9f2cb0ae1b
Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
194 lines
5.4 KiB
C++
194 lines
5.4 KiB
C++
/*
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KWin - the KDE window manager
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This file is part of the KDE project.
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SPDX-FileCopyrightText: 2008 Cédric Borgese <cedric.borgese@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#ifndef KWIN_WOBBLYWINDOWS_H
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#define KWIN_WOBBLYWINDOWS_H
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// Include with base class for effects.
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#include <kwineffects.h>
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namespace KWin
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{
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struct ParameterSet;
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/**
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* Effect which wobble windows
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*/
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class WobblyWindowsEffect : public Effect
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{
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Q_OBJECT
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Q_PROPERTY(qreal stiffness READ stiffness)
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Q_PROPERTY(qreal drag READ drag)
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Q_PROPERTY(qreal moveFactor READ moveFactor)
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Q_PROPERTY(qreal xTesselation READ xTesselation)
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Q_PROPERTY(qreal yTesselation READ yTesselation)
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Q_PROPERTY(qreal minVelocity READ minVelocity)
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Q_PROPERTY(qreal maxVelocity READ maxVelocity)
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Q_PROPERTY(qreal stopVelocity READ stopVelocity)
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Q_PROPERTY(qreal minAcceleration READ minAcceleration)
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Q_PROPERTY(qreal maxAcceleration READ maxAcceleration)
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Q_PROPERTY(qreal stopAcceleration READ stopAcceleration)
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Q_PROPERTY(bool moveWobble READ isMoveWobble)
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Q_PROPERTY(bool resizeWobble READ isResizeWobble)
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public:
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WobblyWindowsEffect();
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~WobblyWindowsEffect() override;
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void reconfigure(ReconfigureFlags) override;
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void prePaintScreen(ScreenPrePaintData& data, std::chrono::milliseconds presentTime) override;
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void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, std::chrono::milliseconds presentTime) override;
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void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) override;
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void postPaintScreen() override;
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bool isActive() const override;
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int requestedEffectChainPosition() const override {
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// Please notice that the Wobbly Windows effect has to be placed
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// after the Maximize effect in the effect chain, otherwise there
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// can be visual artifacts when dragging maximized windows.
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return 70;
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}
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// Wobbly model parameters
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void setStiffness(qreal stiffness);
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void setDrag(qreal drag);
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void setVelocityThreshold(qreal velocityThreshold);
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void setMoveFactor(qreal factor);
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struct Pair {
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qreal x;
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qreal y;
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};
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enum WindowStatus {
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Free,
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Moving,
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};
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static bool supported();
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// for properties
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qreal stiffness() const {
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return m_stiffness;
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}
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qreal drag() const {
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return m_drag;
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}
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qreal moveFactor() const {
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return m_move_factor;
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}
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qreal xTesselation() const {
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return m_xTesselation;
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}
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qreal yTesselation() const {
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return m_yTesselation;
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}
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qreal minVelocity() const {
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return m_minVelocity;
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}
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qreal maxVelocity() const {
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return m_maxVelocity;
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}
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qreal stopVelocity() const {
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return m_stopVelocity;
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}
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qreal minAcceleration() const {
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return m_minAcceleration;
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}
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qreal maxAcceleration() const {
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return m_maxAcceleration;
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}
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qreal stopAcceleration() const {
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return m_stopAcceleration;
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}
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bool isMoveWobble() const {
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return m_moveWobble;
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}
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bool isResizeWobble() const {
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return m_resizeWobble;
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}
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public Q_SLOTS:
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void slotWindowStartUserMovedResized(KWin::EffectWindow *w);
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void slotWindowStepUserMovedResized(KWin::EffectWindow *w, const QRect &geometry);
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void slotWindowFinishUserMovedResized(KWin::EffectWindow *w);
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void slotWindowMaximizeStateChanged(KWin::EffectWindow *w, bool horizontal, bool vertical);
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private:
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void startMovedResized(EffectWindow* w);
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void stepMovedResized(EffectWindow* w);
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bool updateWindowWobblyDatas(EffectWindow* w, qreal time);
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struct WindowWobblyInfos {
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Pair* origin;
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Pair* position;
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Pair* velocity;
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Pair* acceleration;
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Pair* buffer;
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// if true, the physics system moves this point based only on it "normal" destination
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// given by the window position, ignoring neighbour points.
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bool* constraint;
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unsigned int width;
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unsigned int height;
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unsigned int count;
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Pair* bezierSurface;
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unsigned int bezierWidth;
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unsigned int bezierHeight;
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unsigned int bezierCount;
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WindowStatus status;
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// for resizing. Only sides that have moved will wobble
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bool can_wobble_top, can_wobble_left, can_wobble_right, can_wobble_bottom;
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QRect resize_original_rect;
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std::chrono::milliseconds lastPresentTime;
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};
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QHash< const EffectWindow*, WindowWobblyInfos > windows;
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QRegion m_updateRegion;
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qreal m_stiffness;
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qreal m_drag;
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qreal m_move_factor;
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// the default tesselation for windows
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// use qreal instead of int as I really often need
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// these values as real to do divisions.
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qreal m_xTesselation;
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qreal m_yTesselation;
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qreal m_minVelocity;
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qreal m_maxVelocity;
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qreal m_stopVelocity;
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qreal m_minAcceleration;
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qreal m_maxAcceleration;
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qreal m_stopAcceleration;
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bool m_moveWobble;
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bool m_resizeWobble;
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void initWobblyInfo(WindowWobblyInfos& wwi, QRect geometry) const;
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void freeWobblyInfo(WindowWobblyInfos& wwi) const;
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WobblyWindowsEffect::Pair computeBezierPoint(const WindowWobblyInfos& wwi, Pair point) const;
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static void heightRingLinearMean(Pair** data_pointer, WindowWobblyInfos& wwi);
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void setParameterSet(const ParameterSet& pset);
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};
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} // namespace KWin
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#endif // WOBBLYWINDOWS_H
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