/******************************************************************** 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