kwin/lib/kwineffects.cpp
Lucas Murray 71cdab755e Change motion dynamics algorithm and class structure. Animations are now
smoother and less "bouncy" than before and produce the same result at
any framerate. The Motion1D and Motion2D classes are now available and
replace the Motion<T> template for external use.

svn path=/trunk/KDE/kdebase/workspace/; revision=921104
2009-02-04 15:10:20 +00:00

1306 lines
37 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@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/>.
*********************************************************************/
#include "kwineffects.h"
#include "kwinglutils.h"
#include "kwinxrenderutils.h"
#include <QtDBus/QtDBus>
#include <QVariant>
#include <QList>
#include <QtCore/QTimeLine>
#include <QtGui/QFontMetrics>
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
#include <kdebug.h>
#include <ksharedconfig.h>
#include <kconfiggroup.h>
#include <assert.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/extensions/Xrender.h>
#include <X11/extensions/Xfixes.h>
#endif
namespace KWin
{
void WindowPrePaintData::setTranslucent()
{
mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
mask &= ~Effect::PAINT_WINDOW_OPAQUE;
clip = QRegion(); // cannot clip, will be transparent
}
void WindowPrePaintData::setTransformed()
{
mask |= Effect::PAINT_WINDOW_TRANSFORMED;
}
WindowPaintData::WindowPaintData( EffectWindow* w )
: opacity( w->opacity())
, contents_opacity( 1.0 )
, decoration_opacity( 1.0 )
, xScale( 1 )
, yScale( 1 )
, zScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
, zTranslate( 0 )
, saturation( 1 )
, brightness( 1 )
, shader( NULL )
, rotation( NULL )
{
quads = w->buildQuads();
}
ScreenPaintData::ScreenPaintData()
: xScale( 1 )
, yScale( 1 )
, zScale( 1 )
, xTranslate( 0 )
, yTranslate( 0 )
, zTranslate( 0 )
, rotation( NULL )
{
}
RotationData::RotationData()
: axis( ZAxis )
, angle( 0.0 )
, xRotationPoint( 0.0 )
, yRotationPoint( 0.0 )
, zRotationPoint( 0.0 )
{
}
//****************************************
// Effect
//****************************************
Effect::Effect()
{
}
Effect::~Effect()
{
}
void Effect::reconfigure( ReconfigureFlags )
{
}
void Effect::windowUserMovedResized( EffectWindow* , bool, bool )
{
}
void Effect::windowOpacityChanged( EffectWindow*, double )
{
}
void Effect::windowAdded( EffectWindow* )
{
}
void Effect::windowClosed( EffectWindow* )
{
}
void Effect::windowDeleted( EffectWindow* )
{
}
void Effect::windowActivated( EffectWindow* )
{
}
void Effect::windowMinimized( EffectWindow* )
{
}
void Effect::windowUnminimized( EffectWindow* )
{
}
void Effect::windowInputMouseEvent( Window, QEvent* )
{
}
void Effect::grabbedKeyboardEvent( QKeyEvent* )
{
}
void Effect::propertyNotify( EffectWindow* , long )
{
}
void Effect::desktopChanged( int )
{
}
void Effect::windowDamaged( EffectWindow*, const QRect& )
{
}
void Effect::windowGeometryShapeChanged( EffectWindow*, const QRect& )
{
}
void Effect::tabBoxAdded( int )
{
}
void Effect::tabBoxClosed()
{
}
void Effect::tabBoxUpdated()
{
}
bool Effect::borderActivated( ElectricBorder )
{
return false;
}
void Effect::mouseChanged( const QPoint&, const QPoint&, Qt::MouseButtons,
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers )
{
}
void Effect::prePaintScreen( ScreenPrePaintData& data, int time )
{
effects->prePaintScreen( data, time );
}
void Effect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
}
void Effect::postPaintScreen()
{
effects->postPaintScreen();
}
void Effect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
effects->prePaintWindow( w, data, time );
}
void Effect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->paintWindow( w, mask, region, data );
}
void Effect::postPaintWindow( EffectWindow* w )
{
effects->postPaintWindow( w );
}
void Effect::drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
effects->drawWindow( w, mask, region, data );
}
void Effect::buildQuads( EffectWindow* w, WindowQuadList& quadList )
{
effects->buildQuads( w, quadList );
}
QRect Effect::transformWindowDamage( EffectWindow* w, const QRect& r )
{
return effects->transformWindowDamage( w, r );
}
void Effect::setPositionTransformations( WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect )
{
QSize size = w->size();
size.scale( r.size(), aspect );
data.xScale = size.width() / double( w->width());
data.yScale = size.height() / double( w->height());
int width = int( w->width() * data.xScale );
int height = int( w->height() * data.yScale );
int x = r.x() + ( r.width() - width ) / 2;
int y = r.y() + ( r.height() - height ) / 2;
region = QRect( x, y, width, height );
data.xTranslate = x - w->x();
data.yTranslate = y - w->y();
}
int Effect::displayWidth()
{
return KWin::displayWidth();
}
int Effect::displayHeight()
{
return KWin::displayHeight();
}
QPoint Effect::cursorPos()
{
return effects->cursorPos();
}
double Effect::animationTime( const KConfigGroup& cfg, const QString& key, int defaultTime )
{
int time = cfg.readEntry( key, 0 );
return time != 0 ? time : qMax( defaultTime * effects->animationTimeFactor(), 1. );
}
double Effect::animationTime( int defaultTime )
{ // at least 1ms, otherwise 0ms times can break some things
return qMax( defaultTime * effects->animationTimeFactor(), 1. );
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler(CompositingType type)
: current_paint_screen( 0 )
, current_paint_window( 0 )
, current_draw_window( 0 )
, current_build_quads( 0 )
, current_transform( 0 )
, compositing_type( type )
{
if( compositing_type == NoCompositing )
return;
KWin::effects = this;
}
EffectsHandler::~EffectsHandler()
{
// All effects should already be unloaded by Impl dtor
assert( loaded_effects.count() == 0 );
}
QRect EffectsHandler::transformWindowDamage( EffectWindow* w, const QRect& r )
{
if( current_transform < loaded_effects.size())
{
QRect rr = loaded_effects[current_transform++].second->transformWindowDamage( w, r );
--current_transform;
return rr;
}
else
return r;
}
Window EffectsHandler::createInputWindow( Effect* e, const QRect& r, const QCursor& cursor )
{
return createInputWindow( e, r.x(), r.y(), r.width(), r.height(), cursor );
}
Window EffectsHandler::createFullScreenInputWindow( Effect* e, const QCursor& cursor )
{
return createInputWindow( e, 0, 0, displayWidth(), displayHeight(), cursor );
}
CompositingType EffectsHandler::compositingType() const
{
return compositing_type;
}
bool EffectsHandler::saturationSupported() const
{
switch( compositing_type )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
case OpenGLCompositing:
return GLTexture::saturationSupported();
#endif
case XRenderCompositing:
return false; // never
default:
abort();
}
}
void EffectsHandler::sendReloadMessage( const QString& effectname )
{
QDBusMessage message = QDBusMessage::createMethodCall("org.kde.kwin", "/KWin", "org.kde.KWin", "reconfigureEffect");
message << QString("kwin4_effect_" + effectname);
QDBusConnection::sessionBus().send(message);
}
KConfigGroup EffectsHandler::effectConfig( const QString& effectname )
{
KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig( "kwinrc", KConfig::NoGlobals );
return kwinconfig->group( "Effect-" + effectname );
}
bool EffectsHandler::paintText( const QString& text, const QRect& rect, const QColor& color,
const QFont& font, const Qt::Alignment& alignment )
{
QPainter p;
// Calculate size of the text
QFontMetrics fm( font );
QString painttext = fm.elidedText( text, Qt::ElideRight, rect.width() );
QRect textrect = fm.boundingRect( painttext );
// Create temporary QImage where the text will be drawn onto
QImage textImage( textrect.width(), textrect.height(), QImage::Format_ARGB32 );
textImage.fill( Qt::transparent );
// Draw the text
p.begin( &textImage );
p.setFont( font );
p.setRenderHint( QPainter::TextAntialiasing );
p.setPen( color );
p.drawText( -textrect.topLeft(), painttext );
p.end();
// Area covered by text
int rectX, rectY;
if( alignment & Qt::AlignLeft )
rectX = rect.x();
else if( alignment & Qt::AlignRight )
rectX = rect.right() - textrect.width();
else
rectX = rect.center().x() - textrect.width() / 2;
if( alignment & Qt::AlignTop )
rectY = rect.y();
else if( alignment & Qt::AlignBottom )
rectY = rect.bottom() - textrect.height();
else
rectY = rect.center().y() - textrect.height() / 2;
QRect area( rectX, rectY, textrect.width(), textrect.height() );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
GLTexture textTexture( textImage, GL_TEXTURE_RECTANGLE_ARB );
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
textTexture.bind();
textTexture.render( infiniteRegion(), area );
textTexture.unbind();
glPopAttrib();
return true;
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
XRenderPicture textPicture( QPixmap::fromImage( textImage ));
XRenderComposite( display(), textImage.depth() == 32 ? PictOpOver : PictOpSrc,
textPicture, None, effects->xrenderBufferPicture(),
0, 0, 0, 0, area.x(), area.y(), area.width(), area.height());
return true;
}
#endif
return false;
}
bool EffectsHandler::paintTextWithBackground( const QString& text, const QRect& rect, const QColor& color,
const QColor& bgcolor, const QFont& font, const Qt::Alignment& alignment )
{
// Calculate size of the text
QFontMetrics fm( font );
QString painttext = fm.elidedText( text, Qt::ElideRight, rect.width() );
QRect textrect = fm.boundingRect( painttext );
// Area covered by text
int rectX, rectY;
if( alignment & Qt::AlignLeft )
rectX = rect.x();
else if( alignment & Qt::AlignRight )
rectX = rect.right() - textrect.width();
else
rectX = rect.center().x() - textrect.width() / 2;
if( alignment & Qt::AlignTop )
rectY = rect.y();
else if( alignment & Qt::AlignBottom )
rectY = rect.bottom() - textrect.height();
else
rectY = rect.center().y() - textrect.height() / 2;
QRect area( rectX, rectY, textrect.width(), textrect.height() );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
{
glColor4f( bgcolor.redF(), bgcolor.greenF(), bgcolor.blueF(), bgcolor.alphaF() );
renderRoundBox( area.adjusted( -8, -3, 8, 3 ), 5 );
return paintText( text, rect, color, font, alignment );
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
{
xRenderRoundBox( effects->xrenderBufferPicture(), area.adjusted( -8, -3, 8, 3 ), 5, bgcolor );
return paintText( text, rect, color, font, alignment );
}
#endif
return false;
}
EffectsHandler* effects = 0;
//****************************************
// EffectWindow
//****************************************
EffectWindow::EffectWindow()
{
}
EffectWindow::~EffectWindow()
{
}
bool EffectWindow::isOnCurrentDesktop() const
{
return isOnDesktop( effects->currentDesktop());
}
bool EffectWindow::isOnDesktop( int d ) const
{
return desktop() == d || isOnAllDesktops();
}
bool EffectWindow::hasDecoration() const
{
return contentsRect() != QRect( 0, 0, width(), height());
}
//****************************************
// EffectWindowGroup
//****************************************
EffectWindowGroup::~EffectWindowGroup()
{
}
//****************************************
// GlobalShortcutsEditor
//****************************************
GlobalShortcutsEditor::GlobalShortcutsEditor( QWidget *parent ) :
KShortcutsEditor( parent, GlobalAction )
{
}
/***************************************************************
WindowQuad
***************************************************************/
WindowQuad WindowQuad::makeSubQuad( double x1, double y1, double x2, double y2 ) const
{
assert( x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
#ifndef NDEBUG
if( isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
WindowQuad ret( *this );
// vertices are clockwise starting from topleft
ret.verts[ 0 ].px = x1;
ret.verts[ 3 ].px = x1;
ret.verts[ 1 ].px = x2;
ret.verts[ 2 ].px = x2;
ret.verts[ 0 ].py = y1;
ret.verts[ 1 ].py = y1;
ret.verts[ 2 ].py = y2;
ret.verts[ 3 ].py = y2;
// original x/y are supposed to be the same, no transforming is done here
ret.verts[ 0 ].ox = x1;
ret.verts[ 3 ].ox = x1;
ret.verts[ 1 ].ox = x2;
ret.verts[ 2 ].ox = x2;
ret.verts[ 0 ].oy = y1;
ret.verts[ 1 ].oy = y1;
ret.verts[ 2 ].oy = y2;
ret.verts[ 3 ].oy = y2;
double my_tleft = verts[ 0 ].tx;
double my_tright = verts[ 2 ].tx;
double my_ttop = verts[ 0 ].ty;
double my_tbottom = verts[ 2 ].ty;
double tleft = ( x1 - left()) / ( right() - left()) * ( my_tright - my_tleft ) + my_tleft;
double tright = ( x2 - left()) / ( right() - left()) * ( my_tright - my_tleft ) + my_tleft;
double ttop = ( y1 - top()) / ( bottom() - top()) * ( my_tbottom - my_ttop ) + my_ttop;
double tbottom = ( y2 - top()) / ( bottom() - top()) * ( my_tbottom - my_ttop ) + my_ttop;
ret.verts[ 0 ].tx = tleft;
ret.verts[ 3 ].tx = tleft;
ret.verts[ 1 ].tx = tright;
ret.verts[ 2 ].tx = tright;
ret.verts[ 0 ].ty = ttop;
ret.verts[ 1 ].ty = ttop;
ret.verts[ 2 ].ty = tbottom;
ret.verts[ 3 ].ty = tbottom;
return ret;
}
bool WindowQuad::smoothNeeded() const
{
// smoothing is needed if the width or height of the quad does not match the original size
double width = verts[ 1 ].ox - verts[ 0 ].ox;
double height = verts[ 2 ].oy - verts[ 1 ].oy;
return( verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height );
}
/***************************************************************
WindowQuadList
***************************************************************/
WindowQuadList WindowQuadList::splitAtX( double x ) const
{
WindowQuadList ret;
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholeleft = true;
bool wholeright = true;
for( int i = 0;
i < 4;
++i )
{
if( quad[ i ].x() < x )
wholeright = false;
if( quad[ i ].x() > x )
wholeleft = false;
}
if( wholeleft || wholeright ) // is whole in one split part
{
ret.append( quad );
continue;
}
if( quad.left() == quad.right() ) // quad has no size
{
ret.append( quad );
continue;
}
ret.append( quad.makeSubQuad( quad.left(), quad.top(), x, quad.bottom()));
ret.append( quad.makeSubQuad( x, quad.top(), quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::splitAtY( double y ) const
{
WindowQuadList ret;
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholetop = true;
bool wholebottom = true;
for( int i = 0;
i < 4;
++i )
{
if( quad[ i ].y() < y )
wholebottom = false;
if( quad[ i ].y() > y )
wholetop = false;
}
if( wholetop || wholebottom ) // is whole in one split part
{
ret.append( quad );
continue;
}
if( quad.top() == quad.bottom() ) // quad has no size
{
ret.append( quad );
continue;
}
ret.append( quad.makeSubQuad( quad.left(), quad.top(), quad.right(), y ));
ret.append( quad.makeSubQuad( quad.left(), y, quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::makeGrid( int maxquadsize ) const
{
if( empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin( left, quad.left());
right = qMax( right, quad.right());
top = qMin( top, quad.top());
bottom = qMax( bottom, quad.bottom());
}
WindowQuadList ret;
for( double x = left;
x < right;
x += maxquadsize )
{
for( double y = top;
y < bottom;
y += maxquadsize )
{
foreach( const WindowQuad &quad, *this )
{
if( QRectF( QPointF( quad.left(), quad.top()), QPointF( quad.right(), quad.bottom()))
.intersects( QRectF( x, y, maxquadsize, maxquadsize )))
{
ret.append( quad.makeSubQuad( qMax( x, quad.left()), qMax( y, quad.top()),
qMin( quad.right(), x + maxquadsize ), qMin( quad.bottom(), y + maxquadsize )));
}
}
}
}
return ret;
}
WindowQuadList WindowQuadList::makeRegularGrid( int xSubdivisions, int ySubdivisions ) const
{
if( empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach( const WindowQuad &quad, *this )
{
#ifndef NDEBUG
if( quad.isTransformed())
kFatal( 1212 ) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin( left, quad.left());
right = qMax( right, quad.right());
top = qMin( top, quad.top());
bottom = qMax( bottom, quad.bottom());
}
double xincrement = (right - left) / xSubdivisions;
double yincrement = (bottom - top) / ySubdivisions;
WindowQuadList ret;
for( double y = top;
y < bottom;
y += yincrement )
{
for( double x = left;
x < right;
x += xincrement)
{
foreach( const WindowQuad &quad, *this )
{
if( QRectF( QPointF( quad.left(), quad.top()), QPointF( quad.right(), quad.bottom()))
.intersects( QRectF( x, y, xincrement, yincrement )))
{
ret.append( quad.makeSubQuad( qMax( x, quad.left()), qMax( y, quad.top()),
qMin( quad.right(), x + xincrement ), qMin( quad.bottom(), y + yincrement )));
}
}
}
}
return ret;
}
void WindowQuadList::makeArrays( float** vertices, float** texcoords ) const
{
*vertices = new float[ count() * 4 * 2 ];
*texcoords = new float[ count() * 4 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
for( int i = 0;
i < count();
++i )
for( int j = 0;
j < 4;
++j )
{
*vpos++ = at( i )[ j ].x();
*vpos++ = at( i )[ j ].y();
*tpos++ = at( i )[ j ].tx;
*tpos++ = at( i )[ j ].ty;
}
}
WindowQuadList WindowQuadList::select( WindowQuadType type ) const
{
foreach( const WindowQuad &q, *this )
{
if( q.type() != type ) // something else than ones to select, make a copy and filter
{
WindowQuadList ret;
foreach( const WindowQuad &q, *this )
{
if( q.type() == type )
ret.append( q );
}
return ret;
}
}
return *this; // nothing to filter out
}
WindowQuadList WindowQuadList::filterOut( WindowQuadType type ) const
{
foreach( const WindowQuad &q, *this )
{
if( q.type() == type ) // something to filter out, make a copy and filter
{
WindowQuadList ret;
foreach( const WindowQuad &q, *this )
{
if( q.type() != type )
ret.append( q );
}
return ret;
}
}
return *this; // nothing to filter out
}
bool WindowQuadList::smoothNeeded() const
{
foreach( const WindowQuad &q, *this )
if( q.smoothNeeded())
return true;
return false;
}
bool WindowQuadList::isTransformed() const
{
foreach( const WindowQuad &q, *this )
if( q.isTransformed())
return true;
return false;
}
/***************************************************************
PaintClipper
***************************************************************/
QStack< QRegion >* PaintClipper::areas = NULL;
PaintClipper::PaintClipper( const QRegion& allowed_area )
: area( allowed_area )
{
push( area );
}
PaintClipper::~PaintClipper()
{
pop( area );
}
void PaintClipper::push( const QRegion& allowed_area )
{
if( allowed_area == infiniteRegion()) // don't push these
return;
if( areas == NULL )
areas = new QStack< QRegion >;
areas->push( allowed_area );
}
void PaintClipper::pop( const QRegion& allowed_area )
{
if( allowed_area == infiniteRegion())
return;
Q_ASSERT( areas != NULL );
Q_ASSERT( areas->top() == allowed_area );
areas->pop();
if( areas->isEmpty())
{
delete areas;
areas = NULL;
}
}
bool PaintClipper::clip()
{
return areas != NULL;
}
QRegion PaintClipper::paintArea()
{
assert( areas != NULL ); // can be called only with clip() == true
QRegion ret = QRegion( 0, 0, displayWidth(), displayHeight());
foreach( const QRegion &r, *areas )
ret &= r;
return ret;
}
struct PaintClipper::Iterator::Data
{
Data() : index( 0 ) {}
int index;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
QVector< QRect > rects;
#endif
};
PaintClipper::Iterator::Iterator()
: data( new Data )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing )
{
glPushAttrib( GL_SCISSOR_BIT );
glEnable( GL_SCISSOR_TEST );
data->rects = paintArea().rects();
data->index = -1;
next(); // move to the first one
}
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( clip() && effects->compositingType() == XRenderCompositing )
{
XserverRegion region = toXserverRegion( paintArea());
XFixesSetPictureClipRegion( display(), effects->xrenderBufferPicture(), 0, 0, region );
XFixesDestroyRegion( display(), region ); // it's ref-counted
}
#endif
}
PaintClipper::Iterator::~Iterator()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing )
glPopAttrib();
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( clip() && effects->compositingType() == XRenderCompositing )
XFixesSetPictureClipRegion( display(), effects->xrenderBufferPicture(), 0, 0, None );
#endif
delete data;
}
bool PaintClipper::Iterator::isDone()
{
if( !clip())
return data->index == 1; // run once
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
return data->index >= data->rects.count(); // run once per each area
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
return data->index == 1; // run once
#endif
abort();
}
void PaintClipper::Iterator::next()
{
data->index++;
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( clip() && effects->compositingType() == OpenGLCompositing && data->index < data->rects.count())
{
const QRect& r = data->rects[ data->index ];
// Scissor rect has to be given in OpenGL coords
glScissor( r.x(), displayHeight() - r.y() - r.height(), r.width(), r.height());
}
#endif
}
QRect PaintClipper::Iterator::boundingRect() const
{
if( !clip())
return infiniteRegion();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( effects->compositingType() == OpenGLCompositing )
return data->rects[ data->index ];
#endif
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if( effects->compositingType() == XRenderCompositing )
return paintArea().boundingRect();
#endif
abort();
return infiniteRegion();
}
/***************************************************************
TimeLine
***************************************************************/
TimeLine::TimeLine(const int duration)
{
m_Time = 0;
m_Duration = duration;
m_TimeLine = new QTimeLine(m_Duration ? m_Duration : 1); // (avoid QTimeLine warning)
m_TimeLine->setFrameRange(0, m_Duration);
m_TimeLine->setCurveShape(QTimeLine::EaseInCurve);
}
TimeLine::TimeLine(const TimeLine &other)
{
m_Time = other.m_Time;
m_Duration = other.m_Duration;
m_TimeLine = new QTimeLine(m_Duration ? m_Duration : 1);
m_TimeLine->setFrameRange(0, m_Duration);
setCurveShape(m_CurveShape);
if( m_Duration != 0 )
setProgress(m_Progress);
}
TimeLine::~TimeLine()
{
delete m_TimeLine;
}
int TimeLine::duration() const
{
return m_Duration;
}
void TimeLine::setDuration(const int msec)
{
m_Duration = msec;
m_TimeLine->setDuration(m_Duration);
m_TimeLine->setFrameRange(0, m_Duration);
}
double TimeLine::value() const
{
Q_ASSERT( m_Duration != 0 );
return valueForTime(m_Time);
}
double TimeLine::valueForTime(const int msec) const
{
Q_ASSERT( m_Duration != 0 );
// Catch non QTimeLine CurveShapes here, (but there are none right now)
// else use QTimeLine ...
return m_TimeLine->valueForTime(msec);
}
void TimeLine::addTime(const int msec)
{
Q_ASSERT( m_Duration != 0 );
m_Time = qMin(m_Duration, m_Time + msec);
m_Progress = (double)m_Time / m_Duration;
}
void TimeLine::removeTime(const int msec)
{
Q_ASSERT( m_Duration != 0 );
m_Time = qMax(0, m_Time - msec);
m_Progress = (double)m_Time / m_Duration;
}
void TimeLine::setProgress(const double progress)
{
Q_ASSERT( m_Duration != 0 );
m_Progress = progress;
m_Time = qRound(m_Duration * progress);
}
double TimeLine::progress() const
{
Q_ASSERT( m_Duration != 0 );
return m_Progress;
}
int TimeLine::time() const
{
Q_ASSERT( m_Duration != 0 );
return m_Time;
}
void TimeLine::addProgress(const double progress)
{
Q_ASSERT( m_Duration != 0 );
m_Progress += progress;
m_Time = (int)(m_Duration * m_Progress);
}
void TimeLine::setCurveShape(CurveShape curveShape)
{
switch (curveShape)
{
case EaseInCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseInCurve);
break;
case EaseOutCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseOutCurve);
break;
case EaseInOutCurve:
m_TimeLine->setCurveShape(QTimeLine::EaseInOutCurve);
break;
case LinearCurve:
m_TimeLine->setCurveShape(QTimeLine::LinearCurve);
break;
case SineCurve:
m_TimeLine->setCurveShape(QTimeLine::SineCurve);
break;
}
m_CurveShape = curveShape;
}
/***************************************************************
Motion1D
***************************************************************/
Motion1D::Motion1D( double initial, double strength, double smoothness )
: Motion<double>( initial, strength, smoothness )
{
}
Motion1D::Motion1D( const Motion1D &other )
: Motion<double>( other )
{
}
Motion1D::~Motion1D()
{
}
/***************************************************************
Motion2D
***************************************************************/
Motion2D::Motion2D( QPointF initial, double strength, double smoothness )
: Motion<QPointF>( initial, strength, smoothness )
{
}
Motion2D::Motion2D( const Motion2D &other )
: Motion<QPointF>( other )
{
}
Motion2D::~Motion2D()
{
}
/***************************************************************
WindowMotionManager
***************************************************************/
WindowMotionManager::WindowMotionManager( bool useGlobalAnimationModifier )
: m_useGlobalAnimationModifier( useGlobalAnimationModifier )
, m_movingWindows( 0 )
{ // TODO: Allow developer to modify motion attributes
} // TODO: What happens when the window moves by an external force?
WindowMotionManager::~WindowMotionManager()
{
}
void WindowMotionManager::manage( EffectWindow *w )
{
if( m_managedWindows.contains( w ))
return;
double strength = 0.08;
double smoothness = 4.0;
if( m_useGlobalAnimationModifier && effects->animationTimeFactor() )
{ // If the factor is == 0 then we just skip the calculation completely
strength = 0.08 / effects->animationTimeFactor();
smoothness = effects->animationTimeFactor() * 4.0;
}
m_managedWindows[ w ] = WindowMotion();
m_managedWindows[ w ].translation.setStrength( strength );
m_managedWindows[ w ].translation.setSmoothness( smoothness );
m_managedWindows[ w ].scale.setStrength( strength * 1.33 );
m_managedWindows[ w ].scale.setSmoothness( smoothness / 2.0 );
m_managedWindows[ w ].translation.setValue( w->pos() );
m_managedWindows[ w ].scale.setValue( QPointF( 1.0, 1.0 ));
}
void WindowMotionManager::unmanage( EffectWindow *w )
{
if( !m_managedWindows.contains( w ))
return;
QPointF diffT = m_managedWindows[ w ].translation.distance();
QPointF diffS = m_managedWindows[ w ].scale.distance();
if( diffT.x() != 0.0 || diffT.y() != 0.0 || diffS.x() != 0.0 || diffS.y() != 0.0 )
m_movingWindows--; // Window was moving
m_managedWindows.remove( w );
}
void WindowMotionManager::unmanageAll()
{
m_managedWindows.clear();
m_movingWindows = 0;
}
void WindowMotionManager::calculate( int time )
{
if( !effects->animationTimeFactor() )
{ // Just skip it completely if the user wants no animation
m_movingWindows = 0;
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for(; it != m_managedWindows.end(); it++ )
{
WindowMotion *motion = &it.value();
motion->translation.finish();
motion->scale.finish();
}
}
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for(; it != m_managedWindows.end(); it++ )
{
WindowMotion *motion = &it.value();
bool stopped = false;
// TODO: What happens when distance() == 0 but we are still moving fast?
// TODO: Motion needs to be calculated from the window's center
QPointF diffT = motion->translation.distance();
if( diffT != QPoint( 0.0, 0.0 ))
{ // Still moving
motion->translation.calculate( time );
diffT = motion->translation.distance();
if( qAbs( diffT.x() ) < 0.5 && qAbs( motion->translation.velocity().x() ) < 0.2 &&
qAbs( diffT.y() ) < 0.5 && qAbs( motion->translation.velocity().y() ) < 0.2 )
{ // Hide tiny oscillations
motion->translation.finish();
diffT = QPoint( 0.0, 0.0 );
stopped = true;
}
}
QPointF diffS = motion->scale.distance();
if( diffS != QPoint( 0.0, 0.0 ))
{ // Still scaling
motion->scale.calculate( time );
diffS = motion->scale.distance();
if( qAbs( diffS.x() ) < 0.001 && qAbs( motion->scale.velocity().x() ) < 0.05 &&
qAbs( diffS.y() ) < 0.001 && qAbs( motion->scale.velocity().y() ) < 0.05 )
{ // Hide tiny oscillations
motion->scale.finish();
diffS = QPoint( 0.0, 0.0 );
stopped = true;
}
}
// We just finished this window's motion
if( stopped && diffT == QPoint( 0.0, 0.0 ) && diffS == QPoint( 0.0, 0.0 ))
m_movingWindows--;
}
}
void WindowMotionManager::reset()
{
if( !m_managedWindows.count() )
return;
EffectWindowList windows = m_managedWindows.keys();
for( int i = 0; i < windows.size(); i++ )
{
EffectWindow *w = windows.at( i );
m_managedWindows[ w ].translation.setTarget( w->pos() );
m_managedWindows[ w ].translation.finish();
m_managedWindows[ w ].scale.setTarget( QPointF( 1.0, 1.0 ));
m_managedWindows[ w ].scale.finish();
}
}
void WindowMotionManager::reset( EffectWindow *w )
{
if( !m_managedWindows.contains( w ))
return;
m_managedWindows[ w ].translation.setTarget( w->pos() );
m_managedWindows[ w ].translation.finish();
m_managedWindows[ w ].scale.setTarget( QPointF( 1.0, 1.0 ));
m_managedWindows[ w ].scale.finish();
}
void WindowMotionManager::apply( EffectWindow *w, WindowPaintData &data )
{
if( !m_managedWindows.contains( w ))
return;
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
data.xTranslate += m_managedWindows[ w ].translation.value().x() - w->x();
data.yTranslate += m_managedWindows[ w ].translation.value().y() - w->y();
data.xScale *= m_managedWindows[ w ].scale.value().x();
data.yScale *= m_managedWindows[ w ].scale.value().y();
}
void WindowMotionManager::moveWindow( EffectWindow *w, QPoint target, double scale, double yScale )
{
if( !m_managedWindows.contains( w ))
abort(); // Notify the effect author that they did something wrong
if( yScale == 0.0 )
yScale = scale;
QPointF scalePoint( scale, yScale );
if( m_managedWindows[ w ].translation.value() == target &&
m_managedWindows[ w ].scale.value() == scalePoint )
return; // Window already at that position
m_managedWindows[ w ].translation.setTarget( target );
m_managedWindows[ w ].scale.setTarget( scalePoint );
if( m_managedWindows[ w ].translation.velocity() == QPointF( 0.0, 0.0 ) &&
m_managedWindows[ w ].scale.velocity() == QPointF( 0.0, 0.0 ))
m_movingWindows++;
}
QRectF WindowMotionManager::transformedGeometry( EffectWindow *w ) const
{
QRectF geometry( w->geometry() );
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo( m_managedWindows[ w ].translation.value() );
geometry.setWidth( geometry.width() * m_managedWindows[ w ].scale.value().x() );
geometry.setHeight( geometry.height() * m_managedWindows[ w ].scale.value().y() );
return geometry;
}
EffectWindow* WindowMotionManager::windowAtPoint( QPoint point, bool useStackingOrder ) const
{
// TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows
EffectWindowList windows = m_managedWindows.keys();
for( int i = 0; i < windows.size(); i++ )
if( transformedGeometry( windows.at( i )).contains( point ))
return windows.at( i );
return NULL;
}
} // namespace