4aa19c2e91
Summary: The maximum size of `newQuads` is known in advance, so we can avoid unnecessary reallocations when adding transformed window quads to `newQuads`. Test Plan: Minimized/unminimized System Settings. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D14117
374 lines
17 KiB
C++
374 lines
17 KiB
C++
/********************************************************************
|
|
KWin - the KDE window manager
|
|
This file is part of the KDE project.
|
|
|
|
Copyright (C) 2008 Martin Gräßlin <mgraesslin@kde.org>
|
|
|
|
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/>.
|
|
*********************************************************************/
|
|
|
|
// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
|
|
|
|
#include "magiclamp.h"
|
|
// KConfigSkeleton
|
|
#include "magiclampconfig.h"
|
|
|
|
namespace KWin
|
|
{
|
|
|
|
MagicLampEffect::MagicLampEffect()
|
|
{
|
|
initConfig<MagicLampConfig>();
|
|
reconfigure(ReconfigureAll);
|
|
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
|
|
connect(effects, SIGNAL(windowMinimized(KWin::EffectWindow*)), this, SLOT(slotWindowMinimized(KWin::EffectWindow*)));
|
|
connect(effects, SIGNAL(windowUnminimized(KWin::EffectWindow*)), this, SLOT(slotWindowUnminimized(KWin::EffectWindow*)));
|
|
}
|
|
|
|
bool MagicLampEffect::supported()
|
|
{
|
|
return effects->isOpenGLCompositing() && effects->animationsSupported();
|
|
}
|
|
|
|
void MagicLampEffect::reconfigure(ReconfigureFlags)
|
|
{
|
|
MagicLampConfig::self()->read();
|
|
|
|
// TODO: Rename animationDuration to duration so we can use
|
|
// animationTime<MagicLampConfig>(250).
|
|
const int d = MagicLampConfig::animationDuration() != 0
|
|
? MagicLampConfig::animationDuration()
|
|
: 250;
|
|
m_duration = std::chrono::milliseconds(static_cast<int>(animationTime(d)));
|
|
}
|
|
|
|
void MagicLampEffect::prePaintScreen(ScreenPrePaintData& data, int time)
|
|
{
|
|
const std::chrono::milliseconds delta(time);
|
|
|
|
auto animationIt = m_animations.begin();
|
|
while (animationIt != m_animations.end()) {
|
|
(*animationIt).update(delta);
|
|
++animationIt;
|
|
}
|
|
|
|
// We need to mark the screen windows as transformed. Otherwise the
|
|
// whole screen won't be repainted, resulting in artefacts.
|
|
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
|
|
|
|
effects->prePaintScreen(data, time);
|
|
}
|
|
|
|
void MagicLampEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
|
|
{
|
|
// Schedule window for transformation if the animation is still in
|
|
// progress
|
|
if (m_animations.contains(w)) {
|
|
// We'll transform this window
|
|
data.setTransformed();
|
|
data.quads = data.quads.makeGrid(40);
|
|
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE);
|
|
}
|
|
|
|
effects->prePaintWindow(w, data, time);
|
|
}
|
|
|
|
void MagicLampEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
auto animationIt = m_animations.constFind(w);
|
|
if (animationIt != m_animations.constEnd()) {
|
|
// 0 = not minimized, 1 = fully minimized
|
|
const qreal progress = (*animationIt).value();
|
|
|
|
QRect geo = w->geometry();
|
|
QRect icon = w->iconGeometry();
|
|
IconPosition position = Top;
|
|
// If there's no icon geometry, minimize to the center of the screen
|
|
if (!icon.isValid()) {
|
|
QRect extG = geo;
|
|
QPoint pt = cursorPos();
|
|
// focussing inside the window is no good, leads to ugly artefacts, find nearest border
|
|
if (extG.contains(pt)) {
|
|
const int d[2][2] = { {pt.x() - extG.x(), extG.right() - pt.x()},
|
|
{pt.y() - extG.y(), extG.bottom() - pt.y()}
|
|
};
|
|
int di = d[1][0];
|
|
position = Top;
|
|
if (d[0][0] < di) {
|
|
di = d[0][0];
|
|
position = Left;
|
|
}
|
|
if (d[1][1] < di) {
|
|
di = d[1][1];
|
|
position = Bottom;
|
|
}
|
|
if (d[0][1] < di)
|
|
position = Right;
|
|
switch(position) {
|
|
case Top: pt.setY(extG.y()); break;
|
|
case Left: pt.setX(extG.x()); break;
|
|
case Bottom: pt.setY(extG.bottom()); break;
|
|
case Right: pt.setX(extG.right()); break;
|
|
}
|
|
} else {
|
|
if (pt.y() < geo.y())
|
|
position = Top;
|
|
else if (pt.x() < geo.x())
|
|
position = Left;
|
|
else if (pt.y() > geo.bottom())
|
|
position = Bottom;
|
|
else if (pt.x() > geo.right())
|
|
position = Right;
|
|
}
|
|
icon = QRect(pt, QSize(0, 0));
|
|
} else {
|
|
// Assumption: there is a panel containing the icon position
|
|
EffectWindow* panel = NULL;
|
|
foreach (EffectWindow * window, effects->stackingOrder()) {
|
|
if (!window->isDock())
|
|
continue;
|
|
// we have to use intersects as there seems to be a Plasma bug
|
|
// the published icon geometry might be bigger than the panel
|
|
if (window->geometry().intersects(icon)) {
|
|
panel = window;
|
|
break;
|
|
}
|
|
}
|
|
if (panel) {
|
|
// Assumption: width of horizonal panel is greater than its height and vice versa
|
|
// The panel has to border one screen edge, so get it's screen area
|
|
QRect panelScreen = effects->clientArea(ScreenArea, panel);
|
|
if (panel->width() >= panel->height()) {
|
|
// horizontal panel
|
|
if (panel->y() == panelScreen.y())
|
|
position = Top;
|
|
else
|
|
position = Bottom;
|
|
} else {
|
|
// vertical panel
|
|
if (panel->x() == panelScreen.x())
|
|
position = Left;
|
|
else
|
|
position = Right;
|
|
}
|
|
} else {
|
|
// we did not find a panel, so it might be autohidden
|
|
QRect iconScreen = effects->clientArea(ScreenArea, icon.topLeft(), effects->currentDesktop());
|
|
// as the icon geometry could be overlap a screen edge we use an intersection
|
|
QRect rect = iconScreen.intersected(icon);
|
|
// here we need a different assumption: icon geometry borders one screen edge
|
|
// this assumption might be wrong for e.g. task applet being the only applet in panel
|
|
// in this case the icon borders two screen edges
|
|
// there might be a wrong animation, but not distorted
|
|
if (rect.x() == iconScreen.x()) {
|
|
position = Left;
|
|
} else if (rect.x() + rect.width() == iconScreen.x() + iconScreen.width()) {
|
|
position = Right;
|
|
} else if (rect.y() == iconScreen.y()) {
|
|
position = Top;
|
|
} else {
|
|
position = Bottom;
|
|
}
|
|
}
|
|
}
|
|
|
|
#define SANITIZE_PROGRESS if (p_progress[0] < 0)\
|
|
p_progress[0] = -p_progress[0];\
|
|
if (p_progress[1] < 0)\
|
|
p_progress[1] = -p_progress[1]
|
|
#define SET_QUADS(_SET_A_, _A_, _DA_, _SET_B_, _B_, _O0_, _O1_, _O2_, _O3_) quad[0]._SET_A_((icon._A_() + icon._DA_()*(quad[0]._A_() / geo._DA_()) - (quad[0]._A_() + geo._A_()))*p_progress[_O0_] + quad[0]._A_());\
|
|
quad[1]._SET_A_((icon._A_() + icon._DA_()*(quad[1]._A_() / geo._DA_()) - (quad[1]._A_() + geo._A_()))*p_progress[_O1_] + quad[1]._A_());\
|
|
quad[2]._SET_A_((icon._A_() + icon._DA_()*(quad[2]._A_() / geo._DA_()) - (quad[2]._A_() + geo._A_()))*p_progress[_O2_] + quad[2]._A_());\
|
|
quad[3]._SET_A_((icon._A_() + icon._DA_()*(quad[3]._A_() / geo._DA_()) - (quad[3]._A_() + geo._A_()))*p_progress[_O3_] + quad[3]._A_());\
|
|
\
|
|
quad[0]._SET_B_(quad[0]._B_() + offset[_O0_]);\
|
|
quad[1]._SET_B_(quad[1]._B_() + offset[_O1_]);\
|
|
quad[2]._SET_B_(quad[2]._B_() + offset[_O2_]);\
|
|
quad[3]._SET_B_(quad[3]._B_() + offset[_O3_])
|
|
|
|
WindowQuadList newQuads;
|
|
newQuads.reserve(data.quads.count());
|
|
float quadFactor; // defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
|
|
// it is used as quadFactor^3/windowHeight^3
|
|
// quadFactor is the y position of the quad but is changed towards becomming the window height
|
|
// by that the factor becomes 1 and has no influence any more
|
|
float offset[2] = {0,0}; // how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
|
|
float p_progress[2] = {0,0}; // the factor which defines how far the x values have to be changed
|
|
// factor is the current moved y value diveded by the distance between icon and window
|
|
WindowQuad lastQuad(WindowQuadError);
|
|
lastQuad[0].setX(-1);
|
|
lastQuad[0].setY(-1);
|
|
lastQuad[1].setX(-1);
|
|
lastQuad[1].setY(-1);
|
|
lastQuad[2].setX(-1);
|
|
lastQuad[2].setY(-1);
|
|
|
|
if (position == Bottom) {
|
|
float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height());
|
|
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
|
|
|
|
if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) {
|
|
quadFactor = quad[0].y() + (geo.height() - quad[0].y()) * progress;
|
|
offset[0] = (icon.y() + quad[0].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
|
|
quadFactor = quad[2].y() + (geo.height() - quad[2].y()) * progress;
|
|
offset[1] = (icon.y() + quad[2].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
|
|
p_progress[1] = qMin(offset[1] / (icon.y() + icon.height() - geo.y() - float(quad[2].y())), 1.0f);
|
|
p_progress[0] = qMin(offset[0] / (icon.y() + icon.height() - geo.y() - float(quad[0].y())), 1.0f);
|
|
} else
|
|
lastQuad = quad;
|
|
|
|
SANITIZE_PROGRESS;
|
|
// x values are moved towards the center of the icon
|
|
SET_QUADS(setX, x, width, setY, y, 0,0,1,1);
|
|
|
|
newQuads.append(quad);
|
|
}
|
|
} else if (position == Top) {
|
|
float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height());
|
|
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
|
|
|
|
if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) {
|
|
quadFactor = geo.height() - quad[0].y() + (quad[0].y()) * progress;
|
|
offset[0] = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
|
|
quadFactor = geo.height() - quad[2].y() + (quad[2].y()) * progress;
|
|
offset[1] = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
|
|
p_progress[0] = qMin(offset[0] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[0].y())), 1.0f);
|
|
p_progress[1] = qMin(offset[1] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[2].y())), 1.0f);
|
|
} else
|
|
lastQuad = quad;
|
|
|
|
offset[0] = -offset[0];
|
|
offset[1] = -offset[1];
|
|
|
|
SANITIZE_PROGRESS;
|
|
// x values are moved towards the center of the icon
|
|
SET_QUADS(setX, x, width, setY, y, 0,0,1,1);
|
|
|
|
newQuads.append(quad);
|
|
}
|
|
} else if (position == Left) {
|
|
float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width());
|
|
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
|
|
|
|
if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) {
|
|
quadFactor = geo.width() - quad[0].x() + (quad[0].x()) * progress;
|
|
offset[0] = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
|
|
quadFactor = geo.width() - quad[1].x() + (quad[1].x()) * progress;
|
|
offset[1] = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
|
|
p_progress[0] = qMin(offset[0] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[0].x())), 1.0f);
|
|
p_progress[1] = qMin(offset[1] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[1].x())), 1.0f);
|
|
} else
|
|
lastQuad = quad;
|
|
|
|
offset[0] = -offset[0];
|
|
offset[1] = -offset[1];
|
|
|
|
SANITIZE_PROGRESS;
|
|
// y values are moved towards the center of the icon
|
|
SET_QUADS(setY, y, height, setX, x, 0,1,1,0);
|
|
|
|
newQuads.append(quad);
|
|
}
|
|
} else if (position == Right) {
|
|
float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width());
|
|
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
|
|
|
|
if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) {
|
|
quadFactor = quad[0].x() + (geo.width() - quad[0].x()) * progress;
|
|
offset[0] = (icon.x() + quad[0].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
|
|
quadFactor = quad[1].x() + (geo.width() - quad[1].x()) * progress;
|
|
offset[1] = (icon.x() + quad[1].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
|
|
p_progress[0] = qMin(offset[0] / (icon.x() + icon.width() - geo.x() - float(quad[0].x())), 1.0f);
|
|
p_progress[1] = qMin(offset[1] / (icon.x() + icon.width() - geo.x() - float(quad[1].x())), 1.0f);
|
|
} else
|
|
lastQuad = quad;
|
|
|
|
SANITIZE_PROGRESS;
|
|
// y values are moved towards the center of the icon
|
|
SET_QUADS(setY, y, height, setX, x, 0,1,1,0);
|
|
|
|
newQuads.append(quad);
|
|
}
|
|
}
|
|
data.quads = newQuads;
|
|
}
|
|
|
|
// Call the next effect.
|
|
effects->paintWindow(w, mask, region, data);
|
|
}
|
|
|
|
void MagicLampEffect::postPaintScreen()
|
|
{
|
|
auto animationIt = m_animations.begin();
|
|
while (animationIt != m_animations.end()) {
|
|
if ((*animationIt).done()) {
|
|
animationIt = m_animations.erase(animationIt);
|
|
} else {
|
|
++animationIt;
|
|
}
|
|
}
|
|
|
|
effects->addRepaintFull();
|
|
|
|
// Call the next effect.
|
|
effects->postPaintScreen();
|
|
}
|
|
|
|
void MagicLampEffect::slotWindowDeleted(EffectWindow* w)
|
|
{
|
|
m_animations.remove(w);
|
|
}
|
|
|
|
void MagicLampEffect::slotWindowMinimized(EffectWindow* w)
|
|
{
|
|
if (effects->activeFullScreenEffect())
|
|
return;
|
|
|
|
TimeLine &timeLine = m_animations[w];
|
|
|
|
if (timeLine.running()) {
|
|
timeLine.toggleDirection();
|
|
} else {
|
|
timeLine.setDirection(TimeLine::Forward);
|
|
timeLine.setDuration(m_duration);
|
|
timeLine.setEasingCurve(QEasingCurve::Linear);
|
|
}
|
|
|
|
effects->addRepaintFull();
|
|
}
|
|
|
|
void MagicLampEffect::slotWindowUnminimized(EffectWindow* w)
|
|
{
|
|
if (effects->activeFullScreenEffect())
|
|
return;
|
|
|
|
TimeLine &timeLine = m_animations[w];
|
|
|
|
if (timeLine.running()) {
|
|
timeLine.toggleDirection();
|
|
} else {
|
|
timeLine.setDirection(TimeLine::Backward);
|
|
timeLine.setDuration(m_duration);
|
|
timeLine.setEasingCurve(QEasingCurve::Linear);
|
|
}
|
|
|
|
effects->addRepaintFull();
|
|
}
|
|
|
|
bool MagicLampEffect::isActive() const
|
|
{
|
|
return !m_animations.isEmpty();
|
|
}
|
|
|
|
} // namespace
|