/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008 Martin Gräßlin 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 . *********************************************************************/ // based on minimize animation by Rivo Laks #include "magiclamp.h" #include #include namespace KWin { KWIN_EFFECT(magiclamp, MagicLampEffect) KWIN_EFFECT_SUPPORTED(magiclamp, MagicLampEffect::supported()) MagicLampEffect::MagicLampEffect() { mActiveAnimations = 0; reconfigure(ReconfigureAll); } bool MagicLampEffect::supported() { return effects->compositingType() == OpenGLCompositing; } void MagicLampEffect::reconfigure(ReconfigureFlags) { KConfigGroup conf = effects->effectConfig("MagicLamp"); mAnimationDuration = animationTime(conf, "AnimationDuration", 250); conf = effects->effectConfig("Shadow"); int v = conf.readEntry("Size", 5); v += conf.readEntry("Fuzzyness", 10); mShadowOffset[0] = mShadowOffset[1] = -v; mShadowOffset[2] = mShadowOffset[3] = v; v = conf.readEntry("XOffset", 0); mShadowOffset[0] -= v; mShadowOffset[2] += v; v = conf.readEntry("YOffset", 3); mShadowOffset[1] -= v; mShadowOffset[3] += v; } void MagicLampEffect::prePaintScreen(ScreenPrePaintData& data, int time) { QHash< EffectWindow*, TimeLine >::iterator entry = mTimeLineWindows.begin(); bool erase = false; while (entry != mTimeLineWindows.end()) { TimeLine &timeline = entry.value(); if (entry.key()->isMinimized()) { timeline.addTime(time); erase = (timeline.progress() >= 1.0f); } else { timeline.removeTime(time); erase = (timeline.progress() <= 0.0f); } if (erase) entry = mTimeLineWindows.erase(entry); else ++entry; } mActiveAnimations = mTimeLineWindows.count(); if (mActiveAnimations > 0) // 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 MagicLampEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { // Schedule window for transformation if the animation is still in // progress if (mTimeLineWindows.contains(w)) { // We'll transform this window data.setTransformed(); data.quads = data.quads.makeGrid(40); w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE); } effects->prePaintWindow(w, data, time); } void MagicLampEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) { if (mTimeLineWindows.contains(w)) { // 0 = not minimized, 1 = fully minimized float progress = mTimeLineWindows[w].value(); QRect geo = w->geometry(); QRect icon = w->iconGeometry(); QRect area = effects->clientArea(ScreenArea, w); IconPosition position = Top; // If there's no icon geometry, minimize to the center of the screen if (!icon.isValid()) { QRect extG = geo.adjusted(mShadowOffset[0], mShadowOffset[1], mShadowOffset[2], mShadowOffset[3]); QPoint pt = QCursor::pos(); // focussing inside the window is no good, leads to ugly artefacts, find nearest border if (extG.contains(pt)) { const int d[2][2] = { {pt.x() - extG.x(), extG.right() - pt.x()}, {pt.y() - extG.y(), extG.bottom() - pt.y()} }; int di = d[1][0]; position = Top; if (d[0][0] < di) { di = d[0][0]; position = Left; } if (d[1][1] < di) { di = d[1][1]; position = Bottom; } if (d[0][1] < di) position = Right; switch(position) { case Top: pt.setY(extG.y()); break; case Left: pt.setX(extG.x()); break; case Bottom: pt.setY(extG.bottom()); break; case Right: pt.setX(extG.right()); break; } } else { if (pt.y() < geo.y()) position = Top; else if (pt.x() < geo.x()) position = Left; else if (pt.y() > geo.bottom()) position = Bottom; else if (pt.x() > geo.right()) position = Right; } icon = QRect(pt, QSize(0, 0)); } else { // Assumption: there is a panel containing the icon position EffectWindow* panel = NULL; foreach (EffectWindow * window, effects->stackingOrder()) { if (!window->isDock()) continue; // we have to use intersects as there seems to be a Plasma bug // the published icon geometry might be bigger than the panel if (window->geometry().intersects(icon)) { panel = window; break; } } if (panel) { // Assumption: width of horizonal panel is greater than its height and vice versa // The panel has to border one screen edge, so get it's screen area QRect panelScreen = effects->clientArea(ScreenArea, panel); if (panel->width() >= panel->height()) { // horizontal panel if (panel->y() == panelScreen.y()) position = Top; else position = Bottom; } else { // vertical panel if (panel->x() == panelScreen.x()) position = Left; else position = Right; } } else { // we did not find a panel, so it might be autohidden QRect iconScreen = effects->clientArea(ScreenArea, icon.topLeft(), effects->currentDesktop()); // as the icon geometry could be overlap a screen edge we use an intersection QRect rect = iconScreen.intersected(icon); // here we need a different assumption: icon geometry borders one screen edge // this assumption might be wrong for e.g. task applet being the only applet in panel // in this case the icon borders two screen edges // there might be a wrong animation, but not distorted if (rect.x() == iconScreen.x()) { position = Left; } else if (rect.x() + rect.width() == iconScreen.x() + iconScreen.width()) { position = Right; } else if (rect.y() == iconScreen.y()) { position = Top; } else { position = Bottom; } } } WindowQuadList newQuads; foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach 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()); 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; } // Call the next effect. effects->paintWindow(w, mask, region, data); } void MagicLampEffect::postPaintScreen() { if (mActiveAnimations > 0) // Repaint the workspace so that everything would be repainted next time effects->addRepaintFull(); mActiveAnimations = mTimeLineWindows.count(); // Call the next effect. effects->postPaintScreen(); } void MagicLampEffect::windowDeleted(EffectWindow* w) { mTimeLineWindows.remove(w); } void MagicLampEffect::windowMinimized(EffectWindow* w) { if (effects->activeFullScreenEffect()) return; mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve); mTimeLineWindows[w].setDuration(mAnimationDuration); mTimeLineWindows[w].setProgress(0.0f); } void MagicLampEffect::windowUnminimized(EffectWindow* w) { if (effects->activeFullScreenEffect()) return; mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve); mTimeLineWindows[w].setDuration(mAnimationDuration); mTimeLineWindows[w].setProgress(1.0f); } } // namespace