||
for (const auto &anim : data) {
|
||||
if (anim.startTime > clock()) {
|
||||
continue;
|
||||
}
|
||||
if (!anim->timeLine.done()) {
|
||||
entry->first->addLayerRepaint(entry->second.second);
|
||||
if (!anim.timeLine.done()) {
|
||||
window->addLayerRepaint(rect);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -810,16 +797,15 @@ void AnimationEffect::setMetaData(MetaType type, uint value, uint &meta)
|
|||
void AnimationEffect::triggerRepaint()
|
||||
{
|
||||
Q_D(AnimationEffect);
|
||||
for (AniMap::const_iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
|
||||
*const_cast<QRect *>(&(entry->second.second)) = QRect();
|
||||
for (auto &[window, pair] : d->m_animations) {
|
||||
pair.second = QRect();
|
||||
}
|
||||
updateLayerRepaints();
|
||||
if (d->m_needSceneRepaint) {
|
||||
effects->addRepaintFull();
|
||||
} else {
|
||||
AniMap::const_iterator it = d->m_animations.begin(), end = d->m_animations.end();
|
||||
for (; it != end; ++it) {
|
||||
it->first->addLayerRepaint(it->second.second);
|
||||
for (const auto &[window, pair] : d->m_animations) {
|
||||
window->addLayerRepaint(pair.second);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -846,20 +832,20 @@ void AnimationEffect::updateLayerRepaints()
|
|||
{
|
||||
Q_D(AnimationEffect);
|
||||
d->m_needSceneRepaint = false;
|
||||
for (AniMap::const_iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
|
||||
if (!entry->second.second.isNull()) {
|
||||
for (auto &[window, pair] : d->m_animations) {
|
||||
auto &[data, rect] = pair;
|
||||
if (!rect.isNull()) {
|
||||
continue;
|
||||
}
|
||||
float f[2] = {1.0, 1.0};
|
||||
float t[2] = {0.0, 0.0};
|
||||
bool createRegion = false;
|
||||
QList<QRect> rects;
|
||||
QRect *layerRect = const_cast<QRect *>(&(entry->second.second));
|
||||
for (auto anim = entry->second.first.begin(), animEnd = entry->second.first.end(); anim != animEnd; ++anim) {
|
||||
if (anim->startTime > clock()) {
|
||||
for (auto &anim : data) {
|
||||
if (anim.startTime > clock()) {
|
||||
continue;
|
||||
}
|
||||
switch (anim->attribute) {
|
||||
switch (anim.attribute) {
|
||||
case Opacity:
|
||||
case Brightness:
|
||||
case Saturation:
|
||||
|
@ -870,34 +856,35 @@ void AnimationEffect::updateLayerRepaints()
|
|||
break;
|
||||
case Rotation:
|
||||
createRegion = false;
|
||||
*layerRect = QRect(QPoint(0, 0), effects->virtualScreenSize());
|
||||
goto region_creation; // sic! no need to do anything else
|
||||
rect = QRect(QPoint(0, 0), effects->virtualScreenSize());
|
||||
break; // sic! no need to do anything else
|
||||
case Generic:
|
||||
d->m_needSceneRepaint = true; // we don't know whether this will change visual stacking order
|
||||
return; // sic! no need to do anything else
|
||||
case Translation:
|
||||
case Position: {
|
||||
createRegion = true;
|
||||
QRect r(entry->first->frameGeometry().toRect());
|
||||
QRect r(window->frameGeometry().toRect());
|
||||
int x[2] = {0, 0};
|
||||
int y[2] = {0, 0};
|
||||
if (anim->attribute == Translation) {
|
||||
x[0] = anim->from[0];
|
||||
x[1] = anim->to[0];
|
||||
y[0] = anim->from[1];
|
||||
y[1] = anim->to[1];
|
||||
if (anim.attribute == Translation) {
|
||||
x[0] = anim.from[0];
|
||||
x[1] = anim.to[0];
|
||||
y[0] = anim.from[1];
|
||||
y[1] = anim.to[1];
|
||||
} else {
|
||||
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) {
|
||||
x[0] = anim->from[0] - xCoord(r, metaData(SourceAnchor, anim->meta));
|
||||
x[1] = anim->to[0] - xCoord(r, metaData(TargetAnchor, anim->meta));
|
||||
if (anim.from[0] >= 0.0 && anim.to[0] >= 0.0) {
|
||||
x[0] = anim.from[0] - xCoord(r, metaData(SourceAnchor, anim.meta));
|
||||
x[1] = anim.to[0] - xCoord(r, metaData(TargetAnchor, anim.meta));
|
||||
}
|
||||
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) {
|
||||
y[0] = anim->from[1] - yCoord(r, metaData(SourceAnchor, anim->meta));
|
||||
y[1] = anim->to[1] - yCoord(r, metaData(TargetAnchor, anim->meta));
|
||||
if (anim.from[1] >= 0.0 && anim.to[1] >= 0.0) {
|
||||
y[0] = anim.from[1] - yCoord(r, metaData(SourceAnchor, anim.meta));
|
||||
y[1] = anim.to[1] - yCoord(r, metaData(TargetAnchor, anim.meta));
|
||||
}
|
||||
}
|
||||
r = entry->first->expandedGeometry().toRect();
|
||||
rects << r.translated(x[0], y[0]) << r.translated(x[1], y[1]);
|
||||
r = window->expandedGeometry().toRect();
|
||||
rects.push_back(r.translated(x[0], y[0]));
|
||||
rects.push_back(r.translated(x[1], y[1]));
|
||||
break;
|
||||
}
|
||||
case Clip:
|
||||
|
@ -906,55 +893,52 @@ void AnimationEffect::updateLayerRepaints()
|
|||
case Size:
|
||||
case Scale: {
|
||||
createRegion = true;
|
||||
const QSize sz = entry->first->frameGeometry().size().toSize();
|
||||
float fx = std::max(fixOvershoot(anim->from[0], *anim, 1), fixOvershoot(anim->to[0], *anim, 2));
|
||||
// float fx = std::max(interpolated(*anim,0), anim->to[0]);
|
||||
const QSize sz = window->frameGeometry().size().toSize();
|
||||
float fx = std::max(fixOvershoot(anim.from[0], anim, 1), fixOvershoot(anim.to[0], anim, 2));
|
||||
// float fx = std::max(interpolated(*anim,0), anim.to[0]);
|
||||
if (fx >= 0.0) {
|
||||
if (anim->attribute == Size) {
|
||||
if (anim.attribute == Size) {
|
||||
fx /= sz.width();
|
||||
}
|
||||
f[0] *= fx;
|
||||
t[0] += geometryCompensation(anim->meta & AnimationEffect::Horizontal, fx) * sz.width();
|
||||
t[0] += geometryCompensation(anim.meta & AnimationEffect::Horizontal, fx) * sz.width();
|
||||
}
|
||||
// float fy = std::max(interpolated(*anim,1), anim->to[1]);
|
||||
float fy = std::max(fixOvershoot(anim->from[1], *anim, 1), fixOvershoot(anim->to[1], *anim, 2));
|
||||
// float fy = std::max(interpolated(*anim,1), anim.to[1]);
|
||||
float fy = std::max(fixOvershoot(anim.from[1], anim, 1), fixOvershoot(anim.to[1], anim, 2));
|
||||
if (fy >= 0.0) {
|
||||
if (anim->attribute == Size) {
|
||||
if (anim.attribute == Size) {
|
||||
fy /= sz.height();
|
||||
}
|
||||
if (!anim->isOneDimensional()) {
|
||||
if (!anim.isOneDimensional()) {
|
||||
f[1] *= fy;
|
||||
t[1] += geometryCompensation(anim->meta & AnimationEffect::Vertical, fy) * sz.height();
|
||||
} else if (((anim->meta & AnimationEffect::Vertical) >> 1) != (anim->meta & AnimationEffect::Horizontal)) {
|
||||
t[1] += geometryCompensation(anim.meta & AnimationEffect::Vertical, fy) * sz.height();
|
||||
} else if (((anim.meta & AnimationEffect::Vertical) >> 1) != (anim.meta & AnimationEffect::Horizontal)) {
|
||||
f[1] *= fx;
|
||||
t[1] += geometryCompensation(anim->meta & AnimationEffect::Vertical, fx) * sz.height();
|
||||
t[1] += geometryCompensation(anim.meta & AnimationEffect::Vertical, fx) * sz.height();
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
region_creation:
|
||||
if (createRegion) {
|
||||
const QRect geo = entry->first->expandedGeometry().toRect();
|
||||
if (rects.isEmpty()) {
|
||||
rects << geo;
|
||||
const QRect geo = window->expandedGeometry().toRect();
|
||||
if (rects.empty()) {
|
||||
rects.push_back(geo);
|
||||
}
|
||||
QList<QRect>::const_iterator r, rEnd = rects.constEnd();
|
||||
for (r = rects.constBegin(); r != rEnd; ++r) { // transform
|
||||
const_cast<QRect *>(&(*r))->setSize(QSize(qRound(r->width() * f[0]), qRound(r->height() * f[1])));
|
||||
const_cast<QRect *>(&(*r))->translate(t[0], t[1]); // "const_cast" - don't do that at home, kids ;-)
|
||||
for (auto &r : rects) { // transform
|
||||
r.setSize(QSize(std::round(r.width() * f[0]), std::round(r.height() * f[1])));
|
||||
r.translate(t[0], t[1]); // "const_cast" - don't do that at home, kids ;-)
|
||||
}
|
||||
QRect rect = rects.at(0);
|
||||
rect = rects.at(0);
|
||||
if (rects.count() > 1) {
|
||||
for (r = rects.constBegin() + 1; r != rEnd; ++r) { // unite
|
||||
rect |= *r;
|
||||
for (const auto &r : rects | std::views::drop(1)) { // unite
|
||||
rect |= r;
|
||||
}
|
||||
const int dx = 110 * (rect.width() - geo.width()) / 100 + 1 - rect.width() + geo.width();
|
||||
const int dy = 110 * (rect.height() - geo.height()) / 100 + 1 - rect.height() + geo.height();
|
||||
rect.adjust(-dx, -dy, dx, dy); // fix pot. overshoot
|
||||
}
|
||||
*layerRect = rect;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -962,12 +946,13 @@ void AnimationEffect::updateLayerRepaints()
|
|||
void AnimationEffect::_windowExpandedGeometryChanged(KWin::EffectWindow *w)
|
||||
{
|
||||
Q_D(AnimationEffect);
|
||||
AniMap::const_iterator entry = d->m_animations.find(w);
|
||||
const auto entry = d->m_animations.find(w);
|
||||
if (entry != d->m_animations.end()) {
|
||||
*const_cast<QRect *>(&(entry->second.second)) = QRect();
|
||||
auto &[data, rect] = entry->second;
|
||||
rect = QRect();
|
||||
updateLayerRepaints();
|
||||
if (!entry->second.second.isNull()) { // actually got updated, ie. is in use - ensure it get's a repaint
|
||||
w->addLayerRepaint(entry->second.second);
|
||||
if (!rect.isNull()) { // actually got updated, ie. is in use - ensure it get's a repaint
|
||||
w->addLayerRepaint(rect);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -980,11 +965,10 @@ void AnimationEffect::_windowClosed(EffectWindow *w)
|
|||
if (it == d->m_animations.end()) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto &animations = (*it).second.first;
|
||||
for (auto animationIt = animations.begin(); animationIt != animations.end(); ++animationIt) {
|
||||
if (animationIt->keepAlive) {
|
||||
animationIt->deletedRef = EffectWindowDeletedRef(w);
|
||||
auto &[animations, rect] = it->second;
|
||||
for (auto &animation : animations) {
|
||||
if (animation.keepAlive) {
|
||||
animation.deletedRef = EffectWindowDeletedRef(w);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -995,23 +979,22 @@ void AnimationEffect::_windowDeleted(EffectWindow *w)
|
|||
d->m_animations.erase(w);
|
||||
}
|
||||
|
||||
QString AnimationEffect::debug(const QString & /*parameter*/) const
|
||||
QString AnimationEffect::debug(const QString ¶meter) const
|
||||
{
|
||||
Q_D(const AnimationEffect);
|
||||
QString dbg;
|
||||
if (d->m_animations.empty()) {
|
||||
dbg = QStringLiteral("No window is animated");
|
||||
} else {
|
||||
AniMap::const_iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end();
|
||||
for (; entry != mapEnd; ++entry) {
|
||||
QString caption = entry->first->isDeleted() ? QStringLiteral("[Deleted]") : entry->first->caption();
|
||||
for (const auto &[window, pair] : d->m_animations) {
|
||||
const auto &[data, rect] = pair;
|
||||
QString caption = window->isDeleted() ? QStringLiteral("[Deleted]") : window->caption();
|
||||
if (caption.isEmpty()) {
|
||||
caption = QStringLiteral("[Untitled]");
|
||||
}
|
||||
dbg += QLatin1String("Animating window: ") + caption + QLatin1Char('\n');
|
||||
auto anim = entry->second.first.begin(), animEnd = entry->second.first.end();
|
||||
for (; anim != animEnd; ++anim) {
|
||||
dbg += anim->debugInfo();
|
||||
for (const auto &anim : data) {
|
||||
dbg += anim.debugInfo();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue