2062b8eabd
BUG: 291690
502 lines
18 KiB
C++
502 lines
18 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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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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#include "kwinanimationeffect.h"
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#include "anidata_p.h"
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#include <QTime>
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#include <QTimer>
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namespace KWin {
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struct AnimationEffectPrivate {
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public:
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AnimationEffectPrivate() { m_animated = false; }
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AnimationEffect::AniMap m_animations;
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EffectWindowList m_zombies;
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bool m_animated;
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};
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}
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using namespace KWin;
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AnimationEffect::AnimationEffect() : d_ptr(new AnimationEffectPrivate())
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{
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Q_D(AnimationEffect);
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d->m_animated = false;
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/* this is the same as the QTimer::singleShot(0, SLOT(init())) kludge
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* defering the init and esp. the connection to the windowClosed slot */
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QMetaObject::invokeMethod( this, "init", Qt::QueuedConnection );
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}
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void AnimationEffect::init()
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{
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/* by connecting the signal from a slot AFTER the inheriting class constructor had the chance to
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* connect it we can provide auto-referencing of animated and closed windows, since at the time
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* our slot will be called, the slot of the subclass has been (SIGNAL/SLOT connections are FIFO)
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* and has pot. started an animation so we have the window in our hash :) */
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connect ( effects, SIGNAL(windowClosed(EffectWindow*)), SLOT(_windowClosed(EffectWindow*)) );
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connect ( effects, SIGNAL(windowDeleted(EffectWindow*)), SLOT(_windowDeleted(EffectWindow*)) );
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}
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bool AnimationEffect::isActive() const
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{
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Q_D(const AnimationEffect);
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return !d->m_animations.isEmpty();
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}
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#define RELATIVE_XY(_FIELD_) const bool relative[2] = { metaData(Relative##_FIELD_##X, meta), metaData(Relative##_FIELD_##Y, meta) }
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void AnimationEffect::animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from )
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{
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const bool waitAtSource = from.isValid();
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if (a < NonFloatBase) {
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if (a == Scale) {
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QRect area = effects->clientArea(ScreenArea , w);
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if (from.isValid()) {
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RELATIVE_XY(Source);
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from.set( relative[0] ? from[0] * area.width() / w->width() : from[0],
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relative[1] ? from[1] * area.height() / w->height() : from[1] );
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}
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if (to.isValid()) {
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RELATIVE_XY(Target);
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to.set( relative[0] ? to[0] * area.width() / w->width() : to[0],
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relative[1] ? to[1] * area.height() / w->height() : to[1] );
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}
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} else if (a == Rotation) {
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if (!from.isValid()) {
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setMetaData( SourceAnchor, metaData(TargetAnchor, meta), meta );
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from.set(0.0,0.0);
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}
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if (!to.isValid()) {
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setMetaData( TargetAnchor, metaData(SourceAnchor, meta), meta );
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to.set(0.0,0.0);
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}
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}
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if (!from.isValid())
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from.set(1.0,1.0);
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if (!to.isValid())
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to.set(1.0,1.0);
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} else if (a == Position) {
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QRect area = effects->clientArea(ScreenArea , w);
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QPoint pt = w->geometry().bottomRight(); // cannot be < 0 ;-)
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if (from.isValid()) {
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RELATIVE_XY(Source);
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from.set( relative[0] ? area.x() + from[0] * area.width() : from[0],
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relative[1] ? area.y() + from[1] * area.height() : from[1] );
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} else {
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from.set(pt.x(), pt.y());
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setMetaData( SourceAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta );
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}
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if (to.isValid()) {
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RELATIVE_XY(Target);
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to.set( relative[0] ? area.x() + to[0] * area.width() : to[0],
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relative[1] ? area.y() + to[1] * area.height() : to[1] );
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} else {
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to.set(pt.x(), pt.y());
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setMetaData( TargetAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta );
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}
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} else if (a == Size) {
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QRect area = effects->clientArea(ScreenArea , w);
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if (from.isValid()) {
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RELATIVE_XY(Source);
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from.set( relative[0] ? from[0] * area.width() : from[0],
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relative[1] ? from[1] * area.height() : from[1] );
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}
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else
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from.set(w->width(), w->height());
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if (to.isValid()) {
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RELATIVE_XY(Target);
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to.set( relative[0] ? to[0] * area.width() : to[0],
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relative[1] ? to[1] * area.height() : to[1] );
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}
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else
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from.set(w->width(), w->height());
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} else if (a == Translation) {
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QRect area = w->rect();
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if (from.isValid()) {
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RELATIVE_XY(Source);
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from.set( relative[0] ? from[0] * area.width() : from[0],
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relative[1] ? from[1] * area.height() : from[1] );
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} else
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from.set(0.0, 0.0);
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if (to.isValid()) {
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RELATIVE_XY(Target);
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to.set( relative[0] ? to[0] * area.width() : to[0],
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relative[1] ? to[1] * area.height() : to[1] );
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} else
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to.set(0.0, 0.0);
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}
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Q_D(AnimationEffect);
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AniMap::iterator it = d->m_animations.find(w);
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if (it == d->m_animations.end())
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it = d->m_animations.insert(w, QList<AniData>());
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it->append(AniData(a, meta, ms, to, curve, delay, from, waitAtSource));
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if (delay > 0)
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QTimer::singleShot(delay, this, SLOT(triggerRepaint()));
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else
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triggerRepaint();
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}
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void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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Q_D(AnimationEffect);
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if (d->m_animations.isEmpty()) {
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effects->prePaintScreen(data, time);
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return;
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}
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AniMap::iterator entry = d->m_animations.begin();
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d->m_animated = false;
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while (entry != d->m_animations.end()) {
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QList<AniData>::iterator anim = entry->begin();
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while (anim != entry->end()) {
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if (QTime::currentTime() < anim->startTime) {
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if (!anim->waitAtSource) {
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++anim;
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continue;
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}
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} else
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anim->addTime(time);
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if (anim->time < anim->duration) {
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d->m_animated = true;
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++anim;
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}
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else {
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animationEnded(entry.key(), anim->attribute);
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anim = entry->erase(anim);
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}
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}
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if (entry->isEmpty()) {
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const int i = d->m_zombies.indexOf(entry.key());
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if ( i > -1 ) {
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d->m_zombies.removeAt( i );
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entry.key()->unrefWindow();
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}
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entry = d->m_animations.erase(entry);
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}
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else
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++entry;
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}
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if ( d->m_animated )
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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// janitorial...
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if ( !(d->m_animations.count() || d->m_zombies.isEmpty()) )
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{
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foreach ( EffectWindow *w, d->m_zombies )
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w->unrefWindow();
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d->m_zombies.clear();
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}
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effects->prePaintScreen(data, time);
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}
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void AnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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Q_D(AnimationEffect);
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if ( d->m_animated ) {
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AniMap::const_iterator entry = d->m_animations.constFind( w );
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if ( entry != d->m_animations.constEnd() ) {
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bool isUsed = false;
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for (QList<AniData>::const_iterator anim = entry->constBegin(); anim != entry->constEnd(); ++anim) {
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if (QTime::currentTime() < anim->startTime && !anim->waitAtSource)
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continue;
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isUsed = true;
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if (anim->attribute == Opacity)
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data.setTranslucent();
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else {
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data.setTransformed();
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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}
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}
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if ( isUsed ) {
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if ( w->isMinimized() )
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
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else if ( w->isDeleted() )
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
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else if ( !w->isOnCurrentDesktop() )
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
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if( !w->isPaintingEnabled() && !effects->activeFullScreenEffect() )
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w->addRepaintFull();
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}
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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static inline float geometryCompensation(int flags, float v)
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{
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if (flags & (AnimationEffect::Left|AnimationEffect::Top))
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return 0.0; // no compensation required
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if (flags & (AnimationEffect::Right|AnimationEffect::Bottom))
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return 1.0 - v; // full compensation
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return 0.5 * (1.0 - v); // half compensation
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}
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static int xCoord(const QRect &r, int flag) {
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if (flag & AnimationEffect::Left)
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return r.x();
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else if (flag & AnimationEffect::Right)
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return r.right();
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else
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return r.x() + r.width()/2;
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}
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static int yCoord(const QRect &r, int flag) {
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if (flag & AnimationEffect::Top)
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return r.y();
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else if (flag & AnimationEffect::Bottom)
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return r.bottom();
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else
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return r.y() + r.height()/2;
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}
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void AnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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Q_D(AnimationEffect);
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if ( d->m_animated ) {
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AniMap::const_iterator entry = d->m_animations.constFind( w );
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if ( entry != d->m_animations.constEnd() ) {
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for ( QList<AniData>::const_iterator anim = entry->constBegin(); anim != entry->constEnd(); ++anim ) {
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if (QTime::currentTime() < anim->startTime && !anim->waitAtSource)
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continue;
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switch (anim->attribute) {
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case Opacity:
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data.opacity *= interpolated(*anim); break;
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case Brightness:
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data.brightness *= interpolated(*anim); break;
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case Saturation:
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data.saturation *= interpolated(*anim); break;
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case Scale: {
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const QSize sz = w->geometry().size();
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float f1(1.0), f2(0.0);
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if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // scale x
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f1 = interpolated(*anim, 0);
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f2 = geometryCompensation( anim->meta & AnimationEffect::Horizontal, f1 );
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data.xTranslate += f2 * sz.width();
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data.xScale *= f1;
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}
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if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // scale y
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if (!anim->isOneDimensional()) {
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f1 = interpolated(*anim, 1);
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f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
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} else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) )
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f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
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data.yTranslate += f2 * sz.height();
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data.yScale *= f1;
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}
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break;
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}
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case Translation:
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data.xTranslate += interpolated(*anim, 0);
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data.yTranslate += interpolated(*anim, 1);
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break;
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case Size: {
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FPx2 dest = anim->from + progress(*anim) * (anim->to - anim->from);
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const QSize sz = w->geometry().size();
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float f;
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if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // resize x
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f = dest[0]/sz.width();
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data.xTranslate += geometryCompensation( anim->meta & AnimationEffect::Horizontal, f ) * sz.width();
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data.xScale *= f;
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}
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if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // resize y
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f = dest[1]/sz.height();
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data.yTranslate += geometryCompensation( anim->meta & AnimationEffect::Vertical, f ) * sz.height();
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data.yScale *= f;
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}
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break;
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}
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case Position: {
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const QRect geo = w->geometry();
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const float prgrs = progress(*anim);
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if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) {
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float dest = interpolated(*anim, 0);
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const int x[2] = { xCoord(geo, metaData(SourceAnchor, anim->meta)),
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xCoord(geo, metaData(TargetAnchor, anim->meta)) };
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data.xTranslate += dest - (x[0] + prgrs*(x[1] - x[0]));
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}
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if ( anim->from[1] >= 0.0 && anim->to[1] >= 0.0 ) {
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float dest = interpolated(*anim, 1);
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const int y[2] = { yCoord(geo, metaData(SourceAnchor, anim->meta)),
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yCoord(geo, metaData(TargetAnchor, anim->meta)) };
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data.yTranslate += dest - (y[0] + prgrs*(y[1] - y[0]));
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}
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break;
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}
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case Rotation: {
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RotationData rot;
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rot.axis = (RotationData::RotationAxis)metaData(Axis, anim->meta);
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const float prgrs = progress(*anim);
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rot.angle = anim->from[0] + prgrs*(anim->to[0] - anim->from[0]);
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const QRect geo = w->rect();
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const uint sAnchor = metaData(SourceAnchor, anim->meta),
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tAnchor = metaData(TargetAnchor, anim->meta);
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QPointF pt(xCoord(geo, sAnchor), yCoord(geo, sAnchor));
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if (tAnchor != sAnchor) {
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QPointF pt2(xCoord(geo, tAnchor), yCoord(geo, tAnchor));
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pt += static_cast<qreal>(prgrs)*(pt2 - pt);
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}
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rot.xRotationPoint = pt.x();
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rot.yRotationPoint = pt.y();
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data.rotation = &rot;
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break;
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}
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case Generic:
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genericAnimation(w, data, progress(*anim), anim->meta);
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break;
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default:
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break;
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}
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}
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}
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}
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effects->paintWindow( w, mask, region, data );
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}
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void AnimationEffect::postPaintScreen()
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{
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Q_D(AnimationEffect);
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if ( d->m_animated )
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effects->addRepaintFull();
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effects->postPaintScreen();
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}
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float AnimationEffect::interpolated( const AniData &a, int i ) const
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{
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if (QTime::currentTime() < a.startTime)
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return a.from[i];
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return a.from[i] + a.curve.valueForProgress( ((float)a.time)/a.duration )*(a.to[i] - a.from[i]);
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}
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float AnimationEffect::progress( const AniData &a ) const
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{
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if (QTime::currentTime() < a.startTime)
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return 0.0;
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return a.curve.valueForProgress( ((float)a.time)/a.duration );
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}
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// TODO - get this out of the header - the functionpointer usage of QEasingCurve somehow sucks ;-)
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// qreal AnimationEffect::qecGaussian(qreal progress) // exp(-5*(2*x-1)^2)
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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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int AnimationEffect::metaData( MetaType type, uint meta )
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{
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switch (type) {
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case SourceAnchor:
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return ((meta>>5) & 0x1f);
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case TargetAnchor:
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return (meta& 0x1f);
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case RelativeSourceX:
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case RelativeSourceY:
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case RelativeTargetX:
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case RelativeTargetY: {
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const int shift = 10 + type - RelativeSourceX;
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return ((meta>>shift) & 1);
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}
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case Axis:
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return ((meta>>10) & 3);
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default:
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return 0;
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}
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}
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void AnimationEffect::setMetaData( MetaType type, uint value, uint &meta )
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{
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switch (type) {
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case SourceAnchor:
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meta &= ~(0x1f<<5);
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meta |= ((value & 0x1f)<<5);
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break;
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case TargetAnchor:
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meta &= ~(0x1f);
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meta |= (value & 0x1f);
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break;
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case RelativeSourceX:
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case RelativeSourceY:
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case RelativeTargetX:
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case RelativeTargetY: {
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const int shift = 10 + type - RelativeSourceX;
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if (value)
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meta |= (1<<shift);
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else
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meta &= ~(1<<shift);
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break;
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}
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case Axis:
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meta &= ~(3<<10);
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meta |= ((value & 3)<<10);
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break;
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default:
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break;
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}
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}
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void AnimationEffect::triggerRepaint()
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{
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Q_D(AnimationEffect);
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if (!d->m_animated)
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effects->addRepaintFull();
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}
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void AnimationEffect::_windowClosed( EffectWindow* w )
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{
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Q_D(AnimationEffect);
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if (d->m_animations.contains(w) && !d->m_zombies.contains(w)) {
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w->refWindow();
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d->m_zombies << w;
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}
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}
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void AnimationEffect::_windowDeleted( EffectWindow* w )
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{
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Q_D(AnimationEffect);
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d->m_animations.remove( w );
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}
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#include "moc_kwinanimationeffect.cpp"
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