kwin/effects/minimizeanimation/minimizeanimation.cpp
Vlad Zagorodniy 92880381b8 [effects/minimizeanimation] Fix coding style
Summary:
This change doesn't add new features or bugfixes, it only makes code
look uniform.

Test Plan: Still compiles.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D14608
2018-08-04 22:38:21 +03:00

170 lines
5 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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 "minimizeanimation.h"
#include <QVector2D>
namespace KWin
{
MinimizeAnimationEffect::MinimizeAnimationEffect()
{
reconfigure(ReconfigureAll);
connect(effects, &EffectsHandler::windowDeleted, this, &MinimizeAnimationEffect::windowDeleted);
connect(effects, &EffectsHandler::windowMinimized, this, &MinimizeAnimationEffect::windowMinimized);
connect(effects, &EffectsHandler::windowUnminimized, this, &MinimizeAnimationEffect::windowUnminimized);
}
void MinimizeAnimationEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
m_duration = std::chrono::milliseconds(static_cast<int>(animationTime(250)));
}
bool MinimizeAnimationEffect::supported()
{
return effects->animationsSupported();
}
void MinimizeAnimationEffect::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 MinimizeAnimationEffect::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();
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE);
}
effects->prePaintWindow(w, data, time);
}
void MinimizeAnimationEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
const 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();
// If there's no icon geometry, minimize to the center of the screen
if (!icon.isValid()) {
icon = QRect(effects->virtualScreenGeometry().center(), QSize(0, 0));
}
data *= QVector2D(interpolate(1.0, icon.width() / (double)geo.width(), progress),
interpolate(1.0, icon.height() / (double)geo.height(), progress));
data.setXTranslation(interpolate(data.xTranslation(), icon.x() - geo.x(), progress));
data.setYTranslation(interpolate(data.yTranslation(), icon.y() - geo.y(), progress));
data.multiplyOpacity(interpolate(1.0, 0.1, progress));
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void MinimizeAnimationEffect::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 MinimizeAnimationEffect::windowDeleted(EffectWindow *w)
{
m_animations.remove(w);
}
void MinimizeAnimationEffect::windowMinimized(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::InOutSine);
}
effects->addRepaintFull();
}
void MinimizeAnimationEffect::windowUnminimized(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::InOutSine);
}
effects->addRepaintFull();
}
bool MinimizeAnimationEffect::isActive() const
{
return !m_animations.isEmpty();
}
} // namespace