/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2008 Cédric Borgese You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "wobblywindows.h" #include "wobblywindowsconfig.h" #include #include #define USE_ASSERT #ifdef USE_ASSERT #define ASSERT1 assert #else #define ASSERT1 #endif //#define COMPUTE_STATS // if you enable it and run kwin in a terminal from the session it manages, // be sure to redirect the output of kwin in a file or // you'll propably get deadlocks. //#define VERBOSE_MODE #if defined COMPUTE_STATS && !defined VERBOSE_MODE # ifdef __GNUC__ # warning "You enable COMPUTE_STATS without VERBOSE_MODE, computed stats will not be printed." # endif #endif namespace KWin { struct ParameterSet { qreal stiffness; qreal drag; qreal move_factor; qreal xTesselation; qreal yTesselation; qreal minVelocity; qreal maxVelocity; qreal stopVelocity; qreal minAcceleration; qreal maxAcceleration; qreal stopAcceleration; bool moveEffectEnabled; bool openEffectEnabled; bool closeEffectEnabled; }; static const ParameterSet set_0 = { 0.15, 0.80, 0.10, 20.0, 20.0, 0.0, 1000.0, 0.5, 0.0, 1000.0, 0.5, true, false, false }; static const ParameterSet set_1 = { 0.10, 0.85, 0.10, 20.0, 20.0, 0.0, 1000.0, 0.5, 0.0, 1000.0, 0.5, true, false, false }; static const ParameterSet set_2 = { 0.06, 0.90, 0.10, 20.0, 20.0, 0.0, 1000.0, 0.5, 0.0, 1000.0, 0.5, true, false, false }; static const ParameterSet set_3 = { 0.03, 0.92, 0.20, 20.0, 20.0, 0.0, 1000.0, 0.5, 0.0, 1000.0, 0.5, true, false, false }; static const ParameterSet set_4 = { 0.01, 0.97, 0.25, 20.0, 20.0, 0.0, 1000.0, 0.5, 0.0, 1000.0, 0.5, true, false, false }; static const ParameterSet pset[5] = { set_0, set_1, set_2, set_3, set_4 }; KWIN_EFFECT(wobblywindows, WobblyWindowsEffect) KWIN_EFFECT_SUPPORTED(wobblywindows, WobblyWindowsEffect::supported()) WobblyWindowsEffect::WobblyWindowsEffect() { reconfigure(ReconfigureAll); connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*))); connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*))); connect(effects, SIGNAL(windowStartUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowStartUserMovedResized(KWin::EffectWindow*))); connect(effects, SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)), this, SLOT(slotWindowStepUserMovedResized(KWin::EffectWindow*,QRect))); connect(effects, SIGNAL(windowFinishUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowFinishUserMovedResized(KWin::EffectWindow*))); connect(effects, SIGNAL(windowMaximizedStateChanged(KWin::EffectWindow*,bool,bool)), this, SLOT(slotWindowMaximizeStateChanged(KWin::EffectWindow*,bool,bool))); } WobblyWindowsEffect::~WobblyWindowsEffect() { if (!windows.empty()) { // we should be empty at this point... // emit a warning and clean the list. kDebug(1212) << "Windows list not empty. Left items : " << windows.count(); QHash< const EffectWindow*, WindowWobblyInfos >::iterator i; for (i = windows.begin(); i != windows.end(); ++i) { freeWobblyInfo(i.value()); } } } void WobblyWindowsEffect::reconfigure(ReconfigureFlags) { WobblyWindowsConfig::self()->readConfig(); QString settingsMode = WobblyWindowsConfig::settings(); if (settingsMode != "Custom") { unsigned int wobblynessLevel = WobblyWindowsConfig::wobblynessLevel(); if (wobblynessLevel > 4) { kDebug(1212) << "Wrong value for \"WobblynessLevel\" : " << wobblynessLevel; wobblynessLevel = 4; } setParameterSet(pset[wobblynessLevel]); if (WobblyWindowsConfig::advancedMode()) { m_stiffness = WobblyWindowsConfig::stiffness() / 100.0; m_drag = WobblyWindowsConfig::drag() / 100.0; m_move_factor = WobblyWindowsConfig::moveFactor() / 100.0; } } else { // Custom method, read all values from config file. m_stiffness = WobblyWindowsConfig::stiffness() / 100.0; m_drag = WobblyWindowsConfig::drag() / 100.0; m_move_factor = WobblyWindowsConfig::moveFactor() / 100.0; m_xTesselation = WobblyWindowsConfig::xTesselation(); m_yTesselation = WobblyWindowsConfig::yTesselation(); m_minVelocity = WobblyWindowsConfig::minVelocity(); m_maxVelocity = WobblyWindowsConfig::maxVelocity(); m_stopVelocity = WobblyWindowsConfig::stopVelocity(); m_minAcceleration = WobblyWindowsConfig::minAcceleration(); m_maxAcceleration = WobblyWindowsConfig::maxAcceleration(); m_stopAcceleration = WobblyWindowsConfig::stopAcceleration(); m_moveEffectEnabled = WobblyWindowsConfig::moveEffect(); m_openEffectEnabled = WobblyWindowsConfig::openEffect(); // disable close effect by default for now as it doesn't do what I want. m_closeEffectEnabled = WobblyWindowsConfig::closeEffect(); } m_moveWobble = WobblyWindowsConfig::moveWobble(); m_resizeWobble = WobblyWindowsConfig::resizeWobble(); #if defined VERBOSE_MODE kDebug(1212) << "Parameters :\n" << "move : " << m_moveEffectEnabled << ", open : " << m_openEffectEnabled << ", close : " << m_closeEffectEnabled << "\n" "grid(" << m_stiffness << ", " << m_drag << ", " << m_move_factor << ")\n" << "velocity(" << m_minVelocity << ", " << m_maxVelocity << ", " << m_stopVelocity << ")\n" << "acceleration(" << m_minAcceleration << ", " << m_maxAcceleration << ", " << m_stopAcceleration << ")\n" << "tesselation(" << m_xTesselation << ", " << m_yTesselation << ")"; #endif } bool WobblyWindowsEffect::supported() { return effects->isOpenGLCompositing(); } void WobblyWindowsEffect::setParameterSet(const ParameterSet& pset) { m_stiffness = pset.stiffness; m_drag = pset.drag; m_move_factor = pset.move_factor; m_xTesselation = pset.xTesselation; m_yTesselation = pset.yTesselation; m_minVelocity = pset.minVelocity; m_maxVelocity = pset.maxVelocity; m_stopVelocity = pset.stopVelocity; m_minAcceleration = pset.minAcceleration; m_maxAcceleration = pset.maxAcceleration; m_stopAcceleration = pset.stopAcceleration; m_moveEffectEnabled = pset.moveEffectEnabled; m_openEffectEnabled = pset.openEffectEnabled; m_closeEffectEnabled = pset.closeEffectEnabled; } void WobblyWindowsEffect::setVelocityThreshold(qreal m_minVelocity) { this->m_minVelocity = m_minVelocity; } void WobblyWindowsEffect::setMoveFactor(qreal factor) { m_move_factor = factor; } void WobblyWindowsEffect::setStiffness(qreal stiffness) { m_stiffness = stiffness; } void WobblyWindowsEffect::setDrag(qreal drag) { m_drag = drag; } void WobblyWindowsEffect::prePaintScreen(ScreenPrePaintData& data, int time) { // We need to mark the screen windows as transformed. Otherwise the whole // screen won't be repainted, resulting in artefacts. // Could we just set a subset of the screen to be repainted ? if (windows.count() != 0) { m_updateRegion = QRegion(); } effects->prePaintScreen(data, time); } const qreal maxTime = 10.0; void WobblyWindowsEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) { if (windows.contains(w)) { data.setTransformed(); data.quads = data.quads.makeRegularGrid(m_xTesselation, m_yTesselation); bool stop = false; qreal updateTime = time; while (!stop && (updateTime > maxTime)) { #if defined VERBOSE_MODE kDebug(1212) << "loop time " << updateTime << " / " << time; #endif stop = !updateWindowWobblyDatas(w, maxTime); updateTime -= maxTime; } if (!stop && updateTime > 0) { updateWindowWobblyDatas(w, updateTime); } } effects->prePaintWindow(w, data, time); } void WobblyWindowsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) { if (windows.contains(w)) { WindowWobblyInfos& wwi = windows[w]; int tx = w->geometry().x(); int ty = w->geometry().y(); double left = 0.0; double top = 0.0; double right = w->width(); double bottom = w->height(); for (int i = 0; i < data.quads.count(); ++i) { for (int j = 0; j < 4; ++j) { WindowVertex& v = data.quads[i][j]; Pair oldPos = {tx + v.x(), ty + v.y()}; Pair newPos = computeBezierPoint(wwi, oldPos); v.move(newPos.x - tx, newPos.y - ty); } left = qMin(left, data.quads[i].left()); top = qMin(top, data.quads[i].top()); right = qMax(right, data.quads[i].right()); bottom = qMax(bottom, data.quads[i].bottom()); } m_updateRegion = m_updateRegion.united(QRect(w->x() + left, w->y() + top, right - left + 2, bottom - top + 2)); } // Call the next effect. effects->paintWindow(w, mask, region, data); } void WobblyWindowsEffect::postPaintScreen() { if (!windows.isEmpty()) { effects->addRepaint(m_updateRegion); } // Call the next effect. effects->postPaintScreen(); } void WobblyWindowsEffect::slotWindowStartUserMovedResized(EffectWindow *w) { if (!m_moveEffectEnabled || w->isSpecialWindow()) return; if ((w->isUserMove() && m_moveWobble) || (w->isUserResize() && m_resizeWobble)) { startMovedResized(w); } } void WobblyWindowsEffect::slotWindowStepUserMovedResized(EffectWindow *w, const QRect &geometry) { Q_UNUSED(geometry) if (windows.contains(w)) { WindowWobblyInfos& wwi = windows[w]; QRect rect = w->geometry(); if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true; if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true; if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true; if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true; } } void WobblyWindowsEffect::slotWindowFinishUserMovedResized(EffectWindow *w) { if (windows.contains(w)) { WindowWobblyInfos& wwi = windows[w]; wwi.status = Free; QRect rect = w->geometry(); if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true; if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true; if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true; if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true; } } void WobblyWindowsEffect::slotWindowMaximizeStateChanged(EffectWindow *w, bool horizontal, bool vertical) { Q_UNUSED(horizontal) Q_UNUSED(vertical) if (w->isUserMove() || !m_moveEffectEnabled || w->isSpecialWindow()) return; if (m_moveWobble && m_resizeWobble) { stepMovedResized(w); } if (windows.contains(w)) { WindowWobblyInfos& wwi = windows[w]; QRect rect = w->geometry(); if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true; if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true; if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true; if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true; } } void WobblyWindowsEffect::startMovedResized(EffectWindow* w) { if (!windows.contains(w)) { WindowWobblyInfos new_wwi; initWobblyInfo(new_wwi, w->geometry()); windows[w] = new_wwi; } WindowWobblyInfos& wwi = windows[w]; wwi.status = Moving; const QRectF& rect = w->geometry(); qreal x_increment = rect.width() / (wwi.width - 1.0); qreal y_increment = rect.height() / (wwi.height - 1.0); Pair picked = {cursorPos().x(), cursorPos().y()}; int indx = (picked.x - rect.x()) / x_increment + 0.5; int indy = (picked.y - rect.y()) / y_increment + 0.5; int pickedPointIndex = indy * wwi.width + indx; if (pickedPointIndex < 0) { kDebug(1212) << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")"; pickedPointIndex = 0; } else if (static_cast(pickedPointIndex) > wwi.count - 1) { kDebug(1212) << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")"; pickedPointIndex = wwi.count - 1; } #if defined VERBOSE_MODE kDebug(1212) << "Original Picked point -- x : " << picked.x << " - y : " << picked.y; #endif wwi.constraint[pickedPointIndex] = true; if (w->isUserResize()) { // on a resize, do not allow any edges to wobble until it has been moved from // its original location wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = false; wwi.resize_original_rect = w->geometry(); } else { wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = true; } } void WobblyWindowsEffect::stepMovedResized(EffectWindow* w) { QRect new_geometry = w->geometry(); if (!windows.contains(w)) { WindowWobblyInfos new_wwi; initWobblyInfo(new_wwi, new_geometry); windows[w] = new_wwi; } WindowWobblyInfos& wwi = windows[w]; wwi.status = Free; QRect maximized_area = effects->clientArea(MaximizeArea, w); bool throb_direction_out = (new_geometry.top() == maximized_area.top() && new_geometry.bottom() == maximized_area.bottom()) || (new_geometry.left() == maximized_area.left() && new_geometry.right() == maximized_area.right()); qreal magnitude = throb_direction_out ? 10 : -30; // a small throb out when maximized, a larger throb inwards when restored for (unsigned int j = 0; j < wwi.height; ++j) { for (unsigned int i = 0; i < wwi.width; ++i) { Pair v = { magnitude*(i / qreal(wwi.width - 1) - 0.5), magnitude*(j / qreal(wwi.height - 1) - 0.5) }; wwi.velocity[j*wwi.width+i] = v; } } // constrain the middle of the window, so that any asymetry wont cause it to drift off-center for (unsigned int j = 1; j < wwi.height - 1; ++j) { for (unsigned int i = 1; i < wwi.width - 1; ++i) { wwi.constraint[j*wwi.width+i] = true; } } } void WobblyWindowsEffect::slotWindowAdded(EffectWindow* w) { if (m_openEffectEnabled && w->data(WindowAddedGrabRole).value() != this) { if (windows.contains(w)) { // could this happen ?? WindowWobblyInfos& wwi = windows[w]; wobblyOpenInit(wwi); } else { WindowWobblyInfos new_wwi; initWobblyInfo(new_wwi, w->geometry()); wobblyOpenInit(new_wwi); windows[w] = new_wwi; } } } void WobblyWindowsEffect::slotWindowClosed(EffectWindow* w) { if (windows.contains(w)) { WindowWobblyInfos& wwi = windows[w]; if (m_closeEffectEnabled) { wobblyCloseInit(wwi, w); w->refWindow(); } else { freeWobblyInfo(wwi); windows.remove(w); if (windows.isEmpty()) effects->addRepaintFull(); } } else if (m_closeEffectEnabled && w->data(WindowAddedGrabRole).value() != this) { WindowWobblyInfos new_wwi; initWobblyInfo(new_wwi, w->geometry()); wobblyCloseInit(new_wwi, w); windows[w] = new_wwi; w->refWindow(); } } void WobblyWindowsEffect::wobblyOpenInit(WindowWobblyInfos& wwi) const { Pair middle = { (wwi.origin[0].x + wwi.origin[15].x) / 2, (wwi.origin[0].y + wwi.origin[15].y) / 2 }; for (unsigned int j = 0; j < 4; ++j) { for (unsigned int i = 0; i < 4; ++i) { unsigned int idx = j * 4 + i; wwi.constraint[idx] = false; wwi.position[idx].x = (wwi.position[idx].x + 3 * middle.x) / 4; wwi.position[idx].y = (wwi.position[idx].y + 3 * middle.y) / 4; } } wwi.status = Openning; wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = true; } void WobblyWindowsEffect::wobblyCloseInit(WindowWobblyInfos& wwi, EffectWindow* w) const { const QRectF& rect = w->geometry(); QPointF center = rect.center(); int x1 = (rect.x() + 3 * center.x()) / 4; int x2 = (rect.x() + rect.width() + 3 * center.x()) / 4; int y1 = (rect.y() + 3 * center.y()) / 4; int y2 = (rect.y() + rect.height() + 3 * center.y()) / 4; wwi.closeRect.setCoords(x1, y1, x2, y2); // for closing, not yet used... for (unsigned int j = 0; j < 4; ++j) { for (unsigned int i = 0; i < 4; ++i) { unsigned int idx = j * 4 + i; wwi.constraint[idx] = false; } } wwi.status = Closing; } void WobblyWindowsEffect::initWobblyInfo(WindowWobblyInfos& wwi, QRect geometry) const { wwi.count = 4 * 4; wwi.width = 4; wwi.height = 4; wwi.bezierWidth = m_xTesselation; wwi.bezierHeight = m_yTesselation; wwi.bezierCount = m_xTesselation * m_yTesselation; wwi.origin = new Pair[wwi.count]; wwi.position = new Pair[wwi.count]; wwi.velocity = new Pair[wwi.count]; wwi.acceleration = new Pair[wwi.count]; wwi.buffer = new Pair[wwi.count]; wwi.constraint = new bool[wwi.count]; wwi.bezierSurface = new Pair[wwi.bezierCount]; wwi.status = Moving; qreal x = geometry.x(), y = geometry.y(); qreal width = geometry.width(), height = geometry.height(); Pair initValue = {x, y}; static const Pair nullPair = {0.0, 0.0}; qreal x_increment = width / (wwi.width - 1.0); qreal y_increment = height / (wwi.height - 1.0); for (unsigned int j = 0; j < 4; ++j) { for (unsigned int i = 0; i < 4; ++i) { unsigned int idx = j * 4 + i; wwi.origin[idx] = initValue; wwi.position[idx] = initValue; wwi.velocity[idx] = nullPair; wwi.constraint[idx] = false; if (i != 4 - 2) { // x grid count - 2, i.e. not the last point initValue.x += x_increment; } else { initValue.x = width + x; } initValue.x = initValue.x; } initValue.x = x; initValue.x = initValue.x; if (j != 4 - 2) { // y grid count - 2, i.e. not the last point initValue.y += y_increment; } else { initValue.y = height + y; } initValue.y = initValue.y; } } void WobblyWindowsEffect::freeWobblyInfo(WindowWobblyInfos& wwi) const { delete[] wwi.origin; delete[] wwi.position; delete[] wwi.velocity; delete[] wwi.acceleration; delete[] wwi.buffer; delete[] wwi.constraint; delete[] wwi.bezierSurface; } WobblyWindowsEffect::Pair WobblyWindowsEffect::computeBezierPoint(const WindowWobblyInfos& wwi, Pair point) const { // compute the input value Pair topleft = wwi.origin[0]; Pair bottomright = wwi.origin[wwi.count-1]; // ASSERT1(point.x >= topleft.x); // ASSERT1(point.y >= topleft.y); // ASSERT1(point.x <= bottomright.x); // ASSERT1(point.y <= bottomright.y); qreal tx = (point.x - topleft.x) / (bottomright.x - topleft.x); qreal ty = (point.y - topleft.y) / (bottomright.y - topleft.y); // ASSERT1(tx >= 0); // ASSERT1(tx <= 1); // ASSERT1(ty >= 0); // ASSERT1(ty <= 1); // compute polynomial coeff qreal px[4]; px[0] = (1 - tx) * (1 - tx) * (1 - tx); px[1] = 3 * (1 - tx) * (1 - tx) * tx; px[2] = 3 * (1 - tx) * tx * tx; px[3] = tx * tx * tx; qreal py[4]; py[0] = (1 - ty) * (1 - ty) * (1 - ty); py[1] = 3 * (1 - ty) * (1 - ty) * ty; py[2] = 3 * (1 - ty) * ty * ty; py[3] = ty * ty * ty; Pair res = {0.0, 0.0}; for (unsigned int j = 0; j < 4; ++j) { for (unsigned int i = 0; i < 4; ++i) { // this assume the grid is 4*4 res.x += px[i] * py[j] * wwi.position[i + j * wwi.width].x; res.y += px[i] * py[j] * wwi.position[i + j * wwi.width].y; } } return res; } namespace { static inline void fixVectorBounds(WobblyWindowsEffect::Pair& vec, qreal min, qreal max) { if (fabs(vec.x) < min) { vec.x = 0.0; } else if (fabs(vec.x) > max) { if (vec.x > 0.0) { vec.x = max; } else { vec.x = -max; } } if (fabs(vec.y) < min) { vec.y = 0.0; } else if (fabs(vec.y) > max) { if (vec.y > 0.0) { vec.y = max; } else { vec.y = -max; } } } static inline void computeVectorBounds(WobblyWindowsEffect::Pair& vec, WobblyWindowsEffect::Pair& bound) { if (fabs(vec.x) < bound.x) { bound.x = fabs(vec.x); } else if (fabs(vec.x) > bound.y) { bound.y = fabs(vec.x); } if (fabs(vec.y) < bound.x) { bound.x = fabs(vec.y); } else if (fabs(vec.y) > bound.y) { bound.y = fabs(vec.y); } } } // close the anonymous namespace bool WobblyWindowsEffect::updateWindowWobblyDatas(EffectWindow* w, qreal time) { QRectF rect = w->geometry(); WindowWobblyInfos& wwi = windows[w]; if (wwi.status == Closing) { rect = wwi.closeRect; } qreal x_length = rect.width() / (wwi.width - 1.0); qreal y_length = rect.height() / (wwi.height - 1.0); #if defined VERBOSE_MODE kDebug(1212) << "time " << time; kDebug(1212) << "increment x " << x_length << " // y" << y_length; #endif Pair origine = {rect.x(), rect.y()}; for (unsigned int j = 0; j < wwi.height; ++j) { for (unsigned int i = 0; i < wwi.width; ++i) { wwi.origin[wwi.width*j + i] = origine; if (i != wwi.width - 2) { origine.x += x_length; } else { origine.x = rect.width() + rect.x(); } } origine.x = rect.x(); if (j != wwi.height - 2) { origine.y += y_length; } else { origine.y = rect.height() + rect.y(); } } Pair neibourgs[4]; Pair acceleration; qreal acc_sum = 0.0; qreal vel_sum = 0.0; // compute acceleration, velocity and position for each point // for corners // top-left if (wwi.constraint[0]) { Pair window_pos = wwi.origin[0]; Pair current_pos = wwi.position[0]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[0] = accel; } else { Pair& pos = wwi.position[0]; neibourgs[0] = wwi.position[1]; neibourgs[1] = wwi.position[wwi.width]; acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness; acceleration.y = ((neibourgs[1].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 2; acceleration.y /= 2; wwi.acceleration[0] = acceleration; } // top-right if (wwi.constraint[wwi.width-1]) { Pair window_pos = wwi.origin[wwi.width-1]; Pair current_pos = wwi.position[wwi.width-1]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[wwi.width-1] = accel; } else { Pair& pos = wwi.position[wwi.width-1]; neibourgs[0] = wwi.position[wwi.width-2]; neibourgs[1] = wwi.position[2*wwi.width-1]; acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness; acceleration.y = ((neibourgs[1].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 2; acceleration.y /= 2; wwi.acceleration[wwi.width-1] = acceleration; } // bottom-left if (wwi.constraint[wwi.width*(wwi.height-1)]) { Pair window_pos = wwi.origin[wwi.width*(wwi.height-1)]; Pair current_pos = wwi.position[wwi.width*(wwi.height-1)]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[wwi.width*(wwi.height-1)] = accel; } else { Pair& pos = wwi.position[wwi.width*(wwi.height-1)]; neibourgs[0] = wwi.position[wwi.width*(wwi.height-1)+1]; neibourgs[1] = wwi.position[wwi.width*(wwi.height-2)]; acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 2; acceleration.y /= 2; wwi.acceleration[wwi.width*(wwi.height-1)] = acceleration; } // bottom-right if (wwi.constraint[wwi.count-1]) { Pair window_pos = wwi.origin[wwi.count-1]; Pair current_pos = wwi.position[wwi.count-1]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[wwi.count-1] = accel; } else { Pair& pos = wwi.position[wwi.count-1]; neibourgs[0] = wwi.position[wwi.count-2]; neibourgs[1] = wwi.position[wwi.width*(wwi.height-1)-1]; acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 2; acceleration.y /= 2; wwi.acceleration[wwi.count-1] = acceleration; } // for borders // top border for (unsigned int i = 1; i < wwi.width - 1; ++i) { if (wwi.constraint[i]) { Pair window_pos = wwi.origin[i]; Pair current_pos = wwi.position[i]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[i] = accel; } else { Pair& pos = wwi.position[i]; neibourgs[0] = wwi.position[i-1]; neibourgs[1] = wwi.position[i+1]; neibourgs[2] = wwi.position[i+wwi.width]; acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + ((neibourgs[1].x - pos.x) - x_length) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness; acceleration.y = ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness + (neibourgs[1].y - pos.y) * m_stiffness; acceleration.x /= 3; acceleration.y /= 3; wwi.acceleration[i] = acceleration; } } // bottom border for (unsigned int i = wwi.width * (wwi.height - 1) + 1; i < wwi.count - 1; ++i) { if (wwi.constraint[i]) { Pair window_pos = wwi.origin[i]; Pair current_pos = wwi.position[i]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[i] = accel; } else { Pair& pos = wwi.position[i]; neibourgs[0] = wwi.position[i-1]; neibourgs[1] = wwi.position[i+1]; neibourgs[2] = wwi.position[i-wwi.width]; acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + ((neibourgs[1].x - pos.x) - x_length) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[2].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness + (neibourgs[1].y - pos.y) * m_stiffness; acceleration.x /= 3; acceleration.y /= 3; wwi.acceleration[i] = acceleration; } } // left border for (unsigned int i = wwi.width; i < wwi.width*(wwi.height - 1); i += wwi.width) { if (wwi.constraint[i]) { Pair window_pos = wwi.origin[i]; Pair current_pos = wwi.position[i]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[i] = accel; } else { Pair& pos = wwi.position[i]; neibourgs[0] = wwi.position[i+1]; neibourgs[1] = wwi.position[i-wwi.width]; neibourgs[2] = wwi.position[i+wwi.width]; acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 3; acceleration.y /= 3; wwi.acceleration[i] = acceleration; } } // right border for (unsigned int i = 2 * wwi.width - 1; i < wwi.count - 1; i += wwi.width) { if (wwi.constraint[i]) { Pair window_pos = wwi.origin[i]; Pair current_pos = wwi.position[i]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[i] = accel; } else { Pair& pos = wwi.position[i]; neibourgs[0] = wwi.position[i-1]; neibourgs[1] = wwi.position[i-wwi.width]; neibourgs[2] = wwi.position[i+wwi.width]; acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness; acceleration.x /= 3; acceleration.y /= 3; wwi.acceleration[i] = acceleration; } } // for the inner points for (unsigned int j = 1; j < wwi.height - 1; ++j) { for (unsigned int i = 1; i < wwi.width - 1; ++i) { unsigned int index = i + j * wwi.width; if (wwi.constraint[index]) { Pair window_pos = wwi.origin[index]; Pair current_pos = wwi.position[index]; Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y}; Pair accel = {move.x*m_stiffness, move.y*m_stiffness}; wwi.acceleration[index] = accel; } else { Pair& pos = wwi.position[index]; neibourgs[0] = wwi.position[index-1]; neibourgs[1] = wwi.position[index+1]; neibourgs[2] = wwi.position[index-wwi.width]; neibourgs[3] = wwi.position[index+wwi.width]; acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (x_length - (pos.x - neibourgs[1].x)) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness + (neibourgs[3].x - pos.x) * m_stiffness; acceleration.y = (y_length - (pos.y - neibourgs[2].y)) * m_stiffness + ((neibourgs[3].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness + (neibourgs[1].y - pos.y) * m_stiffness; acceleration.x /= 4; acceleration.y /= 4; wwi.acceleration[index] = acceleration; } } } heightRingLinearMean(&wwi.acceleration, wwi); #if defined COMPUTE_STATS Pair accBound = {m_maxAcceleration, m_minAcceleration}; Pair velBound = {m_maxVelocity, m_minVelocity}; #endif // compute the new velocity of each vertex. for (unsigned int i = 0; i < wwi.count; ++i) { Pair acc = wwi.acceleration[i]; fixVectorBounds(acc, m_minAcceleration, m_maxAcceleration); #if defined COMPUTE_STATS computeVectorBounds(acc, accBound); #endif Pair& vel = wwi.velocity[i]; vel.x = acc.x * time + vel.x * m_drag; vel.y = acc.y * time + vel.y * m_drag; acc_sum += fabs(acc.x) + fabs(acc.y); } heightRingLinearMean(&wwi.velocity, wwi); // compute the new pos of each vertex. for (unsigned int i = 0; i < wwi.count; ++i) { Pair& pos = wwi.position[i]; Pair& vel = wwi.velocity[i]; fixVectorBounds(vel, m_minVelocity, m_maxVelocity); #if defined COMPUTE_STATS computeVectorBounds(vel, velBound); #endif pos.x += vel.x * time * m_move_factor; pos.y += vel.y * time * m_move_factor; vel_sum += fabs(vel.x) + fabs(vel.y); #if defined VERBOSE_MODE if (wwi.constraint[i]) { kDebug(1212) << "Constraint point ** vel : " << vel.x << "," << vel.y << " ** move : " << vel.x*time << "," << vel.y*time; } #endif } if (!wwi.can_wobble_top) { for (unsigned int i = 0; i < wwi.width; ++i) for (unsigned j = 0; j < wwi.width - 1; ++j) wwi.position[i+wwi.width*j].y = wwi.origin[i+wwi.width*j].y; } if (!wwi.can_wobble_bottom) { for (unsigned int i = wwi.width * (wwi.height - 1); i < wwi.count; ++i) for (unsigned j = 0; j < wwi.width - 1; ++j) wwi.position[i-wwi.width*j].y = wwi.origin[i-wwi.width*j].y; } if (!wwi.can_wobble_left) { for (unsigned int i = 0; i < wwi.count; i += wwi.width) for (unsigned j = 0; j < wwi.width - 1; ++j) wwi.position[i+j].x = wwi.origin[i+j].x; } if (!wwi.can_wobble_right) { for (unsigned int i = wwi.width - 1; i < wwi.count; i += wwi.width) for (unsigned j = 0; j < wwi.width - 1; ++j) wwi.position[i-j].x = wwi.origin[i-j].x; } #if defined VERBOSE_MODE # if defined COMPUTE_STATS kDebug(1212) << "Acceleration bounds (" << accBound.x << ", " << accBound.y << ")"; kDebug(1212) << "Velocity bounds (" << velBound.x << ", " << velBound.y << ")"; # endif kDebug(1212) << "sum_acc : " << acc_sum << " *** sum_vel :" << vel_sum; #endif if (wwi.status != Moving && acc_sum < m_stopAcceleration && vel_sum < m_stopVelocity) { if (wwi.status == Closing) { w->unrefWindow(); } freeWobblyInfo(wwi); windows.remove(w); if (windows.isEmpty()) effects->addRepaintFull(); return false; } return true; } void WobblyWindowsEffect::heightRingLinearMean(Pair** data_pointer, WindowWobblyInfos& wwi) { Pair* data = *data_pointer; Pair neibourgs[8]; // for corners // top-left { Pair& res = wwi.buffer[0]; Pair vit = data[0]; neibourgs[0] = data[1]; neibourgs[1] = data[wwi.width]; neibourgs[2] = data[wwi.width+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0; } // top-right { Pair& res = wwi.buffer[wwi.width-1]; Pair vit = data[wwi.width-1]; neibourgs[0] = data[wwi.width-2]; neibourgs[1] = data[2*wwi.width-1]; neibourgs[2] = data[2*wwi.width-2]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0; } // bottom-left { Pair& res = wwi.buffer[wwi.width*(wwi.height-1)]; Pair vit = data[wwi.width*(wwi.height-1)]; neibourgs[0] = data[wwi.width*(wwi.height-1)+1]; neibourgs[1] = data[wwi.width*(wwi.height-2)]; neibourgs[2] = data[wwi.width*(wwi.height-2)+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0; } // bottom-right { Pair& res = wwi.buffer[wwi.count-1]; Pair vit = data[wwi.count-1]; neibourgs[0] = data[wwi.count-2]; neibourgs[1] = data[wwi.width*(wwi.height-1)-1]; neibourgs[2] = data[wwi.width*(wwi.height-1)-2]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0; } // for borders // top border for (unsigned int i = 1; i < wwi.width - 1; ++i) { Pair& res = wwi.buffer[i]; Pair vit = data[i]; neibourgs[0] = data[i-1]; neibourgs[1] = data[i+1]; neibourgs[2] = data[i+wwi.width]; neibourgs[3] = data[i+wwi.width-1]; neibourgs[4] = data[i+wwi.width+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0; } // bottom border for (unsigned int i = wwi.width * (wwi.height - 1) + 1; i < wwi.count - 1; ++i) { Pair& res = wwi.buffer[i]; Pair vit = data[i]; neibourgs[0] = data[i-1]; neibourgs[1] = data[i+1]; neibourgs[2] = data[i-wwi.width]; neibourgs[3] = data[i-wwi.width-1]; neibourgs[4] = data[i-wwi.width+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0; } // left border for (unsigned int i = wwi.width; i < wwi.width*(wwi.height - 1); i += wwi.width) { Pair& res = wwi.buffer[i]; Pair vit = data[i]; neibourgs[0] = data[i+1]; neibourgs[1] = data[i-wwi.width]; neibourgs[2] = data[i+wwi.width]; neibourgs[3] = data[i-wwi.width+1]; neibourgs[4] = data[i+wwi.width+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0; } // right border for (unsigned int i = 2 * wwi.width - 1; i < wwi.count - 1; i += wwi.width) { Pair& res = wwi.buffer[i]; Pair vit = data[i]; neibourgs[0] = data[i-1]; neibourgs[1] = data[i-wwi.width]; neibourgs[2] = data[i+wwi.width]; neibourgs[3] = data[i-wwi.width-1]; neibourgs[4] = data[i+wwi.width-1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0; } // for the inner points for (unsigned int j = 1; j < wwi.height - 1; ++j) { for (unsigned int i = 1; i < wwi.width - 1; ++i) { unsigned int index = i + j * wwi.width; Pair& res = wwi.buffer[index]; Pair& vit = data[index]; neibourgs[0] = data[index-1]; neibourgs[1] = data[index+1]; neibourgs[2] = data[index-wwi.width]; neibourgs[3] = data[index+wwi.width]; neibourgs[4] = data[index-wwi.width-1]; neibourgs[5] = data[index-wwi.width+1]; neibourgs[6] = data[index+wwi.width-1]; neibourgs[7] = data[index+wwi.width+1]; res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + neibourgs[5].x + neibourgs[6].x + neibourgs[7].x + 8.0 * vit.x) / 16.0; res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + neibourgs[5].y + neibourgs[6].y + neibourgs[7].y + 8.0 * vit.y) / 16.0; } } Pair* tmp = data; *data_pointer = wwi.buffer; wwi.buffer = tmp; } bool WobblyWindowsEffect::isActive() const { return !windows.isEmpty(); } } // namespace KWin