684b4b635e
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
419 lines
17 KiB
C++
419 lines
17 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
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Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef ANIMATION_EFFECT_H
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#define ANIMATION_EFFECT_H
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#include <QEasingCurve>
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#include <QElapsedTimer>
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#include <QtMath>
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#include <kwineffects.h>
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#include <kwineffects_export.h>
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namespace KWin
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{
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class KWINEFFECTS_EXPORT FPx2 {
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public:
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FPx2() { f[0] = f[1] = 0.0; valid = false; }
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explicit FPx2(float v) { f[0] = f[1] = v; valid = true; }
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FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
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FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; }
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explicit FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
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explicit FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
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explicit FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
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explicit FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
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inline void invalidate() { valid = false; }
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inline bool isValid() const { return valid; }
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inline float operator[](int n) const { return f[n]; }
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inline QString toString() const {
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QString ret;
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if (valid)
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ret = QString::number(f[0]) + QLatin1Char(',') + QString::number(f[1]);
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else
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ret = QString();
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return ret;
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}
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inline FPx2 &operator=(const FPx2 &other)
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{ f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; return *this; }
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inline FPx2 &operator+=(const FPx2 &other)
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{ f[0] += other[0]; f[1] += other[1]; return *this; }
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inline FPx2 &operator-=(const FPx2 &other)
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{ f[0] -= other[0]; f[1] -= other[1]; return *this; }
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inline FPx2 &operator*=(float fl)
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{ f[0] *= fl; f[1] *= fl; return *this; }
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inline FPx2 &operator/=(float fl)
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{ f[0] /= fl; f[1] /= fl; return *this; }
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friend inline bool operator==(const FPx2 &f1, const FPx2 &f2)
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{ return f1[0] == f2[0] && f1[1] == f2[1]; }
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friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2)
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{ return f1[0] != f2[0] || f1[1] != f2[1]; }
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friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2)
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{ return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); }
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friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2)
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{ return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); }
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friend inline const FPx2 operator*(const FPx2 &f, float fl)
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{ return FPx2( f[0] * fl, f[1] * fl ); }
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friend inline const FPx2 operator*(float fl, const FPx2 &f)
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{ return FPx2( f[0] * fl, f[1] *fl ); }
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friend inline const FPx2 operator-(const FPx2 &f)
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{ return FPx2( -f[0], -f[1] ); }
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friend inline const FPx2 operator/(const FPx2 &f, float fl)
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{ return FPx2( f[0] / fl, f[1] / fl ); }
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inline void set(float v) { f[0] = v; valid = true; }
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inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
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private:
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float f[2];
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bool valid;
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};
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class AniData;
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class AnimationEffectPrivate;
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/**
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* Base class for animation effects.
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*
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* AnimationEffect serves as a base class for animation effects. It makes easier
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* implementing animated transitions, without having to worry about low-level
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* specific stuff, e.g. referencing and unreferencing deleted windows, scheduling
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* repaints for the next frame, etc.
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*
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* Each animation animates one specific attribute, e.g. size, position, scale, etc.
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* You can provide your own implementation of the Generic attribute if none of the
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* standard attributes(e.g. size, position, etc) satisfy your requirements.
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*
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* @since 4.8
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*/
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class KWINEFFECTS_EXPORT AnimationEffect : public Effect
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{
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Q_OBJECT
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public:
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enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3,
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Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 };
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Q_ENUM(Anchor)
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enum Attribute {
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Opacity = 0, Brightness, Saturation, Scale, Rotation,
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Position, Size, Translation, Clip, Generic, CrossFadePrevious,
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NonFloatBase = Position
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};
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Q_ENUM(Attribute)
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enum MetaType { SourceAnchor, TargetAnchor,
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RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis };
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Q_ENUM(MetaType)
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/**
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* This enum type is used to specify the direction of the animation.
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*
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* @since 5.15
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*/
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enum Direction {
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Forward, ///< The animation goes from source to target.
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Backward ///< The animation goes from target to source.
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};
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Q_ENUM(Direction)
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/**
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* This enum type is used to specify when the animation should be terminated.
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*
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* @since 5.15
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*/
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enum TerminationFlag {
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/**
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* Don't terminate the animation when it reaches source or target position.
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*/
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DontTerminate = 0x00,
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/**
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* Terminate the animation when it reaches the source position. An animation
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* can reach the source position if its direction was changed to go backward
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* (from target to source).
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*/
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TerminateAtSource = 0x01,
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/**
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* Terminate the animation when it reaches the target position. If this flag
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* is not set, then the animation will be persistent.
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*/
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TerminateAtTarget = 0x02
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};
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Q_FLAGS(TerminationFlag)
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Q_DECLARE_FLAGS(TerminationFlags, TerminationFlag)
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/**
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* Constructs AnimationEffect.
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*
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* Whenever you intend to connect to the EffectsHandler::windowClosed() signal,
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* do so when reimplementing the constructor. Do not add private slots named
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* _windowClosed or _windowDeleted! The AnimationEffect connects them right after
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* the construction.
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*
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* If you shadow the _windowDeleted slot (it doesn't matter that it's a private
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* slot), this will lead to segfaults.
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*
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* If you shadow _windowClosed or connect your slot to EffectsHandler::windowClosed()
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* after _windowClosed was connected, animations for closing windows will fail.
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*/
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AnimationEffect();
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~AnimationEffect() override;
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bool isActive() const override;
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/**
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* Gets stored metadata.
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*
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* Metadata can be used to store some extra information, for example rotation axis,
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* etc. The first 24 bits are reserved for the AnimationEffect class, you can use
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* the last 8 bits for custom hints. In case when you transform a Generic attribute,
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* all 32 bits are yours and you can use them as you want and read them in your
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* genericAnimation() implementation.
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*
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* @param type The type of the metadata.
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* @param meta Where the metadata is stored.
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* @returns Stored metadata.
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* @since 4.8
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*/
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static int metaData(MetaType type, uint meta );
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/**
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* Sets metadata.
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*
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* @param type The type of the metadata.
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* @param value The data to be stored.
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* @param meta Where the metadata will be stored.
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* @since 4.8
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*/
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static void setMetaData(MetaType type, uint value, uint &meta );
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// Reimplemented from KWin::Effect.
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QString debug(const QString ¶meter) const override;
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void prePaintScreen( ScreenPrePaintData& data, int time ) override;
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void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) override;
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void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) override;
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void postPaintScreen() override;
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/**
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* Gaussian (bumper) animation curve for QEasingCurve.
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*
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* @since 4.8
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*/
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static qreal qecGaussian(qreal progress)
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{
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progress = 2*progress - 1;
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progress *= -5*progress;
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return qExp(progress);
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}
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/**
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* @since 4.8
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*/
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static inline qint64 clock() {
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return s_clock.elapsed();
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}
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protected:
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/**
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* Starts an animated transition of any supported attribute.
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*
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* @param w The animated window.
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* @param a The animated attribute.
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* @param meta Basically a wildcard to carry various extra information, e.g.
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* the anchor, relativity or rotation axis. You will probably use it when
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* performing Generic animations.
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* @param ms How long the transition will last.
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* @param to The target value. FPx2 is an agnostic two component float type
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* (like QPointF or QSizeF, but without requiring to be either and supporting
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* an invalid state).
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* @param curve How the animation progresses, e.g. Linear progresses constantly
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* while Exponential start slow and becomes very fast in the end.
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* @param delay When the animation will start compared to "now" (the window will
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* remain at the "from" position until then).
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* @param from The starting value, the default is invalid, ie. the attribute for
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* the window is not transformed in the beginning.
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* @param fullScreen Sets this effect as the active full screen effect for the
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* duration of the animation.
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* @param keepAlive Whether closed windows should be kept alive during animation.
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* @returns An ID that you can use to cancel a running animation.
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* @since 4.8
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*/
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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)
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{ return p_animate(w, a, meta, ms, to, curve, delay, from, false, fullScreen, keepAlive); }
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/**
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* Starts a persistent animated transition of any supported attribute.
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*
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* This method is equal to animate() with one important difference:
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* the target value for the attribute is kept until you call cancel().
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*
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* @param w The animated window.
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* @param a The animated attribute.
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* @param meta Basically a wildcard to carry various extra information, e.g.
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* the anchor, relativity or rotation axis. You will probably use it when
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* performing Generic animations.
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* @param ms How long the transition will last.
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* @param to The target value. FPx2 is an agnostic two component float type
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* (like QPointF or QSizeF, but without requiring to be either and supporting
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* an invalid state).
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* @param curve How the animation progresses, e.g. Linear progresses constantly
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* while Exponential start slow and becomes very fast in the end.
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* @param delay When the animation will start compared to "now" (the window will
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* remain at the "from" position until then).
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* @param from The starting value, the default is invalid, ie. the attribute for
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* the window is not transformed in the beginning.
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* @param fullScreen Sets this effect as the active full screen effect for the
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* duration of the animation.
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* @param keepAlive Whether closed windows should be kept alive during animation.
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* @returns An ID that you need to use to cancel this manipulation.
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* @since 4.11
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*/
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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)
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{ return p_animate(w, a, meta, ms, to, curve, delay, from, true, fullScreen, keepAlive); }
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/**
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* Changes the target (but not type or curve) of a running animation.
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*
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* Please use cancel() to cancel an animation rather than altering it.
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*
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* @param animationId The id of the animation to be retargetted.
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* @param newTarget The new target.
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* @param newRemainingTime The new duration of the transition. By default (-1),
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* the remaining time remains unchanged.
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* @returns @c true if the animation was retargetted successfully, @c false otherwise.
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* @note You can NOT retarget an animation that just has just ended!
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* @since 5.6
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*/
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bool retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime = -1);
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/**
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* Changes the direction of the animation.
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*
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* @param animationId The id of the animation.
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* @param direction The new direction of the animation.
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* @param terminationFlags Whether the animation should be terminated when it
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* reaches the source position after its direction was changed to go backward.
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* Currently, TerminationFlag::TerminateAtTarget has no effect.
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* @returns @c true if the direction of the animation was changed successfully,
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* otherwise @c false.
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* @since 5.15
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*/
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bool redirect(quint64 animationId,
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Direction direction,
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TerminationFlags terminationFlags = TerminateAtSource);
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/**
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* Fast-forwards the animation to the target position.
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*
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* @param animationId The id of the animation.
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* @returns @c true if the animation was fast-forwarded successfully, otherwise
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* @c false.
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* @since 5.15
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*/
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bool complete(quint64 animationId);
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/**
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* Called whenever an animation ends.
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*
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* You can reimplement this method to keep a constant transformation for the window
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* (i.e. keep it at some opacity or position) or to start another animation.
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*
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* @param w The animated window.
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* @param a The animated attribute.
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* @param meta Originally supplied metadata to animate() or set().
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* @since 4.8
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*/
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virtual void animationEnded(EffectWindow *w, Attribute a, uint meta)
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{Q_UNUSED(w); Q_UNUSED(a); Q_UNUSED(meta);}
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/**
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* Cancels a running animation.
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*
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* @param animationId The id of the animation.
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* @returns @c true if the animation was found (and canceled), @c false otherwise.
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* @note There is NO animated reset of the original value. You'll have to provide
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* that with a second animation.
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* @note This will eventually release a Deleted window as well.
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* @note If you intend to run another animation on the (Deleted) window, you have
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* to do that before cancelling the old animation (to keep the window around).
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* @since 4.11
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*/
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bool cancel(quint64 animationId);
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/**
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* Called whenever animation that transforms Generic attribute needs to be painted.
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*
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* You should reimplement this method if you transform Generic attribute. @p meta
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* can be used to support more than one additional animations.
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*
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* @param w The animated window.
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* @param data The paint data.
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* @param progress Current progress value.
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* @param meta The metadata.
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* @since 4.8
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*/
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virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
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{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}
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/**
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* @internal
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*/
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typedef QMap<EffectWindow *, QPair<QList<AniData>, QRect> > AniMap;
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/**
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* @internal
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*/
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AniMap state() const;
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private:
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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);
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QRect clipRect(const QRect &windowRect, const AniData&) const;
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void clipWindow(const EffectWindow *, const AniData &, WindowQuadList &) const;
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float interpolated( const AniData&, int i = 0 ) const;
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float progress( const AniData& ) const;
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void disconnectGeometryChanges();
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void updateLayerRepaints();
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void validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const;
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private Q_SLOTS:
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void init();
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void triggerRepaint();
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void _windowClosed( KWin::EffectWindow* w );
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void _windowDeleted( KWin::EffectWindow* w );
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void _expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old);
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private:
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static QElapsedTimer s_clock;
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AnimationEffectPrivate * const d_ptr;
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Q_DECLARE_PRIVATE(AnimationEffect)
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Q_DISABLE_COPY(AnimationEffect)
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};
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} // namespace
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QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2);
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Q_DECLARE_METATYPE(KWin::FPx2)
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Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::AnimationEffect::TerminationFlags)
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#endif // ANIMATION_EFFECT_H
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