142aab2e24
Summary: A new method to tell the effects system whether the compositor scene is able to drive animations. E.g. on software emulation (llvmpipe) it's better to not do any animations at all. This information can be used by effects to adjust their behavior, e.g. PresentWindows could skip transitions or effects can use it in their supported check to completely disable themselves. As a first step all scripted effects are considered to be unsupported if animations are not supported. They inherit AnimationEffect and are all about driving animations. The information whether animations are supported comes from the Scene. It's implemented in the following way: * XRender: animations are always supported * QPainter: animations are never supported * OpenGL: animations are supported, except for software emulation In addition - for easier testing - there is a new env variable KWIN_EFFECTS_FORCE_ANIMATIONS to overwrite the selection. Reviewers: #kwin, #plasma Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D2386
172 lines
6 KiB
C++
172 lines
6 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) 2007 Lubos Lunak <l.lunak@kde.org>
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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 "fallapart.h"
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#include <assert.h>
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#include <math.h>
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#include <KConfigGroup>
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namespace KWin
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{
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bool FallApartEffect::supported()
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{
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return effects->isOpenGLCompositing() && effects->animationsSupported();
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}
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FallApartEffect::FallApartEffect()
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{
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
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}
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void FallApartEffect::reconfigure(ReconfigureFlags)
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{
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KConfigGroup conf = effects->effectConfig(QStringLiteral("FallApart"));
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blockSize = qBound(1, conf.readEntry("BlockSize", 40), 100000);
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}
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void FallApartEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!windows.isEmpty())
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void FallApartEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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if (windows.contains(w) && isRealWindow(w)) {
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if (windows[ w ] < 1) {
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windows[ w ] += time / animationTime(1000.);
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data.setTransformed();
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
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// Request the window to be divided into cells
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data.quads = data.quads.makeGrid(blockSize);
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} else {
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windows.remove(w);
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w->unrefWindow();
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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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void FallApartEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (windows.contains(w) && isRealWindow(w)) {
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WindowQuadList new_quads;
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int cnt = 0;
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foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
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// make fragments move in various directions, based on where
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// they are (left pieces generally move to the left, etc.)
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QPointF p1(quad[ 0 ].x(), quad[ 0 ].y());
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double xdiff = 0;
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if (p1.x() < w->width() / 2)
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xdiff = -(w->width() / 2 - p1.x()) / w->width() * 100;
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if (p1.x() > w->width() / 2)
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xdiff = (p1.x() - w->width() / 2) / w->width() * 100;
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double ydiff = 0;
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if (p1.y() < w->height() / 2)
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ydiff = -(w->height() / 2 - p1.y()) / w->height() * 100;
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if (p1.y() > w->height() / 2)
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ydiff = (p1.y() - w->height() / 2) / w->height() * 100;
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double modif = windows[ w ] * windows[ w ] * 64;
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srandom(cnt); // change direction randomly but consistently
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xdiff += (rand() % 21 - 10);
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ydiff += (rand() % 21 - 10);
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for (int j = 0;
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j < 4;
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++j) {
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quad[ j ].move(quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif);
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}
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// also make the fragments rotate around their center
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QPointF center((quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
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(quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4);
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double adiff = (rand() % 720 - 360) / 360. * 2 * M_PI; // spin randomly
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for (int j = 0;
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j < 4;
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++j) {
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double x = quad[ j ].x() - center.x();
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double y = quad[ j ].y() - center.y();
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double angle = atan2(y, x);
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angle += windows[ w ] * adiff;
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double dist = sqrt(x * x + y * y);
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x = dist * cos(angle);
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y = dist * sin(angle);
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quad[ j ].move(center.x() + x, center.y() + y);
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}
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new_quads.append(quad);
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++cnt;
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}
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data.quads = new_quads;
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}
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effects->paintWindow(w, mask, region, data);
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}
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void FallApartEffect::postPaintScreen()
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{
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if (!windows.isEmpty())
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effects->addRepaintFull();
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effects->postPaintScreen();
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}
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bool FallApartEffect::isRealWindow(EffectWindow* w)
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{
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// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
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/*
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qCDebug(KWINEFFECTS) << "--" << w->caption() << "--------------------------------";
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qCDebug(KWINEFFECTS) << "Tooltip:" << w->isTooltip();
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qCDebug(KWINEFFECTS) << "Toolbar:" << w->isToolbar();
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qCDebug(KWINEFFECTS) << "Desktop:" << w->isDesktop();
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qCDebug(KWINEFFECTS) << "Special:" << w->isSpecialWindow();
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qCDebug(KWINEFFECTS) << "TopMenu:" << w->isTopMenu();
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qCDebug(KWINEFFECTS) << "Notific:" << w->isNotification();
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qCDebug(KWINEFFECTS) << "Splash:" << w->isSplash();
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qCDebug(KWINEFFECTS) << "Normal:" << w->isNormalWindow();
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*/
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if (!w->isNormalWindow())
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return false;
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return true;
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}
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void FallApartEffect::slotWindowClosed(EffectWindow* c)
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{
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if (!isRealWindow(c))
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return;
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if (!c->isVisible())
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return;
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
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if (e && e != this)
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return;
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::slotWindowDeleted(EffectWindow* c)
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{
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windows.remove(c);
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}
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bool FallApartEffect::isActive() const
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{
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return !windows.isEmpty();
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}
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} // namespace
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