/***************************************************************** 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. ******************************************************************/ #ifndef KWIN_WOBBLYWINDOWS_H #define KWIN_WOBBLYWINDOWS_H // Include with base class for effects. #include namespace KWin { struct ParameterSet; /** * Effect which wobble windows */ class WobblyWindowsEffect : public Effect { Q_OBJECT Q_PROPERTY(qreal stiffness READ stiffness) Q_PROPERTY(qreal drag READ drag) Q_PROPERTY(qreal moveFactor READ moveFactor) Q_PROPERTY(qreal xTesselation READ xTesselation) Q_PROPERTY(qreal yTesselation READ yTesselation) Q_PROPERTY(qreal minVelocity READ minVelocity) Q_PROPERTY(qreal maxVelocity READ maxVelocity) Q_PROPERTY(qreal stopVelocity READ stopVelocity) Q_PROPERTY(qreal minAcceleration READ minAcceleration) Q_PROPERTY(qreal maxAcceleration READ maxAcceleration) Q_PROPERTY(qreal stopAcceleration READ stopAcceleration) Q_PROPERTY(bool moveWobble READ isMoveWobble) Q_PROPERTY(bool resizeWobble READ isResizeWobble) public: WobblyWindowsEffect(); ~WobblyWindowsEffect() override; void reconfigure(ReconfigureFlags) override; void prePaintScreen(ScreenPrePaintData& data, int time) override; void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) override; void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) override; void postPaintScreen() override; bool isActive() const override; int requestedEffectChainPosition() const override { // Please notice that the Wobbly Windows effect has to be placed // after the Maximize effect in the effect chain, otherwise there // can be visual artifacts when dragging maximized windows. return 70; } // Wobbly model parameters void setStiffness(qreal stiffness); void setDrag(qreal drag); void setVelocityThreshold(qreal velocityThreshold); void setMoveFactor(qreal factor); struct Pair { qreal x; qreal y; }; enum WindowStatus { Free, Moving, }; static bool supported(); // for properties qreal stiffness() const { return m_stiffness; } qreal drag() const { return m_drag; } qreal moveFactor() const { return m_move_factor; } qreal xTesselation() const { return m_xTesselation; } qreal yTesselation() const { return m_yTesselation; } qreal minVelocity() const { return m_minVelocity; } qreal maxVelocity() const { return m_maxVelocity; } qreal stopVelocity() const { return m_stopVelocity; } qreal minAcceleration() const { return m_minAcceleration; } qreal maxAcceleration() const { return m_maxAcceleration; } qreal stopAcceleration() const { return m_stopAcceleration; } bool isMoveWobble() const { return m_moveWobble; } bool isResizeWobble() const { return m_resizeWobble; } public Q_SLOTS: void slotWindowStartUserMovedResized(KWin::EffectWindow *w); void slotWindowStepUserMovedResized(KWin::EffectWindow *w, const QRect &geometry); void slotWindowFinishUserMovedResized(KWin::EffectWindow *w); void slotWindowMaximizeStateChanged(KWin::EffectWindow *w, bool horizontal, bool vertical); private: void startMovedResized(EffectWindow* w); void stepMovedResized(EffectWindow* w); bool updateWindowWobblyDatas(EffectWindow* w, qreal time); struct WindowWobblyInfos { Pair* origin; Pair* position; Pair* velocity; Pair* acceleration; Pair* buffer; // if true, the physics system moves this point based only on it "normal" destination // given by the window position, ignoring neighbour points. bool* constraint; unsigned int width; unsigned int height; unsigned int count; Pair* bezierSurface; unsigned int bezierWidth; unsigned int bezierHeight; unsigned int bezierCount; WindowStatus status; // for resizing. Only sides that have moved will wobble bool can_wobble_top, can_wobble_left, can_wobble_right, can_wobble_bottom; QRect resize_original_rect; }; QHash< const EffectWindow*, WindowWobblyInfos > windows; QRegion m_updateRegion; qreal m_stiffness; qreal m_drag; qreal m_move_factor; // the default tesselation for windows // use qreal instead of int as I really often need // these values as real to do divisions. qreal m_xTesselation; qreal m_yTesselation; qreal m_minVelocity; qreal m_maxVelocity; qreal m_stopVelocity; qreal m_minAcceleration; qreal m_maxAcceleration; qreal m_stopAcceleration; bool m_moveWobble; bool m_resizeWobble; void initWobblyInfo(WindowWobblyInfos& wwi, QRect geometry) const; void freeWobblyInfo(WindowWobblyInfos& wwi) const; WobblyWindowsEffect::Pair computeBezierPoint(const WindowWobblyInfos& wwi, Pair point) const; static void heightRingLinearMean(Pair** data_pointer, WindowWobblyInfos& wwi); void setParameterSet(const ParameterSet& pset); }; } // namespace KWin #endif // WOBBLYWINDOWS_H