kwin/effects/sheet/sheet.cpp
Vlad Zahorodnii 1fb9f6f13a Switch to SPDX license markers
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.

In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
2020-08-07 19:57:56 +00:00

219 lines
6.2 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2007 Philip Falkner <philip.falkner@gmail.com>
SPDX-FileCopyrightText: 2009 Martin Gräßlin <mgraesslin@kde.org>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*********************************************************************/
// own
#include "sheet.h"
// KConfigSkeleton
#include "sheetconfig.h"
// Qt
#include <QMatrix4x4>
namespace KWin
{
SheetEffect::SheetEffect()
{
initConfig<SheetConfig>();
reconfigure(ReconfigureAll);
connect(effects, &EffectsHandler::windowAdded, this, &SheetEffect::slotWindowAdded);
connect(effects, &EffectsHandler::windowClosed, this, &SheetEffect::slotWindowClosed);
connect(effects, &EffectsHandler::windowDeleted, this, &SheetEffect::slotWindowDeleted);
}
void SheetEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
SheetConfig::self()->read();
// TODO: Rename AnimationTime config key to Duration.
const int d = animationTime(SheetConfig::animationTime() != 0
? SheetConfig::animationTime()
: 300);
m_duration = std::chrono::milliseconds(static_cast<int>(d));
}
void SheetEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
const std::chrono::milliseconds delta(time);
auto animationIt = m_animations.begin();
while (animationIt != m_animations.end()) {
(*animationIt).timeLine.update(delta);
++animationIt;
}
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void SheetEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
{
if (m_animations.contains(w)) {
data.setTransformed();
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
}
effects->prePaintWindow(w, data, time);
}
void SheetEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
auto animationIt = m_animations.constFind(w);
if (animationIt == m_animations.constEnd()) {
effects->paintWindow(w, mask, region, data);
return;
}
// Perspective projection distorts objects near edges of the viewport
// in undesired way. To fix this, the center of the window will be
// moved to the origin, after applying perspective projection, the
// center is moved back to its "original" projected position. Overall,
// this is how the window will be transformed:
// [move to the origin] -> [scale] -> [rotate] -> [translate] ->
// -> [perspective projection] -> [reverse "move to the origin"]
const QMatrix4x4 oldProjMatrix = data.screenProjectionMatrix();
const QRectF windowGeo = w->geometry();
const QVector3D invOffset = oldProjMatrix.map(QVector3D(windowGeo.center()));
QMatrix4x4 invOffsetMatrix;
invOffsetMatrix.translate(invOffset.x(), invOffset.y());
data.setProjectionMatrix(invOffsetMatrix * oldProjMatrix);
// Move the center of the window to the origin.
const QRectF screenGeo = effects->virtualScreenGeometry();
const QPointF offset = screenGeo.center() - windowGeo.center();
data.translate(offset.x(), offset.y());
const qreal t = (*animationIt).timeLine.value();
data.setRotationAxis(Qt::XAxis);
data.setRotationAngle(interpolate(60.0, 0.0, t));
data *= QVector3D(1.0, t, t);
data.translate(0.0, -interpolate(w->y() - (*animationIt).parentY, 0.0, t));
data.multiplyOpacity(t);
effects->paintWindow(w, mask, region, data);
}
void SheetEffect::postPaintWindow(EffectWindow *w)
{
auto animationIt = m_animations.begin();
while (animationIt != m_animations.end()) {
EffectWindow *w = animationIt.key();
w->addRepaintFull();
if ((*animationIt).timeLine.done()) {
if (w->isDeleted()) {
w->unrefWindow();
}
animationIt = m_animations.erase(animationIt);
} else {
++animationIt;
}
}
if (m_animations.isEmpty()) {
effects->addRepaintFull();
}
effects->postPaintWindow(w);
}
bool SheetEffect::isActive() const
{
return !m_animations.isEmpty();
}
bool SheetEffect::supported()
{
return effects->isOpenGLCompositing()
&& effects->animationsSupported();
}
void SheetEffect::slotWindowAdded(EffectWindow *w)
{
if (effects->activeFullScreenEffect()) {
return;
}
if (!isSheetWindow(w)) {
return;
}
Animation &animation = m_animations[w];
animation.parentY = 0;
animation.timeLine.reset();
animation.timeLine.setDuration(m_duration);
animation.timeLine.setDirection(TimeLine::Forward);
animation.timeLine.setEasingCurve(QEasingCurve::Linear);
const auto windows = effects->stackingOrder();
auto parentIt = std::find_if(windows.constBegin(), windows.constEnd(),
[w](EffectWindow *p) {
return p->findModal() == w;
});
if (parentIt != windows.constEnd()) {
animation.parentY = (*parentIt)->y();
}
w->setData(WindowAddedGrabRole, QVariant::fromValue(static_cast<void*>(this)));
w->addRepaintFull();
}
void SheetEffect::slotWindowClosed(EffectWindow *w)
{
if (effects->activeFullScreenEffect()) {
return;
}
if (!isSheetWindow(w)) {
return;
}
w->refWindow();
Animation &animation = m_animations[w];
animation.timeLine.reset();
animation.parentY = 0;
animation.timeLine.setDuration(m_duration);
animation.timeLine.setDirection(TimeLine::Backward);
animation.timeLine.setEasingCurve(QEasingCurve::Linear);
const auto windows = effects->stackingOrder();
auto parentIt = std::find_if(windows.constBegin(), windows.constEnd(),
[w](EffectWindow *p) {
return p->findModal() == w;
});
if (parentIt != windows.constEnd()) {
animation.parentY = (*parentIt)->y();
}
w->setData(WindowClosedGrabRole, QVariant::fromValue(static_cast<void*>(this)));
w->addRepaintFull();
}
void SheetEffect::slotWindowDeleted(EffectWindow *w)
{
m_animations.remove(w);
}
bool SheetEffect::isSheetWindow(EffectWindow *w) const
{
return w->isModal();
}
} // namespace KWin