kwin/effects/wobblywindows.cpp
Cédric Borgese 666d612295 Add wobblyness when opening windows.
svn path=/trunk/KDE/kdebase/workspace/; revision=798624
2008-04-18 17:43:00 +00:00

1193 lines
34 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Cédric Borgese <cedric.borgese@gmail.com>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "wobblywindows.h"
#include "wobblywindows_constants.h"
#include <kdebug.h>
#include <kconfiggroup.h>
#include <math.h>
#define USE_ASSERT
#ifdef USE_ASSERT
#define ASSERT1 assert
#else
#define ASSERT1
#endif
//#define COMPUTE_STATS
// if you enable it and run kwin in a terminal from the session it manages,
// be sure to redirect the output of kwin in a file or
// you'll propably get deadlocks.
//#define VERBOSE_MODE
#if defined COMPUTE_STATS && !defined VERBOSE_MODE
# ifdef __GNUC__
# warning "You enable COMPUTE_STATS without VERBOSE_MODE, computed stats will not be printed."
# endif
#endif
namespace KWin
{
KWIN_EFFECT(wobblywindows, WobblyWindowsEffect)
WobblyWindowsEffect::WobblyWindowsEffect()
{
KConfigGroup conf = effects->effectConfig("Wobbly");
m_raideur = conf.readEntry("Raideur", RAIDEUR);
m_amortissement = conf.readEntry("Amortissement", AMORTISSEMENT);
m_move_factor = conf.readEntry("MoveFactor", MOVEFACTOR);
m_xTesselation = conf.readEntry("XTesselation", XTESSELATION);
m_yTesselation = conf.readEntry("YTesselation", YTESSELATION);
m_minVelocity = conf.readEntry("MinVelocity", MINVELOCITY);
m_maxVelocity = conf.readEntry("MaxVelocity", MAXVELOCITY);
m_stopVelocity = conf.readEntry("StopVelocity", STOPVELOCITY);
m_minAcceleration = conf.readEntry("MinAcceleration", MINACCELERATION);
m_maxAcceleration = conf.readEntry("MaxAcceleration", MAXACCELERATION);
m_stopAcceleration = conf.readEntry("StopAcceleration", STOPACCELERATION);
QString velFilter = conf.readEntry("VelocityFilter", VELOCITYFILTER);
if (velFilter == "NoFilter")
{
m_velocityFilter = NoFilter;
}
else if (velFilter == "FourRingLinearMean")
{
m_velocityFilter = FourRingLinearMean;
}
else if (velFilter == "MeanWithMean")
{
m_velocityFilter = MeanWithMean;
}
else if (velFilter == "MeanWithMedian")
{
m_velocityFilter = MeanWithMedian;
}
else
{
m_velocityFilter = FourRingLinearMean;
kDebug() << "Unknown config value for VelocityFilter : " << velFilter;
}
QString accFilter = conf.readEntry("AccelerationFilter", ACCELERATIONFILTER);
if (accFilter == "NoFilter")
{
m_accelerationFilter = NoFilter;
}
else if (accFilter == "FourRingLinearMean")
{
m_accelerationFilter = FourRingLinearMean;
}
else if (accFilter == "MeanWithMean")
{
m_accelerationFilter = MeanWithMean;
}
else if (accFilter == "MeanWithMedian")
{
m_accelerationFilter = MeanWithMedian;
}
else
{
m_accelerationFilter = NoFilter;
kDebug() << "Unknown config value for accelerationFilter : " << accFilter;
}
#if defined VERBOSE_MODE
kDebug() << "Parameters :\n" <<
"grid(" << m_raideur << ", " << m_amortissement << ", " << m_move_factor << ")\n" <<
"velocity(" << m_minVelocity << ", " << m_maxVelocity << ", " << m_stopVelocity << ")\n" <<
"acceleration(" << m_minAcceleration << ", " << m_maxAcceleration << ", " << m_stopAcceleration << ")\n" <<
"tesselation(" << m_xTesselation << ", " << m_yTesselation << ")";
#endif
}
WobblyWindowsEffect::~WobblyWindowsEffect()
{
if (!windows.empty())
{
// we should be empty at this point...
// emit a warning and clean the list.
kDebug() << "Windows list not empty. Left items : " << windows.count();
QHash< const EffectWindow*, WindowWobblyInfos >::iterator i;
for (i = windows.begin(); i != windows.end(); ++i)
{
freeWobblyInfo(i.value());
}
}
}
void WobblyWindowsEffect::setVelocityThreshold(qreal m_minVelocity)
{
this->m_minVelocity = m_minVelocity;
}
void WobblyWindowsEffect::setMoveFactor(qreal factor)
{
m_move_factor = factor;
}
void WobblyWindowsEffect::setRaideur(qreal m_raideur)
{
this->m_raideur = m_raideur;
}
void WobblyWindowsEffect::setVelocityFilter(GridFilter filter)
{
m_velocityFilter = filter;
}
void WobblyWindowsEffect::setAccelerationFilter(GridFilter filter)
{
m_accelerationFilter = filter;
}
WobblyWindowsEffect::GridFilter WobblyWindowsEffect::velocityFilter() const
{
return m_velocityFilter;
}
WobblyWindowsEffect::GridFilter WobblyWindowsEffect::accelerationFilter() const
{
return m_accelerationFilter;
}
void WobblyWindowsEffect::setAmortissement(qreal m_amortissement)
{
this->m_amortissement = m_amortissement;
}
void WobblyWindowsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts.
// Could we just set a subset of the screen to be repainted ?
if (windows.count() != 0)
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
}
// this set the QRect invalid.
m_updateRegion.setWidth(0);
effects->prePaintScreen(data, time);
}
const qreal maxTime = 10.0;
void WobblyWindowsEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
if (windows.contains(w))
{
data.setTransformed();
data.quads = data.quads.makeRegularGrid(m_xTesselation, m_yTesselation);
bool stop = false;
qreal updateTime = time;
while (!stop && (updateTime > maxTime))
{
#if defined VERBOSE_MODE
kDebug() << "loop time " << updateTime << " / " << time;
#endif
stop = !updateWindowWobblyDatas(w, maxTime);
updateTime -= maxTime;
}
if (!stop && updateTime > 0)
{
updateWindowWobblyDatas(w, updateTime);
}
}
effects->prePaintWindow(w, data, time);
}
void WobblyWindowsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if(windows.contains(w))
{
WindowWobblyInfos& wwi = windows[w];
int tx = w->geometry().x();
int ty = w->geometry().y();
for (int i = 0; i < data.quads.count(); ++i)
{
for(int j = 0; j < 4; ++j)
{
WindowVertex& v = data.quads[i][j];
Pair oldPos = {tx + v.x(), ty + v.y()};
Pair newPos = computeBezierPoint(wwi, oldPos);
v.move(newPos.x - tx, newPos.y - ty);
}
}
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void WobblyWindowsEffect::postPaintScreen()
{
if (!windows.isEmpty())
{
effects->addRepaint(m_updateRegion);
}
// Call the next effect.
effects->postPaintScreen();
}
void WobblyWindowsEffect::windowUserMovedResized(EffectWindow* w, bool first, bool last)
{
if (first && !w->isSpecialWindow())
{
if (!windows.contains(w))
{
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, w->geometry());
windows[w] = new_wwi;
}
WindowWobblyInfos& wwi = windows[w];
wwi.status = Moving;
const QRectF& rect = w->geometry();
qreal x_increment = rect.width() / (wwi.width-1.0);
qreal y_increment = rect.height() / (wwi.height-1.0);
Pair picked = {cursorPos().x(), cursorPos().y()};
int indx = (picked.x - rect.x()) / x_increment;
int indy = (picked.y - rect.y()) / y_increment;
int pickedPointIndex = indy*wwi.width + indx;
if (pickedPointIndex < 0)
{
kDebug() << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")";
pickedPointIndex = 0;
}
else if (static_cast<unsigned int>(pickedPointIndex) > wwi.count - 1)
{
kDebug() << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")";
pickedPointIndex = wwi.count - 1;
}
#if defined VERBOSE_MODE
kDebug() << "Original Picked point -- x : " << picked.x << " - y : " << picked.y;
#endif
wwi.constraint[pickedPointIndex] = true;
}
else if (last)
{
if (windows.contains(w))
{
WindowWobblyInfos& wwi = windows[w];
wwi.status = Moving;
}
}
}
void WobblyWindowsEffect::windowAdded(EffectWindow* w)
{
if(windows.contains(w))
{
// could this happen ??
WindowWobblyInfos& wwi = windows[w];
wobblyOpenInit(wwi);
}
else
{
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, w->geometry());
wobblyOpenInit(new_wwi);
windows[w] = new_wwi;
}
}
void WobblyWindowsEffect::windowClosed(EffectWindow* w)
{
if(windows.contains(w))
{
WindowWobblyInfos& wwi = windows[w];
freeWobblyInfo(wwi);
windows.remove(w);
// wobblyCloseInit(new_wwi);
// w->refWindow();
}
//else
//{
// WindowWobblyInfos new_wwi;
// initWobblyInfo(new_wwi, w->geometry());
// wobblyCloseInit(new_wwi);
// windows[w] = new_wwi;
// w->refWindow();
//}
}
void WobblyWindowsEffect::wobblyOpenInit(WindowWobblyInfos& wwi) const
{
Pair middle = wwi.origin[0];
middle.x += wwi.origin[15].x;
middle.y += wwi.origin[15].y;
middle.x /= 2;
middle.y /= 2;
for (unsigned int j=0; j<4; ++j)
{
for (unsigned int i=0; i<4; ++i)
{
unsigned int idx = j*4 + i;
wwi.constraint[idx] = false;
wwi.position[idx].x = (wwi.position[idx].x + 3*middle.x)/4;
wwi.position[idx].y = (wwi.position[idx].y + 3*middle.y)/4;
}
}
wwi.status = Openning;
}
void WobblyWindowsEffect::wobblyCloseInit(WindowWobblyInfos& wwi) const
{
// for closing, not yet used...
for (unsigned int j=0; j<4; ++j)
{
for (unsigned int i=0; i<4; ++i)
{
unsigned int idx = j*4 + i;
wwi.constraint[idx] = false;
}
}
wwi.status = Closing;
}
void WobblyWindowsEffect::initWobblyInfo(WindowWobblyInfos& wwi, QRect geometry) const
{
wwi.count = 4*4;
wwi.width = 4;
wwi.height = 4;
wwi.bezierWidth = m_xTesselation;
wwi.bezierHeight = m_yTesselation;
wwi.bezierCount = m_xTesselation * m_yTesselation;
wwi.origin = new Pair[wwi.count];
wwi.position = new Pair[wwi.count];
wwi.velocity = new Pair[wwi.count];
wwi.acceleration = new Pair[wwi.count];
wwi.buffer = new Pair[wwi.count];
wwi.constraint = new bool[wwi.count];
wwi.bezierSurface = new Pair[wwi.bezierCount];
wwi.status = Moving;
qreal x = geometry.x(), y = geometry.y();
qreal width = geometry.width(), height = geometry.height();
Pair initValue = {x, y};
static const Pair nullPair = {0.0, 0.0};
qreal x_increment = width / (wwi.width-1.0);
qreal y_increment = height / (wwi.height-1.0);
for (unsigned int j=0; j<4; ++j)
{
for (unsigned int i=0; i<4; ++i)
{
unsigned int idx = j*4 + i;
wwi.origin[idx] = initValue;
wwi.position[idx] = initValue;
wwi.velocity[idx] = nullPair;
wwi.constraint[idx] = false;
if (i != 4-2) // x grid count - 2, i.e. not the last point
{
initValue.x += x_increment;
}
else
{
initValue.x = width + x;
}
initValue.x = initValue.x;
}
initValue.x = x;
initValue.x = initValue.x;
if (j != 4-2) // y grid count - 2, i.e. not the last point
{
initValue.y += y_increment;
}
else
{
initValue.y = height + y;
}
initValue.y = initValue.y;
}
}
void WobblyWindowsEffect::freeWobblyInfo(WindowWobblyInfos& wwi) const
{
delete wwi.origin;
delete wwi.position;
delete wwi.velocity;
delete wwi.acceleration;
delete wwi.buffer;
delete wwi.constraint;
delete wwi.bezierSurface;
}
WobblyWindowsEffect::Pair WobblyWindowsEffect::computeBezierPoint(const WindowWobblyInfos& wwi, Pair point) const
{
// compute the input value
Pair topleft = wwi.origin[0];
Pair bottomright = wwi.origin[wwi.count-1];
ASSERT1(point.x >= topleft.x);
ASSERT1(point.y >= topleft.y);
ASSERT1(point.x <= bottomright.x);
ASSERT1(point.y <= bottomright.y);
qreal tx = (point.x - topleft.x) / (bottomright.x - topleft.x);
qreal ty = (point.y - topleft.y) / (bottomright.y - topleft.y);
ASSERT1(tx >= 0);
ASSERT1(tx <= 1);
ASSERT1(ty >= 0);
ASSERT1(ty <= 1);
// compute polinomial coeff
qreal px[4];
px[0] = (1-tx)*(1-tx)*(1-tx);
px[1] = 3*(1-tx)*(1-tx)*tx;
px[2] = 3*(1-tx)*tx*tx;
px[3] = tx*tx*tx;
qreal py[4];
py[0] = (1-ty)*(1-ty)*(1-ty);
py[1] = 3*(1-ty)*(1-ty)*ty;
py[2] = 3*(1-ty)*ty*ty;
py[3] = ty*ty*ty;
Pair res = {0.0, 0.0};
for (unsigned int j = 0; j < 4; ++j)
{
for (unsigned int i = 0; i < 4; ++i)
{
// this assume the grid is 4*4
res.x += px[i] * py[j] * wwi.position[i + j * wwi.width].x;
res.y += px[i] * py[j] * wwi.position[i + j * wwi.width].y;
}
}
return res;
}
namespace
{
static inline void fixVectorBounds(WobblyWindowsEffect::Pair& vec, qreal min, qreal max)
{
if (fabs(vec.x) < min)
{
vec.x = 0.0;
}
else if (fabs(vec.x) > max)
{
if (vec.x > 0.0)
{
vec.x = max;
}
else
{
vec.x = -max;
}
}
if (fabs(vec.y) < min)
{
vec.y = 0.0;
}
else if (fabs(vec.y) > max)
{
if (vec.y > 0.0)
{
vec.y = max;
}
else
{
vec.y = -max;
}
}
}
static inline void computeVectorBounds(WobblyWindowsEffect::Pair& vec, WobblyWindowsEffect::Pair& bound)
{
if (fabs(vec.x) < bound.x)
{
bound.x = fabs(vec.x);
}
else if (fabs(vec.x) > bound.y)
{
bound.y = fabs(vec.x);
}
if (fabs(vec.y) < bound.x)
{
bound.x = fabs(vec.y);
}
else if (fabs(vec.y) > bound.y)
{
bound.y = fabs(vec.y);
}
}
} // close the anonymous namespace
bool WobblyWindowsEffect::updateWindowWobblyDatas(EffectWindow* w, qreal time)
{
const QRectF& rect = w->geometry();
WindowWobblyInfos& wwi = windows[w];
qreal x_length = rect.width() / (wwi.width-1.0);
qreal y_length = rect.height() / (wwi.height-1.0);
#if defined VERBOSE_MODE
kDebug() << "time " << time;
kDebug() << "increment x " << x_length << " // y" << y_length;
#endif
Pair origine = {rect.x(), rect.y()};
for (unsigned int j=0; j<wwi.height; ++j)
{
for (unsigned int i=0; i<wwi.width; ++i)
{
wwi.origin[wwi.width*j + i] = origine;
if (i != wwi.width-2)
{
origine.x += x_length;
}
else
{
origine.x = rect.width() + rect.x();
}
}
origine.x = rect.x();
if (j != wwi.height-2)
{
origine.y += y_length;
}
else
{
origine.y = rect.height() + rect.y();
}
}
Pair neibourgs[4];
Pair acceleration;
qreal acc_sum = 0.0;
qreal vel_sum = 0.0;
// compute acceleration, velocity and position for each point
// for corners
// top-left
if (wwi.constraint[0])
{
Pair window_pos = wwi.origin[0];
Pair current_pos = wwi.position[0];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[0] = accel;
}
else
{
Pair& pos = wwi.position[0];
neibourgs[0] = wwi.position[1];
neibourgs[1] = wwi.position[wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length)*m_raideur + (neibourgs[1].x - pos.x)*m_raideur;
acceleration.y = ((neibourgs[1].y - pos.y) - y_length)*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[0] = acceleration;
}
// top-right
if (wwi.constraint[wwi.width-1])
{
Pair window_pos = wwi.origin[wwi.width-1];
Pair current_pos = wwi.position[wwi.width-1];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[wwi.width-1] = accel;
}
else
{
Pair& pos = wwi.position[wwi.width-1];
neibourgs[0] = wwi.position[wwi.width-2];
neibourgs[1] = wwi.position[2*wwi.width-1];
acceleration.x = (x_length - (pos.x - neibourgs[0].x))*m_raideur + (neibourgs[1].x - pos.x)*m_raideur;
acceleration.y = ((neibourgs[1].y - pos.y) - y_length)*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.width-1] = acceleration;
}
// bottom-left
if (wwi.constraint[wwi.width*(wwi.height-1)])
{
Pair window_pos = wwi.origin[wwi.width*(wwi.height-1)];
Pair current_pos = wwi.position[wwi.width*(wwi.height-1)];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[wwi.width*(wwi.height-1)] = accel;
}
else
{
Pair& pos = wwi.position[wwi.width*(wwi.height-1)];
neibourgs[0] = wwi.position[wwi.width*(wwi.height-1)+1];
neibourgs[1] = wwi.position[wwi.width*(wwi.height-2)];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length)*m_raideur + (neibourgs[1].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[1].y))*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.width*(wwi.height-1)] = acceleration;
}
// bottom-right
if (wwi.constraint[wwi.count-1])
{
Pair window_pos = wwi.origin[wwi.count-1];
Pair current_pos = wwi.position[wwi.count-1];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[wwi.count-1] = accel;
}
else
{
Pair& pos = wwi.position[wwi.count-1];
neibourgs[0] = wwi.position[wwi.count-2];
neibourgs[1] = wwi.position[wwi.width*(wwi.height-1)-1];
acceleration.x = (x_length - (pos.x - neibourgs[0].x))*m_raideur + (neibourgs[1].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[1].y))*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.count-1] = acceleration;
}
// for borders
// top border
for (unsigned int i=1; i<wwi.width-1; ++i)
{
if (wwi.constraint[i])
{
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[i] = accel;
}
else
{
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i+1];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x))*m_raideur + ((neibourgs[1].x - pos.x) - x_length)*m_raideur + (neibourgs[2].x - pos.x)*m_raideur;
acceleration.y = ((neibourgs[2].y - pos.y) - y_length)*m_raideur + (neibourgs[0].y - pos.y)*m_raideur + (neibourgs[1].y - pos.y)*m_raideur;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// bottom border
for (unsigned int i=wwi.width*(wwi.height-1)+1; i<wwi.count-1; ++i)
{
if (wwi.constraint[i])
{
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[i] = accel;
}
else
{
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i+1];
neibourgs[2] = wwi.position[i-wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x))*m_raideur + ((neibourgs[1].x - pos.x) - x_length)*m_raideur + (neibourgs[2].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[2].y))*m_raideur + (neibourgs[0].y - pos.y)*m_raideur + (neibourgs[1].y - pos.y)*m_raideur;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// left border
for (unsigned int i=wwi.width; i<wwi.width*(wwi.height-1); i+=wwi.width)
{
if (wwi.constraint[i])
{
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[i] = accel;
}
else
{
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i+1];
neibourgs[1] = wwi.position[i-wwi.width];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length)*m_raideur + (neibourgs[1].x - pos.x)*m_raideur + (neibourgs[2].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[1].y))*m_raideur + ((neibourgs[2].y - pos.y) - y_length)*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// right border
for (unsigned int i=2*wwi.width-1; i<wwi.count-1; i+=wwi.width)
{
if (wwi.constraint[i])
{
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[i] = accel;
}
else
{
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i-wwi.width];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x))*m_raideur + (neibourgs[1].x - pos.x)*m_raideur + (neibourgs[2].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[1].y))*m_raideur + ((neibourgs[2].y - pos.y) - y_length)*m_raideur + (neibourgs[0].y - pos.y)*m_raideur;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// for the inner points
for (unsigned int j=1; j<wwi.height-1; ++j)
{
for (unsigned int i=1; i<wwi.width-1; ++i)
{
unsigned int index = i+j*wwi.width;
if (wwi.constraint[index])
{
Pair window_pos = wwi.origin[index];
Pair current_pos = wwi.position[index];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_raideur, move.y*m_raideur};
wwi.acceleration[index] = accel;
}
else
{
Pair& pos = wwi.position[index];
neibourgs[0] = wwi.position[index-1];
neibourgs[1] = wwi.position[index+1];
neibourgs[2] = wwi.position[index-wwi.width];
neibourgs[3] = wwi.position[index+wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length)*m_raideur +
(x_length - (pos.x - neibourgs[1].x))*m_raideur +
(neibourgs[2].x - pos.x)*m_raideur +
(neibourgs[3].x - pos.x)*m_raideur;
acceleration.y = (y_length - (pos.y - neibourgs[2].y))*m_raideur +
((neibourgs[3].y - pos.y) - y_length)*m_raideur +
(neibourgs[0].y - pos.y)*m_raideur +
(neibourgs[1].y - pos.y)*m_raideur;
acceleration.x /= 4;
acceleration.y /= 4;
wwi.acceleration[index] = acceleration;
}
}
}
switch (m_accelerationFilter)
{
case NoFilter:
break;
case FourRingLinearMean:
fourRingLinearMean(&wwi.acceleration, wwi);
break;
case MeanWithMean:
meanWithMean(&wwi.acceleration, wwi);
break;
case MeanWithMedian:
meanWithMedian(&wwi.acceleration, wwi);
break;
default:
ASSERT1(false);
}
#if defined COMPUTE_STATS
Pair accBound = {m_maxAcceleration, m_minAcceleration};
Pair velBound = {m_maxVelocity, m_minVelocity};
#endif
// compute the new velocity of each vertex.
for (unsigned int i = 0; i < wwi.count; ++i)
{
Pair acc = wwi.acceleration[i];
fixVectorBounds(acc, m_minAcceleration, m_maxAcceleration);
#if defined COMPUTE_STATS
computeVectorBounds(acc, accBound);
#endif
Pair& vel = wwi.velocity[i];
vel.x = acc.x*time + vel.x*m_amortissement;
vel.y = acc.y*time + vel.y*m_amortissement;
acc_sum += fabs(acc.x) + fabs(acc.y);
}
switch (m_velocityFilter)
{
case NoFilter:
break;
case FourRingLinearMean:
fourRingLinearMean(&wwi.velocity, wwi);
break;
case MeanWithMean:
meanWithMean(&wwi.velocity, wwi);
break;
case MeanWithMedian:
meanWithMedian(&wwi.velocity, wwi);
break;
default:
ASSERT1(false);
}
Pair topLeftCorner = {-10000.0, -10000.0};
Pair bottomRightCorner = {10000.0, 10000.0};
// compute the new pos of each vertex.
for (unsigned int i = 0; i < wwi.count; ++i)
{
Pair& pos = wwi.position[i];
Pair& vel = wwi.velocity[i];
fixVectorBounds(vel, m_minVelocity, m_maxVelocity);
#if defined COMPUTE_STATS
computeVectorBounds(vel, velBound);
#endif
pos.x += vel.x*time*m_move_factor;
pos.y += vel.y*time*m_move_factor;
if (pos.x < topLeftCorner.x)
{
topLeftCorner.x = pos.x;
}
if (pos.x > bottomRightCorner.x)
{
bottomRightCorner.x = pos.x;
}
if (pos.y < topLeftCorner.y)
{
topLeftCorner.y = pos.y;
}
if (pos.y > bottomRightCorner.y)
{
bottomRightCorner.y = pos.y;
}
vel_sum += fabs(vel.x) + fabs(vel.y);
#if defined VERBOSE_MODE
if (wwi.constraint[i])
{
kDebug() << "Constraint point ** vel : " << vel.x << "," << vel.y << " ** move : " << vel.x*time << "," << vel.y*time;
}
#endif
}
#if defined VERBOSE_MODE
# if defined COMPUTE_STATS
kDebug() << "Acceleration bounds (" << accBound.x << ", " << accBound.y << ")";
kDebug() << "Velocity bounds (" << velBound.x << ", " << velBound.y << ")";
# endif
kDebug() << "sum_acc : " << acc_sum << " *** sum_vel :" << vel_sum;
#endif
if (wwi.status != Moving && acc_sum < m_stopAcceleration && vel_sum < m_stopVelocity)
{
freeWobblyInfo(wwi);
windows.remove(w);
return false;
}
QRect windowRect(topLeftCorner.x, topLeftCorner.y,
bottomRightCorner.x - topLeftCorner.x, bottomRightCorner.y - topLeftCorner.y);
if (m_updateRegion.isValid())
{
m_updateRegion = m_updateRegion.united(windowRect);
}
else
{
m_updateRegion = windowRect;
}
return true;
}
void WobblyWindowsEffect::fourRingLinearMean(Pair** datas_pointer, WindowWobblyInfos& wwi)
{
Pair* datas = *datas_pointer;
Pair neibourgs[4];
// for corners
// top-left
{
Pair& res = wwi.buffer[0];
Pair vit = datas[0];
neibourgs[0] = datas[1];
neibourgs[1] = datas[wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + 2.0*vit.x) / 4.0;
res.y = (neibourgs[0].y + neibourgs[1].y + 2.0*vit.y) / 4.0;
}
// top-right
{
Pair& res = wwi.buffer[wwi.width-1];
Pair vit = datas[wwi.width-1];
neibourgs[0] = datas[wwi.width-2];
neibourgs[1] = datas[2*wwi.width-1];
res.x = (neibourgs[0].x + neibourgs[1].x + 2.0*vit.x) / 4.0;
res.y = (neibourgs[0].y + neibourgs[1].y + 2.0*vit.y) / 4.0;
}
// bottom-left
{
Pair& res = wwi.buffer[wwi.width*(wwi.height-1)];
Pair vit = datas[wwi.width*(wwi.height-1)];
neibourgs[0] = datas[wwi.width*(wwi.height-1)+1];
neibourgs[1] = datas[wwi.width*(wwi.height-2)];
res.x = (neibourgs[0].x + neibourgs[1].x + 2.0*vit.x) / 4.0;
res.y = (neibourgs[0].y + neibourgs[1].y + 2.0*vit.y) / 4.0;
}
// bottom-right
{
Pair& res = wwi.buffer[wwi.count-1];
Pair vit = datas[wwi.count-1];
neibourgs[0] = datas[wwi.count-2];
neibourgs[1] = datas[wwi.width*(wwi.height-1)-1];
res.x = (neibourgs[0].x + neibourgs[1].x + 2.0*vit.x) / 4.0;
res.y = (neibourgs[0].y + neibourgs[1].y + 2.0*vit.y) / 4.0;
}
// for borders
// top border
for (unsigned int i=1; i<wwi.width-1; ++i)
{
Pair& res = wwi.buffer[i];
Pair vit = datas[i];
neibourgs[0] = datas[i-1];
neibourgs[1] = datas[i+1];
neibourgs[2] = datas[i+wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0*vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0*vit.y) / 6.0;
}
// bottom border
for (unsigned int i=wwi.width*(wwi.height-1)+1; i<wwi.count-1; ++i)
{
Pair& res = wwi.buffer[i];
Pair vit = datas[i];
neibourgs[0] = datas[i-1];
neibourgs[1] = datas[i+1];
neibourgs[2] = datas[i-wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0*vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0*vit.y) / 6.0;
}
// left border
for (unsigned int i=wwi.width; i<wwi.width*(wwi.height-1); i+=wwi.width)
{
Pair& res = wwi.buffer[i];
Pair vit = datas[i];
neibourgs[0] = datas[i+1];
neibourgs[1] = datas[i-wwi.width];
neibourgs[2] = datas[i+wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0*vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0*vit.y) / 6.0;
}
// right border
for (unsigned int i=2*wwi.width-1; i<wwi.count-1; i+=wwi.width)
{
Pair& res = wwi.buffer[i];
Pair vit = datas[i];
neibourgs[0] = datas[i-1];
neibourgs[1] = datas[i-wwi.width];
neibourgs[2] = datas[i+wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0*vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0*vit.y) / 6.0;
}
// for the inner points
for (unsigned int j=1; j<wwi.height-1; ++j)
{
for (unsigned int i=1; i<wwi.width-1; ++i)
{
unsigned int index = i+j*wwi.width;
Pair& res = wwi.buffer[index];
Pair& vit = datas[index];
neibourgs[0] = datas[index-1];
neibourgs[1] = datas[index+1];
neibourgs[2] = datas[index-wwi.width];
neibourgs[3] = datas[index+wwi.width];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + 4.0*vit.x) / 8.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + 4.0*vit.y) / 8.0;
}
}
Pair* tmp = datas;
*datas_pointer = wwi.buffer;
wwi.buffer = tmp;
}
void WobblyWindowsEffect::meanWithMean(Pair** datas_pointer, WindowWobblyInfos& wwi)
{
Pair* datas = *datas_pointer;
Pair mean = {0.0, 0.0};
for (unsigned int i = 0; i < wwi.count; ++i)
{
mean.x += datas[i].x;
mean.y += datas[i].y;
}
mean.x /= wwi.count;
mean.y /= wwi.count;
for (unsigned int i = 0; i < wwi.count; ++i)
{
wwi.buffer[i].x = (datas[i].x + mean.x) / 2.0;
wwi.buffer[i].y = (datas[i].y + mean.y) / 2.0;
}
Pair* tmp = datas;
*datas_pointer = wwi.buffer;
wwi.buffer = tmp;
}
void WobblyWindowsEffect::meanWithMedian(Pair** datas_pointer, WindowWobblyInfos& wwi)
{
Pair* datas = *datas_pointer;
qreal xmin = datas[0].x, ymin = datas[0].y;
qreal xmax = datas[0].x, ymax = datas[0].y;
for (unsigned int i = 1; i < wwi.count; ++i)
{
if (datas[i].x < xmin)
{
xmin = datas[i].x;
}
if (datas[i].x > xmax)
{
xmax = datas[i].x;
}
if (datas[i].y < ymin)
{
ymin = datas[i].y;
}
if (datas[i].y > ymax)
{
ymax = datas[i].y;
}
}
Pair median = {(xmin + xmax)/2.0, (ymin + ymax)/2.0};
for (unsigned int i = 0; i < wwi.count; ++i)
{
wwi.buffer[i].x = (datas[i].x + median.x) / 2.0;
wwi.buffer[i].y = (datas[i].y + median.y) / 2.0;
}
Pair* tmp = datas;
*datas_pointer = wwi.buffer;
wwi.buffer = tmp;
}
} // namespace KWin