/******************************************************************** 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" // KConfigSkeleton #include "magiclampconfig.h" namespace KWin { MagicLampEffect::MagicLampEffect() { initConfig(); reconfigure(ReconfigureAll); connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*))); connect(effects, SIGNAL(windowMinimized(KWin::EffectWindow*)), this, SLOT(slotWindowMinimized(KWin::EffectWindow*))); connect(effects, SIGNAL(windowUnminimized(KWin::EffectWindow*)), this, SLOT(slotWindowUnminimized(KWin::EffectWindow*))); } bool MagicLampEffect::supported() { return effects->isOpenGLCompositing() && effects->animationsSupported(); } void MagicLampEffect::reconfigure(ReconfigureFlags) { MagicLampConfig::self()->read(); // TODO: Rename animationDuration to duration so we can use // animationTime(250). const int d = MagicLampConfig::animationDuration() != 0 ? MagicLampConfig::animationDuration() : 250; m_duration = std::chrono::milliseconds(static_cast(animationTime(d))); } void MagicLampEffect::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 MagicLampEffect::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(); 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) { 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(); IconPosition position = Top; // If there's no icon geometry, minimize to the center of the screen if (!icon.isValid()) { QRect extG = geo; QPoint pt = cursorPos(); // 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; } } } #define SANITIZE_PROGRESS if (p_progress[0] < 0)\ p_progress[0] = -p_progress[0];\ if (p_progress[1] < 0)\ p_progress[1] = -p_progress[1] #define SET_QUADS(_SET_A_, _A_, _DA_, _SET_B_, _B_, _O0_, _O1_, _O2_, _O3_) quad[0]._SET_A_((icon._A_() + icon._DA_()*(quad[0]._A_() / geo._DA_()) - (quad[0]._A_() + geo._A_()))*p_progress[_O0_] + quad[0]._A_());\ quad[1]._SET_A_((icon._A_() + icon._DA_()*(quad[1]._A_() / geo._DA_()) - (quad[1]._A_() + geo._A_()))*p_progress[_O1_] + quad[1]._A_());\ quad[2]._SET_A_((icon._A_() + icon._DA_()*(quad[2]._A_() / geo._DA_()) - (quad[2]._A_() + geo._A_()))*p_progress[_O2_] + quad[2]._A_());\ quad[3]._SET_A_((icon._A_() + icon._DA_()*(quad[3]._A_() / geo._DA_()) - (quad[3]._A_() + geo._A_()))*p_progress[_O3_] + quad[3]._A_());\ \ quad[0]._SET_B_(quad[0]._B_() + offset[_O0_]);\ quad[1]._SET_B_(quad[1]._B_() + offset[_O1_]);\ quad[2]._SET_B_(quad[2]._B_() + offset[_O2_]);\ quad[3]._SET_B_(quad[3]._B_() + offset[_O3_]) WindowQuadList newQuads; newQuads.reserve(data.quads.count()); float 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 offset[2] = {0,0}; // how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor float p_progress[2] = {0,0}; // 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 WindowQuad lastQuad(WindowQuadError); lastQuad[0].setX(-1); lastQuad[0].setY(-1); lastQuad[1].setX(-1); lastQuad[1].setY(-1); lastQuad[2].setX(-1); lastQuad[2].setY(-1); if (position == Bottom) { float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height()); foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) { quadFactor = quad[0].y() + (geo.height() - quad[0].y()) * progress; offset[0] = (icon.y() + quad[0].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube); quadFactor = quad[2].y() + (geo.height() - quad[2].y()) * progress; offset[1] = (icon.y() + quad[2].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube); p_progress[1] = qMin(offset[1] / (icon.y() + icon.height() - geo.y() - float(quad[2].y())), 1.0f); p_progress[0] = qMin(offset[0] / (icon.y() + icon.height() - geo.y() - float(quad[0].y())), 1.0f); } else lastQuad = quad; SANITIZE_PROGRESS; // x values are moved towards the center of the icon SET_QUADS(setX, x, width, setY, y, 0,0,1,1); newQuads.append(quad); } } else if (position == Top) { float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height()); foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) { quadFactor = geo.height() - quad[0].y() + (quad[0].y()) * progress; offset[0] = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube); quadFactor = geo.height() - quad[2].y() + (quad[2].y()) * progress; offset[1] = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube); p_progress[0] = qMin(offset[0] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[0].y())), 1.0f); p_progress[1] = qMin(offset[1] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[2].y())), 1.0f); } else lastQuad = quad; offset[0] = -offset[0]; offset[1] = -offset[1]; SANITIZE_PROGRESS; // x values are moved towards the center of the icon SET_QUADS(setX, x, width, setY, y, 0,0,1,1); newQuads.append(quad); } } else if (position == Left) { float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width()); foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) { quadFactor = geo.width() - quad[0].x() + (quad[0].x()) * progress; offset[0] = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube); quadFactor = geo.width() - quad[1].x() + (quad[1].x()) * progress; offset[1] = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube); p_progress[0] = qMin(offset[0] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[0].x())), 1.0f); p_progress[1] = qMin(offset[1] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[1].x())), 1.0f); } else lastQuad = quad; offset[0] = -offset[0]; offset[1] = -offset[1]; SANITIZE_PROGRESS; // y values are moved towards the center of the icon SET_QUADS(setY, y, height, setX, x, 0,1,1,0); newQuads.append(quad); } } else if (position == Right) { float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width()); foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) { quadFactor = quad[0].x() + (geo.width() - quad[0].x()) * progress; offset[0] = (icon.x() + quad[0].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube); quadFactor = quad[1].x() + (geo.width() - quad[1].x()) * progress; offset[1] = (icon.x() + quad[1].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube); p_progress[0] = qMin(offset[0] / (icon.x() + icon.width() - geo.x() - float(quad[0].x())), 1.0f); p_progress[1] = qMin(offset[1] / (icon.x() + icon.width() - geo.x() - float(quad[1].x())), 1.0f); } else lastQuad = quad; SANITIZE_PROGRESS; // y values are moved towards the center of the icon SET_QUADS(setY, y, height, setX, x, 0,1,1,0); newQuads.append(quad); } } data.quads = newQuads; } // Call the next effect. effects->paintWindow(w, mask, region, data); } void MagicLampEffect::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 MagicLampEffect::slotWindowDeleted(EffectWindow* w) { m_animations.remove(w); } void MagicLampEffect::slotWindowMinimized(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::Linear); } effects->addRepaintFull(); } void MagicLampEffect::slotWindowUnminimized(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::Linear); } effects->addRepaintFull(); } bool MagicLampEffect::isActive() const { return !m_animations.isEmpty(); } } // namespace