kwin/libkwineffects/kwinanimationeffect.h
Vlad Zagorodniy 684b4b635e Use more traditional doxygen style
Summary:
So far we were following a bit unique and rare doxygen comment style:

    /**
     * Contents of the comment.
     **/

Doxygen comments with this style look balanced and neat, but many people
that contribute to KWin don't follow this style. Instead, they prefer
more traditional doxygen comment style, i.e.

    /**
     * Contents of the comment.
     */

Reviewing such changes has been a bit frustrating for me (so selfish!)
and for other contributors.

This change switches doxygen comment style in KWin to a more traditional
style. The main reason for doing this is to make code review process easier
for new contributors as well us.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D22812
2019-07-29 22:06:19 +03:00

419 lines
17 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef ANIMATION_EFFECT_H
#define ANIMATION_EFFECT_H
#include <QEasingCurve>
#include <QElapsedTimer>
#include <QtMath>
#include <kwineffects.h>
#include <kwineffects_export.h>
namespace KWin
{
class KWINEFFECTS_EXPORT FPx2 {
public:
FPx2() { f[0] = f[1] = 0.0; valid = false; }
explicit 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; }
explicit FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
explicit FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
explicit FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
explicit 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]) + QLatin1Char(',') + QString::number(f[1]);
else
ret = QString();
return ret;
}
inline FPx2 &operator=(const FPx2 &other)
{ f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; return *this; }
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;
/**
* Base class for animation effects.
*
* AnimationEffect serves as a base class for animation effects. It makes easier
* implementing animated transitions, without having to worry about low-level
* specific stuff, e.g. referencing and unreferencing deleted windows, scheduling
* repaints for the next frame, etc.
*
* Each animation animates one specific attribute, e.g. size, position, scale, etc.
* You can provide your own implementation of the Generic attribute if none of the
* standard attributes(e.g. size, position, etc) satisfy your requirements.
*
* @since 4.8
*/
class KWINEFFECTS_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 };
Q_ENUM(Anchor)
enum Attribute {
Opacity = 0, Brightness, Saturation, Scale, Rotation,
Position, Size, Translation, Clip, Generic, CrossFadePrevious,
NonFloatBase = Position
};
Q_ENUM(Attribute)
enum MetaType { SourceAnchor, TargetAnchor,
RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis };
Q_ENUM(MetaType)
/**
* This enum type is used to specify the direction of the animation.
*
* @since 5.15
*/
enum Direction {
Forward, ///< The animation goes from source to target.
Backward ///< The animation goes from target to source.
};
Q_ENUM(Direction)
/**
* This enum type is used to specify when the animation should be terminated.
*
* @since 5.15
*/
enum TerminationFlag {
/**
* Don't terminate the animation when it reaches source or target position.
*/
DontTerminate = 0x00,
/**
* Terminate the animation when it reaches the source position. An animation
* can reach the source position if its direction was changed to go backward
* (from target to source).
*/
TerminateAtSource = 0x01,
/**
* Terminate the animation when it reaches the target position. If this flag
* is not set, then the animation will be persistent.
*/
TerminateAtTarget = 0x02
};
Q_FLAGS(TerminationFlag)
Q_DECLARE_FLAGS(TerminationFlags, TerminationFlag)
/**
* Constructs AnimationEffect.
*
* Whenever you intend to connect to the EffectsHandler::windowClosed() signal,
* do so when reimplementing the constructor. Do not add private slots named
* _windowClosed or _windowDeleted! 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();
~AnimationEffect() override;
bool isActive() const override;
/**
* Gets stored metadata.
*
* Metadata can be used to store some extra information, for example rotation axis,
* etc. The first 24 bits are reserved for the AnimationEffect class, you can use
* the last 8 bits for custom hints. In case when 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.
*
* @param type The type of the metadata.
* @param meta Where the metadata is stored.
* @returns Stored metadata.
* @since 4.8
*/
static int metaData(MetaType type, uint meta );
/**
* Sets metadata.
*
* @param type The type of the metadata.
* @param value The data to be stored.
* @param meta Where the metadata will be stored.
* @since 4.8
*/
static void setMetaData(MetaType type, uint value, uint &meta );
// Reimplemented from KWin::Effect.
QString debug(const QString &parameter) const 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;
/**
* Gaussian (bumper) animation curve for QEasingCurve.
*
* @since 4.8
*/
static qreal qecGaussian(qreal progress)
{
progress = 2*progress - 1;
progress *= -5*progress;
return qExp(progress);
}
/**
* @since 4.8
*/
static inline qint64 clock() {
return s_clock.elapsed();
}
protected:
/**
* Starts an animated transition of any supported attribute.
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Basically a wildcard to carry various extra information, e.g.
* the anchor, relativity or rotation axis. You will probably use 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 curve How the animation progresses, e.g. 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.
* @param fullScreen Sets this effect as the active full screen effect for the
* duration of the animation.
* @param keepAlive Whether closed windows should be kept alive during animation.
* @returns An ID that you can use to cancel a running animation.
* @since 4.8
*/
quint64 animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true)
{ return p_animate(w, a, meta, ms, to, curve, delay, from, false, fullScreen, keepAlive); }
/**
* Starts a persistent animated transition of any supported attribute.
*
* This method is equal to animate() with one important difference:
* the target value for the attribute is kept until you call cancel().
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Basically a wildcard to carry various extra information, e.g.
* the anchor, relativity or rotation axis. You will probably use 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 curve How the animation progresses, e.g. 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.
* @param fullScreen Sets this effect as the active full screen effect for the
* duration of the animation.
* @param keepAlive Whether closed windows should be kept alive during animation.
* @returns An ID that you need to use to cancel this manipulation.
* @since 4.11
*/
quint64 set( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true)
{ return p_animate(w, a, meta, ms, to, curve, delay, from, true, fullScreen, keepAlive); }
/**
* Changes the target (but not type or curve) of a running animation.
*
* Please use cancel() to cancel an animation rather than altering it.
*
* @param animationId The id of the animation to be retargetted.
* @param newTarget The new target.
* @param newRemainingTime The new duration of the transition. By default (-1),
* the remaining time remains unchanged.
* @returns @c true if the animation was retargetted successfully, @c false otherwise.
* @note You can NOT retarget an animation that just has just ended!
* @since 5.6
*/
bool retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime = -1);
/**
* Changes the direction of the animation.
*
* @param animationId The id of the animation.
* @param direction The new direction of the animation.
* @param terminationFlags Whether the animation should be terminated when it
* reaches the source position after its direction was changed to go backward.
* Currently, TerminationFlag::TerminateAtTarget has no effect.
* @returns @c true if the direction of the animation was changed successfully,
* otherwise @c false.
* @since 5.15
*/
bool redirect(quint64 animationId,
Direction direction,
TerminationFlags terminationFlags = TerminateAtSource);
/**
* Fast-forwards the animation to the target position.
*
* @param animationId The id of the animation.
* @returns @c true if the animation was fast-forwarded successfully, otherwise
* @c false.
* @since 5.15
*/
bool complete(quint64 animationId);
/**
* Called whenever an animation ends.
*
* You can reimplement this method to keep a constant transformation for the window
* (i.e. keep it at some opacity or position) or to start another animation.
*
* @param w The animated window.
* @param a The animated attribute.
* @param meta Originally supplied metadata to animate() or set().
* @since 4.8
*/
virtual void animationEnded(EffectWindow *w, Attribute a, uint meta)
{Q_UNUSED(w); Q_UNUSED(a); Q_UNUSED(meta);}
/**
* Cancels a running animation.
*
* @param animationId The id of the animation.
* @returns @c true if the animation was found (and canceled), @c false otherwise.
* @note There is NO animated reset of the original value. You'll have to provide
* that with a second animation.
* @note This will eventually release a Deleted window as well.
* @note If you intend to run another animation on the (Deleted) window, you have
* to do that before cancelling the old animation (to keep the window around).
* @since 4.11
*/
bool cancel(quint64 animationId);
/**
* Called whenever animation that transforms Generic attribute needs to be painted.
*
* You should reimplement this method if you transform Generic attribute. @p meta
* can be used to support more than one additional animations.
*
* @param w The animated window.
* @param data The paint data.
* @param progress Current progress value.
* @param meta The metadata.
* @since 4.8
*/
virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}
/**
* @internal
*/
typedef QMap<EffectWindow *, QPair<QList<AniData>, QRect> > AniMap;
/**
* @internal
*/
AniMap state() const;
private:
quint64 p_animate(EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from, bool keepAtTarget, bool fullScreenEffect, bool keepAlive);
QRect clipRect(const QRect &windowRect, const AniData&) const;
void clipWindow(const EffectWindow *, const AniData &, WindowQuadList &) const;
float interpolated( const AniData&, int i = 0 ) const;
float progress( const AniData& ) const;
void disconnectGeometryChanges();
void updateLayerRepaints();
void validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const;
private Q_SLOTS:
void init();
void triggerRepaint();
void _windowClosed( KWin::EffectWindow* w );
void _windowDeleted( KWin::EffectWindow* w );
void _expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old);
private:
static QElapsedTimer s_clock;
AnimationEffectPrivate * const d_ptr;
Q_DECLARE_PRIVATE(AnimationEffect)
Q_DISABLE_COPY(AnimationEffect)
};
} // namespace
QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2);
Q_DECLARE_METATYPE(KWin::FPx2)
Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::AnimationEffect::TerminationFlags)
#endif // ANIMATION_EFFECT_H