/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . *********************************************************************/ #include "minimizeanimation.h" #include namespace KWin { MinimizeAnimationEffect::MinimizeAnimationEffect() { reconfigure(ReconfigureAll); connect(effects, &EffectsHandler::windowDeleted, this, &MinimizeAnimationEffect::windowDeleted); connect(effects, &EffectsHandler::windowMinimized, this, &MinimizeAnimationEffect::windowMinimized); connect(effects, &EffectsHandler::windowUnminimized, this, &MinimizeAnimationEffect::windowUnminimized); } void MinimizeAnimationEffect::reconfigure(ReconfigureFlags flags) { Q_UNUSED(flags) m_duration = std::chrono::milliseconds(static_cast(animationTime(250))); } bool MinimizeAnimationEffect::supported() { return effects->animationsSupported(); } void MinimizeAnimationEffect::prePaintScreen(ScreenPrePaintData& data, int time) { const std::chrono::milliseconds delta(time); auto animationIt = m_animations.begin(); while (animationIt != m_animations.end()) { (*animationIt).update(delta); ++animationIt; } // We need to mark the screen windows as transformed. Otherwise the // whole screen won't be repainted, resulting in artefacts. data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(data, time); } void MinimizeAnimationEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { // Schedule window for transformation if the animation is still in // progress if (m_animations.contains(w)) { // We'll transform this window data.setTransformed(); w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE); } effects->prePaintWindow(w, data, time); } void MinimizeAnimationEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) { const auto animationIt = m_animations.constFind(w); if (animationIt != m_animations.constEnd()) { // 0 = not minimized, 1 = fully minimized const qreal progress = (*animationIt).value(); QRect geo = w->geometry(); QRect icon = w->iconGeometry(); // If there's no icon geometry, minimize to the center of the screen if (!icon.isValid()) icon = QRect(effects->virtualScreenGeometry().center(), QSize(0, 0)); data *= QVector2D(interpolate(1.0, icon.width() / (double)geo.width(), progress), interpolate(1.0, icon.height() / (double)geo.height(), progress)); data.setXTranslation((int)interpolate(data.xTranslation(), icon.x() - geo.x(), progress)); data.setYTranslation((int)interpolate(data.yTranslation(), icon.y() - geo.y(), progress)); data.multiplyOpacity(0.1 + (1 - progress) * 0.9); } // Call the next effect. effects->paintWindow(w, mask, region, data); } void MinimizeAnimationEffect::postPaintScreen() { auto animationIt = m_animations.begin(); while (animationIt != m_animations.end()) { if ((*animationIt).done()) { animationIt = m_animations.erase(animationIt); } else { ++animationIt; } } effects->addRepaintFull(); // Call the next effect. effects->postPaintScreen(); } void MinimizeAnimationEffect::windowDeleted(EffectWindow *w) { m_animations.remove(w); } void MinimizeAnimationEffect::windowMinimized(EffectWindow *w) { if (effects->activeFullScreenEffect()) return; TimeLine &timeLine = m_animations[w]; if (timeLine.running()) { timeLine.toggleDirection(); } else { timeLine.setDirection(TimeLine::Forward); timeLine.setDuration(m_duration); timeLine.setEasingCurve(QEasingCurve::InOutSine); } effects->addRepaintFull(); } void MinimizeAnimationEffect::windowUnminimized(EffectWindow *w) { if (effects->activeFullScreenEffect()) return; TimeLine &timeLine = m_animations[w]; if (timeLine.running()) { timeLine.toggleDirection(); } else { timeLine.setDirection(TimeLine::Backward); timeLine.setDuration(m_duration); timeLine.setEasingCurve(QEasingCurve::InOutSine); } effects->addRepaintFull(); } bool MinimizeAnimationEffect::isActive() const { return !m_animations.isEmpty(); } } // namespace