kwin/libkwineffects/kwinanimationeffect.h
Thomas Lübking d73f2f25ab Revert "restrict AnimationEffect repainting"
Fun with git/rebase ...

This reverts commit ff167657282c8e424984155018a4f4113870c34f.
2012-02-12 17:34:47 +01:00

181 lines
8.1 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef ANIMATION_EFFECT_H
#define ANIMATION_EFFECT_H
#include <QEasingCurve>
#include <QtCore/qmath.h>
#include <kwineffects.h>
namespace KWin
{
class KWIN_EXPORT FPx2 {
public:
FPx2() { f[0] = f[1] = 0.0; valid = false; }
FPx2(float v) { f[0] = f[1] = v; valid = true; }
FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; }
FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
inline void invalidate() { valid = false; }
inline bool isValid() const { return valid; }
inline float operator[](int n) const { return f[n]; }
inline QString toString() const {
QString ret;
if (valid)
ret = QString::number(f[0]) + ',' + QString::number(f[1]);
else
ret = QString("");
return ret;
}
inline FPx2 &operator+=(const FPx2 &other)
{ f[0] += other[0]; f[1] += other[1]; return *this; }
inline FPx2 &operator-=(const FPx2 &other)
{ f[0] -= other[0]; f[1] -= other[1]; return *this; }
inline FPx2 &operator*=(float fl)
{ f[0] *= fl; f[1] *= fl; return *this; }
inline FPx2 &operator/=(float fl)
{ f[0] /= fl; f[1] /= fl; return *this; }
friend inline bool operator==(const FPx2 &f1, const FPx2 &f2)
{ return f1[0] == f2[0] && f1[1] == f2[1]; }
friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2)
{ return f1[0] != f2[0] || f1[1] != f2[1]; }
friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2)
{ return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); }
friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2)
{ return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); }
friend inline const FPx2 operator*(const FPx2 &f, float fl)
{ return FPx2( f[0] * fl, f[1] * fl ); }
friend inline const FPx2 operator*(float fl, const FPx2 &f)
{ return FPx2( f[0] * fl, f[1] *fl ); }
friend inline const FPx2 operator-(const FPx2 &f)
{ return FPx2( -f[0], -f[1] ); }
friend inline const FPx2 operator/(const FPx2 &f, float fl)
{ return FPx2( f[0] / fl, f[1] / fl ); }
inline void set(float v) { f[0] = v; valid = true; }
inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; }
private:
float f[2];
bool valid;
};
class AniData;
class AnimationEffectPrivate;
class KWIN_EXPORT AnimationEffect : public Effect
{
Q_OBJECT
public:
enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3,
Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 };
enum Attribute {
Opacity = 0, Brightness, Saturation, Scale, Rotation,
Position, Size, Translation, Generic,
NonFloatBase = Position
};
enum MetaType { SourceAnchor, TargetAnchor,
RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis };
/**
* Whenever you intend to connect to the EffectsHandler::windowClosed() signal, do so when reimplementing the constructor.
* Do *not* add private slots named _windowClosed( EffectWindow* w ) or _windowDeleted( EffectWindow* w ) !!
* The AnimationEffect connects them right *after* the construction.
* If you shadow the _windowDeleted slot (it doesn't matter that it's a private slot!), this will lead to segfaults.
* If you shadow _windowClosed() or connect your slot to EffectsHandler::windowClosed() after _windowClosed() was connected, animations for closing windows will fail.
*/
AnimationEffect();
bool isActive() const;
/**
* Set and get predefined metatypes.
* The first 24 bits are reserved for the AnimationEffect class - you can use the last 8 bits for custom hints.
* In case you transform a Generic attribute, all 32 bits are yours and you can use them as you want and read them in your genericAnimation() implementation.
*/
static int metaData(MetaType type, uint meta );
static void setMetaData(MetaType type, uint value, uint &meta );
/**
* Reimplemented from KWIn::Effect
*/
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void postPaintScreen();
/**
* Gaussian (bumper) animation curve for QEasingCurve
*/
static qreal qecGaussian(qreal progress)
{
progress = 2*progress - 1;
progress *= -5*progress;
return qExp(progress);
}
protected:
/**
* The central function of this class - call it to create an animated transition of any supported attribute
* @param w - The EffectWindow to manipulate
* @param a - The @enum Attribute to manipulate
* @param meta - Basically a wildcard to carry various extra information, eg. the anchor, relativity or rotation axis. You will probably use require it when performing Generic animations.
* @param ms - How long the transition will last
* @param to - The target value. FPx2 is an agnostic two component float type (like QPointF or QSizeF, but without requiring to be either and supporting an invalid state)
* @param shape - How the animation progresses, eg. Linear progresses constantly while Exponential start slow and becomes very fast in the end
* @param delay - When the animation will start compared to "now" (the window will remain at the "from" position until then)
* @param from - the starting value, the default is invalid, ie. the attribute for the window is not transformed in the beginning
*/
void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() );
/**
* Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute
* You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation
*/
virtual void animationEnded( EffectWindow *, Attribute ) {}
/**
* Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute".
* You could use the meta information to eg. support more than one additional animations
*/
virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}
private:
float interpolated( const AniData&, int i = 0 ) const;
float progress( const AniData& ) const;
private Q_SLOTS:
void init();
void triggerRepaint();
void _windowClosed( EffectWindow* w );
void _windowDeleted( EffectWindow* w );
private:
typedef QMap< EffectWindow*, QList<AniData> > AniMap;
AnimationEffectPrivate * const d_ptr;
Q_DECLARE_PRIVATE(AnimationEffect)
};
} // namespace
#endif // ANIMATION_EFFECT_H