/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2011 Thomas Lübking 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 "kwinanimationeffect.h" #include "anidata_p.h" #include #include #include #include QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2) { dbg.nospace() << fpx2[0] << "," << fpx2[1] << QString(fpx2.isValid() ? " (valid)" : " (invalid)"); return dbg.space(); } namespace KWin { QElapsedTimer AnimationEffect::s_clock; struct AnimationEffectPrivate { public: AnimationEffectPrivate() { m_animated = m_damageDirty = m_animationsTouched = m_isInitialized = false; } AnimationEffect::AniMap m_animations; EffectWindowList m_zombies; bool m_animated, m_damageDirty, m_needSceneRepaint, m_animationsTouched, m_isInitialized; }; } using namespace KWin; AnimationEffect::AnimationEffect() : d_ptr(new AnimationEffectPrivate()) { Q_D(AnimationEffect); d->m_animated = false; if (!s_clock.isValid()) s_clock.start(); /* this is the same as the QTimer::singleShot(0, SLOT(init())) kludge * defering the init and esp. the connection to the windowClosed slot */ QMetaObject::invokeMethod( this, "init", Qt::QueuedConnection ); } void AnimationEffect::init() { Q_D(AnimationEffect); if (d->m_isInitialized) return; // not more than once, please d->m_isInitialized = true; /* by connecting the signal from a slot AFTER the inheriting class constructor had the chance to * connect it we can provide auto-referencing of animated and closed windows, since at the time * our slot will be called, the slot of the subclass has been (SIGNAL/SLOT connections are FIFO) * and has pot. started an animation so we have the window in our hash :) */ connect ( effects, SIGNAL(windowClosed(KWin::EffectWindow*)), SLOT(_windowClosed(KWin::EffectWindow*)) ); connect ( effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), SLOT(_windowDeleted(KWin::EffectWindow*)) ); } bool AnimationEffect::isActive() const { Q_D(const AnimationEffect); return !d->m_animations.isEmpty(); } #define RELATIVE_XY(_FIELD_) const bool relative[2] = { static_cast(metaData(Relative##_FIELD_##X, meta)), \ static_cast(metaData(Relative##_FIELD_##Y, meta)) } quint64 AnimationEffect::p_animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from, bool keepAtTarget ) { const bool waitAtSource = from.isValid(); if (a < NonFloatBase) { if (a == Scale) { QRect area = effects->clientArea(ScreenArea , w); if (from.isValid()) { RELATIVE_XY(Source); from.set( relative[0] ? from[0] * area.width() / w->width() : from[0], relative[1] ? from[1] * area.height() / w->height() : from[1] ); } if (to.isValid()) { RELATIVE_XY(Target); to.set( relative[0] ? to[0] * area.width() / w->width() : to[0], relative[1] ? to[1] * area.height() / w->height() : to[1] ); } } else if (a == Rotation) { if (!from.isValid()) { setMetaData( SourceAnchor, metaData(TargetAnchor, meta), meta ); from.set(0.0,0.0); } if (!to.isValid()) { setMetaData( TargetAnchor, metaData(SourceAnchor, meta), meta ); to.set(0.0,0.0); } } if (!from.isValid()) from.set(1.0,1.0); if (!to.isValid()) to.set(1.0,1.0); } else if (a == Position) { QRect area = effects->clientArea(ScreenArea , w); QPoint pt = w->geometry().bottomRight(); // cannot be < 0 ;-) if (from.isValid()) { RELATIVE_XY(Source); from.set( relative[0] ? area.x() + from[0] * area.width() : from[0], relative[1] ? area.y() + from[1] * area.height() : from[1] ); } else { from.set(pt.x(), pt.y()); setMetaData( SourceAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta ); } if (to.isValid()) { RELATIVE_XY(Target); to.set( relative[0] ? area.x() + to[0] * area.width() : to[0], relative[1] ? area.y() + to[1] * area.height() : to[1] ); } else { to.set(pt.x(), pt.y()); setMetaData( TargetAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta ); } } else if (a == Size) { QRect area = effects->clientArea(ScreenArea , w); if (from.isValid()) { RELATIVE_XY(Source); from.set( relative[0] ? from[0] * area.width() : from[0], relative[1] ? from[1] * area.height() : from[1] ); } else { from.set(w->width(), w->height()); } if (to.isValid()) { RELATIVE_XY(Target); to.set( relative[0] ? to[0] * area.width() : to[0], relative[1] ? to[1] * area.height() : to[1] ); } else { to.set(w->width(), w->height()); } } else if (a == Translation) { QRect area = w->rect(); if (from.isValid()) { RELATIVE_XY(Source); from.set( relative[0] ? from[0] * area.width() : from[0], relative[1] ? from[1] * area.height() : from[1] ); } else { from.set(0.0, 0.0); } if (to.isValid()) { RELATIVE_XY(Target); to.set( relative[0] ? to[0] * area.width() : to[0], relative[1] ? to[1] * area.height() : to[1] ); } else { to.set(0.0, 0.0); } } else if (a == Clip) { if (!from.isValid()) { from.set(1.0,1.0); setMetaData( SourceAnchor, metaData(TargetAnchor, meta), meta ); } if (!to.isValid()) { to.set(1.0,1.0); setMetaData( TargetAnchor, metaData(SourceAnchor, meta), meta ); } } else if (a == CrossFadePrevious) { if (!from.isValid()) { from.set(0.0); } if (!to.isValid()) { to.set(1.0); } w->referencePreviousWindowPixmap(); } Q_D(AnimationEffect); if (!d->m_isInitialized) init(); // needs to ensure the window gets removed if deleted in the same event cycle if (d->m_animations.isEmpty()) { connect (effects, SIGNAL(windowGeometryShapeChanged(KWin::EffectWindow*,QRect)), SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); connect (effects, SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)), SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); connect (effects, SIGNAL(windowPaddingChanged(KWin::EffectWindow*,QRect)), SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); } AniMap::iterator it = d->m_animations.find(w); if (it == d->m_animations.end()) it = d->m_animations.insert(w, QPair, QRect>(QList(), QRect())); it->first.append(AniData(a, meta, ms, to, curve, delay, from, waitAtSource, keepAtTarget)); quint64 ret_id = quint64(&it->first.last()); it->second = QRect(); d->m_animationsTouched = true; if (delay > 0) { QTimer::singleShot(delay, this, SLOT(triggerRepaint())); if (waitAtSource) w->addLayerRepaint(0, 0, displayWidth(), displayHeight()); } else { triggerRepaint(); } return ret_id; } bool AnimationEffect::cancel(quint64 animationId) { Q_D(AnimationEffect); for (AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) { for (QList::iterator anim = entry->first.begin(), animEnd = entry->first.end(); anim != animEnd; ++anim) { if (quint64(&(*anim)) == animationId) { entry->first.erase(anim); // remove the animation if (entry->first.isEmpty()) { // no other animations on the window, release it. const int i = d->m_zombies.indexOf(entry.key()); if ( i > -1 ) { d->m_zombies.removeAt( i ); entry.key()->unrefWindow(); } d->m_animations.erase(entry); } if (d->m_animations.isEmpty()) disconnectGeometryChanges(); return true; } } } return false; } void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { Q_D(AnimationEffect); if (d->m_animations.isEmpty()) { effects->prePaintScreen(data, time); return; } d->m_animationsTouched = false; AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); d->m_animated = false; // short int transformed = 0; while (entry != mapEnd) { bool invalidateLayerRect = false; QList::iterator anim = entry->first.begin(), animEnd = entry->first.end(); int animCounter = 0; while (anim != animEnd) { if (anim->startTime > clock()) { if (!anim->waitAtSource) { ++anim; ++animCounter; continue; } } else { anim->addTime(time); } if (anim->time < anim->duration || anim->keepAtTarget) { // if (anim->attribute != Brightness && anim->attribute != Saturation && anim->attribute != Opacity) // transformed = true; d->m_animated = true; ++anim; ++animCounter; } else { EffectWindow *oldW = entry.key(); AniData *aData = &(*anim); if (aData->attribute == KWin::AnimationEffect::CrossFadePrevious) { oldW->unreferencePreviousWindowPixmap(); effects->addRepaint(oldW->expandedGeometry()); } animationEnded(oldW, anim->attribute, anim->meta); // NOTICE animationEnded is an external call and might have called "::animate" // as a result our iterators could now point random junk on the heap // 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(), mapEnd = d->m_animations.end(); while (entry.key() != oldW && entry != mapEnd) ++entry; Q_ASSERT(entry != mapEnd); // usercode should not delete animations from animationEnded (not even possible atm.) anim = entry->first.begin(), animEnd = entry->first.end(); Q_ASSERT(animCounter < entry->first.count()); for (int i = 0; i < animCounter; ++i) ++anim; } anim = entry->first.erase(anim); invalidateLayerRect = d->m_damageDirty = true; animEnd = entry->first.end(); } } if (entry->first.isEmpty()) { const int i = d->m_zombies.indexOf(entry.key()); if ( i > -1 ) { d->m_zombies.removeAt( i ); entry.key()->unrefWindow(); } data.paint |= entry->second; // d->m_damageDirty = true; // TODO likely no longer required entry = d->m_animations.erase(entry); mapEnd = d->m_animations.end(); } else { if (invalidateLayerRect) *const_cast(&(entry->second)) = QRect(); // invalidate ++entry; } } // janitorial... if (d->m_animations.isEmpty()) { disconnectGeometryChanges(); if (!d->m_zombies.isEmpty()) { // this is actually not supposed to happen foreach (EffectWindow *w, d->m_zombies) w->unrefWindow(); d->m_zombies.clear(); } } effects->prePaintScreen(data, time); } static int xCoord(const QRect &r, int flag) { if (flag & AnimationEffect::Left) return r.x(); else if (flag & AnimationEffect::Right) return r.right(); else return r.x() + r.width()/2; } static int yCoord(const QRect &r, int flag) { if (flag & AnimationEffect::Top) return r.y(); else if (flag & AnimationEffect::Bottom) return r.bottom(); else return r.y() + r.height()/2; } QRect AnimationEffect::clipRect(const QRect &geo, const AniData &anim) const { QRect clip = geo; FPx2 ratio = anim.from + progress(anim) * (anim.to - anim.from); if (anim.from[0] < 1.0 || anim.to[0] < 1.0) { clip.setWidth(clip.width() * ratio[0]); } if (anim.from[1] < 1.0 || anim.to[1] < 1.0) { clip.setHeight(clip.height() * ratio[1]); } const QRect center = geo.adjusted(clip.width()/2, clip.height()/2, -(clip.width()+1)/2, -(clip.height()+1)/2 ); const int x[2] = { xCoord(center, metaData(SourceAnchor, anim.meta)), xCoord(center, metaData(TargetAnchor, anim.meta)) }; const int y[2] = { yCoord(center, metaData(SourceAnchor, anim.meta)), yCoord(center, metaData(TargetAnchor, anim.meta)) }; const QPoint d(x[0] + ratio[0]*(x[1]-x[0]), y[0] + ratio[1]*(y[1]-y[0])); clip.moveTopLeft(QPoint(d.x() - clip.width()/2, d.y() - clip.height()/2)); return clip; } void AnimationEffect::clipWindow(const EffectWindow *w, const AniData &anim, WindowQuadList &quads) const { return; const QRect geo = w->expandedGeometry(); QRect clip = AnimationEffect::clipRect(geo, anim); WindowQuadList filtered; if (clip.left() != geo.left()) { quads = quads.splitAtX(clip.left()); foreach (const WindowQuad &quad, quads) { if (quad.right() >= clip.left()) filtered << quad; } quads = filtered; filtered.clear(); } if (clip.right() != geo.right()) { quads = quads.splitAtX(clip.left()); foreach (const WindowQuad &quad, quads) { if (quad.right() <= clip.right()) filtered << quad; } quads = filtered; filtered.clear(); } if (clip.top() != geo.top()) { quads = quads.splitAtY(clip.top()); foreach (const WindowQuad &quad, quads) { if (quad.top() >= clip.top()) filtered << quad; } quads = filtered; filtered.clear(); } if (clip.bottom() != geo.bottom()) { quads = quads.splitAtY(clip.bottom()); foreach (const WindowQuad &quad, quads) { if (quad.bottom() <= clip.bottom()) filtered << quad; } quads = filtered; } } void AnimationEffect::disconnectGeometryChanges() { disconnect (effects,SIGNAL(windowGeometryShapeChanged(KWin::EffectWindow*,QRect)), this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); disconnect (effects,SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)), this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); disconnect (effects,SIGNAL(windowPaddingChanged(KWin::EffectWindow*,QRect)), this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect))); } void AnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) { Q_D(AnimationEffect); if ( d->m_animated ) { AniMap::const_iterator entry = d->m_animations.constFind( w ); if ( entry != d->m_animations.constEnd() ) { bool isUsed = false; for (QList::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim) { if (anim->startTime > clock() && !anim->waitAtSource) continue; isUsed = true; if (anim->attribute == Opacity || anim->attribute == DecorationOpacity || anim->attribute == CrossFadePrevious) data.setTranslucent(); else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) { data.setTransformed(); data.mask |= PAINT_WINDOW_TRANSFORMED; if (anim->attribute == Clip) clipWindow(w, *anim, data.quads); } } if ( isUsed ) { if ( w->isMinimized() ) w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE ); else if ( w->isDeleted() ) w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE ); else if ( !w->isOnCurrentDesktop() ) w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP ); // if( !w->isPaintingEnabled() && !effects->activeFullScreenEffect() ) // effects->addLayerRepaint(w->expandedGeometry()); } } } effects->prePaintWindow( w, data, time ); } static inline float geometryCompensation(int flags, float v) { if (flags & (AnimationEffect::Left|AnimationEffect::Top)) return 0.0; // no compensation required if (flags & (AnimationEffect::Right|AnimationEffect::Bottom)) return 1.0 - v; // full compensation return 0.5 * (1.0 - v); // half compensation } void AnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { Q_D(AnimationEffect); if ( d->m_animated ) { AniMap::const_iterator entry = d->m_animations.constFind( w ); if ( entry != d->m_animations.constEnd() ) { for ( QList::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim ) { if (anim->startTime > clock() && !anim->waitAtSource) continue; switch (anim->attribute) { case Opacity: data.multiplyOpacity(interpolated(*anim)); break; case DecorationOpacity: data.multiplyDecorationOpacity(interpolated(*anim)); break; case Brightness: data.multiplyBrightness(interpolated(*anim)); break; case Saturation: data.multiplySaturation(interpolated(*anim)); break; case Scale: { const QSize sz = w->geometry().size(); float f1(1.0), f2(0.0); if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // scale x f1 = interpolated(*anim, 0); f2 = geometryCompensation( anim->meta & AnimationEffect::Horizontal, f1 ); data.translate(f2 * sz.width()); data.setXScale(data.xScale() * f1); } if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // scale y if (!anim->isOneDimensional()) { f1 = interpolated(*anim, 1); f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 ); } else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) ) f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 ); data.translate(0.0, f2 * sz.height()); data.setYScale(data.yScale() * f1); } break; } case Clip: region = clipRect(w->expandedGeometry(), *anim); break; case Translation: data += QPointF(interpolated(*anim, 0), interpolated(*anim, 1)); break; case Size: { FPx2 dest = anim->from + progress(*anim) * (anim->to - anim->from); const QSize sz = w->geometry().size(); float f; if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // resize x f = dest[0]/sz.width(); 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; } case Position: { const QRect geo = w->geometry(); const float prgrs = progress(*anim); if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) { float dest = interpolated(*anim, 0); const int 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 int 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(); 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(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; default: break; } } } } effects->paintWindow( w, mask, region, data ); } void AnimationEffect::postPaintScreen() { Q_D(AnimationEffect); if ( d->m_animated ) { if (d->m_damageDirty) updateLayerRepaints(); if (d->m_needSceneRepaint) { effects->addRepaintFull(); } else { AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd(); for (; it != end; ++it) { bool addRepaint = false; QList::const_iterator anim = it->first.constBegin(); for (; anim != it->first.constEnd(); ++anim) { if (anim->startTime > clock()) continue; if (anim->time < anim->duration) { addRepaint = true; break; } } if (addRepaint) { it.key()->addLayerRepaint(it->second); } } } } effects->postPaintScreen(); } float AnimationEffect::interpolated( const AniData &a, int i ) const { if (a.startTime > clock()) return a.from[i]; if (a.time < a.duration) return a.from[i] + a.curve.valueForProgress( ((float)a.time)/a.duration )*(a.to[i] - a.from[i]); return a.to[i]; // we're done and "waiting" at the target value } float AnimationEffect::progress( const AniData &a ) const { if (a.startTime > clock()) return 0.0; if (a.time < a.duration) return a.curve.valueForProgress( ((float)a.time)/a.duration ); return 1.0; // we're done and "waiting" at the target value } // TODO - get this out of the header - the functionpointer usage of QEasingCurve somehow sucks ;-) // qreal AnimationEffect::qecGaussian(qreal progress) // exp(-5*(2*x-1)^2) // { // progress = 2*progress - 1; // progress *= -5*progress; // return qExp(progress); // } int AnimationEffect::metaData( MetaType type, uint meta ) { switch (type) { case SourceAnchor: return ((meta>>5) & 0x1f); case TargetAnchor: return (meta& 0x1f); case RelativeSourceX: case RelativeSourceY: case RelativeTargetX: case RelativeTargetY: { const int shift = 10 + type - RelativeSourceX; return ((meta>>shift) & 1); } case Axis: return ((meta>>10) & 3); default: return 0; } } void AnimationEffect::setMetaData( MetaType type, uint value, uint &meta ) { switch (type) { case SourceAnchor: meta &= ~(0x1f<<5); meta |= ((value & 0x1f)<<5); break; case TargetAnchor: meta &= ~(0x1f); meta |= (value & 0x1f); break; case RelativeSourceX: case RelativeSourceY: case RelativeTargetX: case RelativeTargetY: { const int shift = 10 + type - RelativeSourceX; if (value) meta |= (1<m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry) *const_cast(&(entry->second)) = QRect(); updateLayerRepaints(); if (d->m_needSceneRepaint) { effects->addRepaintFull(); } else { AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd(); for (; it != end; ++it) { it.key()->addLayerRepaint(it->second); } } } static float fixOvershoot(float f, const AniData &d, short int dir, float s = 1.1) { switch(d.curve.type()) { case QEasingCurve::InOutElastic: case QEasingCurve::InOutBack: return f * s; case QEasingCurve::InElastic: case QEasingCurve::OutInElastic: case QEasingCurve::OutBack: return (dir&2) ? f * s : f; case QEasingCurve::OutElastic: case QEasingCurve::InBack: return (dir&1) ? f * s : f; default: return f; } } void AnimationEffect::updateLayerRepaints() { Q_D(AnimationEffect); d->m_needSceneRepaint = false; for (AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry) { if (!entry->second.isNull()) continue; float f[2] = {1.0, 1.0}; float t[2] = {0.0, 0.0}; bool createRegion = false; QList rects; QRect *layerRect = const_cast(&(entry->second)); for (QList::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd(); anim != animEnd; ++anim) { if (anim->startTime > clock()) continue; switch (anim->attribute) { case Opacity: case DecorationOpacity: case Brightness: case Saturation: case CrossFadePrevious: createRegion = true; break; case Rotation: createRegion = false; *layerRect = QRect(0, 0, displayWidth(), displayHeight()); goto region_creation; // 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.key()->geometry()); 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]; } 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[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.key()->expandedGeometry(); rects << r.translated(x[0], y[0]) << r.translated(x[1], y[1]); break; } case Clip: createRegion = true; break; case Size: case Scale: { createRegion = true; const QSize sz = entry.key()->geometry().size(); float fx = qMax(fixOvershoot(anim->from[0], *anim, 1), fixOvershoot(anim->to[0], *anim, 2)); // float fx = qMax(interpolated(*anim,0), anim->to[0]); if (fx >= 0.0) { if (anim->attribute == Size) fx /= sz.width(); f[0] *= fx; t[0] += geometryCompensation( anim->meta & AnimationEffect::Horizontal, fx ) * sz.width(); } // float fy = qMax(interpolated(*anim,1), anim->to[1]); float fy = qMax(fixOvershoot(anim->from[1], *anim, 1), fixOvershoot(anim->to[1], *anim, 2)); if (fy >= 0.0) { if (anim->attribute == Size) fy /= sz.height(); 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) ) { f[1] *= fx; t[1] += geometryCompensation( anim->meta & AnimationEffect::Vertical, fx ) * sz.height(); } } break; } } } region_creation: if (createRegion) { const QRect geo = entry.key()->expandedGeometry(); if (rects.isEmpty()) rects << geo; QList::const_iterator r, rEnd = rects.constEnd(); for ( r = rects.constBegin(); r != rEnd; ++r) { // transform const_cast(&(*r))->setSize(QSize(qRound(r->width()*f[0]), qRound(r->height()*f[1]))); const_cast(&(*r))->translate(t[0], t[1]); // "const_cast" - don't do that at home, kids ;-) } QRect rect = rects.at(0); if (rects.count() > 1) { for ( r = rects.constBegin() + 1; r != rEnd; ++r) // 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; } } d->m_damageDirty = false; } void AnimationEffect::_expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old) { Q_D(AnimationEffect); AniMap::const_iterator entry = d->m_animations.constFind(w); if (entry != d->m_animations.constEnd()) { *const_cast(&(entry->second)) = QRect(); updateLayerRepaints(); if (!entry->second.isNull()) // actually got updated, ie. is in use - ensure it get's a repaint w->addLayerRepaint(entry->second); } } void AnimationEffect::_windowClosed( EffectWindow* w ) { Q_D(AnimationEffect); if (d->m_animations.contains(w) && !d->m_zombies.contains(w)) { w->refWindow(); d->m_zombies << w; } } void AnimationEffect::_windowDeleted( EffectWindow* w ) { Q_D(AnimationEffect); d->m_zombies.removeAll( w ); // TODO this line is a workaround for a bug in KWin 4.8.0 & 4.8.1 d->m_animations.remove( w ); } QString AnimationEffect::debug(const QString &/*parameter*/) const { Q_D(const AnimationEffect); QString dbg; if (d->m_animations.isEmpty()) dbg = "No window is animated"; else { AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); for (; entry != mapEnd; ++entry) { QString caption = entry.key()->isDeleted() ? "[Deleted]" : entry.key()->caption(); if (caption.isEmpty()) caption = "[Untitled]"; dbg += "Animating window: " + caption + '\n'; QList::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd(); for (; anim != animEnd; ++anim) dbg += anim->debugInfo(); } } return dbg; } #include "moc_kwinanimationeffect.cpp"