/******************************************************************** 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 . *********************************************************************/ #ifndef ANIMATION_EFFECT_H #define ANIMATION_EFFECT_H #include #include #include namespace KWin { class KWIN_EXPORT FPx2 { public: FPx2() { f[0] = f[1] = 0.0; valid = false; } FPx2(float v) { f[0] = f[1] = v; valid = true; } FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; } FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } inline void invalidate() { valid = false; } inline bool isValid() const { return valid; } inline float operator[](int n) const { return f[n]; } inline QString toString() const { QString ret; if (valid) ret = QString::number(f[0]) + ',' + QString::number(f[1]); else ret = QString(""); return ret; } inline FPx2 &operator+=(const FPx2 &other) { f[0] += other[0]; f[1] += other[1]; return *this; } inline FPx2 &operator-=(const FPx2 &other) { f[0] -= other[0]; f[1] -= other[1]; return *this; } inline FPx2 &operator*=(float fl) { f[0] *= fl; f[1] *= fl; return *this; } inline FPx2 &operator/=(float fl) { f[0] /= fl; f[1] /= fl; return *this; } friend inline bool operator==(const FPx2 &f1, const FPx2 &f2) { return f1[0] == f2[0] && f1[1] == f2[1]; } friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2) { return f1[0] != f2[0] || f1[1] != f2[1]; } friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); } friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); } friend inline const FPx2 operator*(const FPx2 &f, float fl) { return FPx2( f[0] * fl, f[1] * fl ); } friend inline const FPx2 operator*(float fl, const FPx2 &f) { return FPx2( f[0] * fl, f[1] *fl ); } friend inline const FPx2 operator-(const FPx2 &f) { return FPx2( -f[0], -f[1] ); } friend inline const FPx2 operator/(const FPx2 &f, float fl) { return FPx2( f[0] / fl, f[1] / fl ); } inline void set(float v) { f[0] = v; valid = true; } inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } private: float f[2]; bool valid; }; class AniData; class AnimationEffectPrivate; class KWIN_EXPORT AnimationEffect : public Effect { Q_OBJECT public: enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3, Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 }; enum Attribute { Opacity = 0, Brightness, Saturation, Scale, Rotation, Position, Size, Translation, Generic, NonFloatBase = Position }; enum MetaType { SourceAnchor, TargetAnchor, RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis }; /** * Whenever you intend to connect to the EffectsHandler::windowClosed() signal, do so when reimplementing the constructor. * Do *not* add private slots named _windowClosed( EffectWindow* w ) or _windowDeleted( EffectWindow* w ) !! * The AnimationEffect connects them right *after* the construction. * If you shadow the _windowDeleted slot (it doesn't matter that it's a private slot!), this will lead to segfaults. * If you shadow _windowClosed() or connect your slot to EffectsHandler::windowClosed() after _windowClosed() was connected, animations for closing windows will fail. */ AnimationEffect(); bool isActive() const; /** * Set and get predefined metatypes. * The first 24 bits are reserved for the AnimationEffect class - you can use the last 8 bits for custom hints. * In case you transform a Generic attribute, all 32 bits are yours and you can use them as you want and read them in your genericAnimation() implementation. */ static int metaData(MetaType type, uint meta ); static void setMetaData(MetaType type, uint value, uint &meta ); /** * Reimplemented from KWIn::Effect */ virtual void prePaintScreen( ScreenPrePaintData& data, int time ); virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ); virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); virtual void postPaintScreen(); /** * Gaussian (bumper) animation curve for QEasingCurve */ static qreal qecGaussian(qreal progress) { progress = 2*progress - 1; progress *= -5*progress; return qExp(progress); } protected: /** * The central function of this class - call it to create an animated transition of any supported attribute * @param w - The EffectWindow to manipulate * @param a - The @enum Attribute to manipulate * @param meta - Basically a wildcard to carry various extra information, eg. the anchor, relativity or rotation axis. You will probably use require it when performing Generic animations. * @param ms - How long the transition will last * @param to - The target value. FPx2 is an agnostic two component float type (like QPointF or QSizeF, but without requiring to be either and supporting an invalid state) * @param shape - How the animation progresses, eg. Linear progresses constantly while Exponential start slow and becomes very fast in the end * @param delay - When the animation will start compared to "now" (the window will remain at the "from" position until then) * @param from - the starting value, the default is invalid, ie. the attribute for the window is not transformed in the beginning */ void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() ); /** * Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute * You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation */ virtual void animationEnded( EffectWindow *, Attribute ) {} /** * Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute". * You could use the meta information to eg. support more than one additional animations */ virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta ) {Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);} private: float interpolated( const AniData&, int i = 0 ) const; float progress( const AniData& ) const; private Q_SLOTS: void init(); void triggerRepaint(); void _windowClosed( KWin::EffectWindow* w ); void _windowDeleted( KWin::EffectWindow* w ); private: typedef QMap< EffectWindow*, QList > AniMap; AnimationEffectPrivate * const d_ptr; Q_DECLARE_PRIVATE(AnimationEffect) }; } // namespace #endif // ANIMATION_EFFECT_H