8a8428e41c
svn path=/trunk/KDE/kdebase/workspace/; revision=1042572
318 lines
14 KiB
C++
318 lines
14 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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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
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#include "magiclamp.h"
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#include <kwinconfig.h>
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#include <kconfiggroup.h>
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namespace KWin
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{
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KWIN_EFFECT( magiclamp, MagicLampEffect )
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KWIN_EFFECT_SUPPORTED( magiclamp, MagicLampEffect::supported() )
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MagicLampEffect::MagicLampEffect()
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{
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mActiveAnimations = 0;
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reconfigure( ReconfigureAll );
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}
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bool MagicLampEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void MagicLampEffect::reconfigure( ReconfigureFlags )
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{
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KConfigGroup conf = effects->effectConfig( "MagicLamp" );
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mAnimationDuration = animationTime( conf, "AnimationDuration", 250 );
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}
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void MagicLampEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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mActiveAnimations = mTimeLineWindows.count();
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if( mActiveAnimations > 0 )
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// We need to mark the screen windows as transformed. Otherwise the
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// whole screen won't be repainted, resulting in artefacts
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void MagicLampEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( mTimeLineWindows.contains( w ))
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{
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if( w->isMinimized() )
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{
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mTimeLineWindows[w].addTime(time);
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if( mTimeLineWindows[w].progress() >= 1.0f )
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mTimeLineWindows.remove( w );
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}
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else
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{
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mTimeLineWindows[w].removeTime(time);
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if( mTimeLineWindows[w].progress() <= 0.0f )
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mTimeLineWindows.remove( w );
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}
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// Schedule window for transformation if the animation is still in
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// progress
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if( mTimeLineWindows.contains( w ))
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{
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// We'll transform this window
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data.setTransformed();
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data.quads = data.quads.makeGrid( 40 );
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void MagicLampEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( mTimeLineWindows.contains( w ))
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{
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// 0 = not minimized, 1 = fully minimized
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float progress = mTimeLineWindows[w].value();
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QRect geo = w->geometry();
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QRect icon = w->iconGeometry();
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QRect area = effects->clientArea( ScreenArea, w );
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// If there's no icon geometry, minimize to the center of the screen
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if( !icon.isValid() )
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icon = QRect( area.x() + area.width() / 2, area.y() + area.height(), 0, 0 );
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IconPosition position;
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// Assumption: there is a panel containing the icon position
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EffectWindow* panel = NULL;
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foreach( EffectWindow* window, effects->stackingOrder() )
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{
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if( !window->isDock() )
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continue;
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// we have to use intersects as there seems to be a Plasma bug
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// the published icon geometry might be bigger than the panel
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if( window->geometry().intersects( icon ) )
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{
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panel = window;
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break;
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}
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}
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if( panel )
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{
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// Assumption: width of horizonal panel is greater than its height and vice versa
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// The panel has to border one screen edge, so get it's screen area
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QRect panelScreen = effects->clientArea( ScreenArea, panel );
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if( panel->width() >= panel->height() )
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{
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// horizontal panel
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if( panel->y() == panelScreen.y() )
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position = Top;
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else
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position = Bottom;
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}
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else
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{
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// vertical panel
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if( panel->x() == panelScreen.x() )
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position = Left;
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else
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position = Right;
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}
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}
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else
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{
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// we did not find a panel, so it might be autohidden
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QRect iconScreen = effects->clientArea( ScreenArea, icon.topLeft(), effects->currentDesktop() );
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// as the icon geometry could be overlap a screen edge we use an intersection
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QRect rect = iconScreen.intersected( icon );
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// here we need a different assumption: icon geometry borders one screen edge
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// this assumption might be wrong for e.g. task applet being the only applet in panel
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// in this case the icon borders two screen edges
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// there might be a wrong animation, but not distorted
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if( rect.x() == iconScreen.x() )
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{
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position = Left;
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}
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else if( rect.x() + rect.width() == iconScreen.x() + iconScreen.width() )
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{
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position = Right;
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}
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else if( rect.y() == iconScreen.y() )
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{
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position = Top;
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}
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else
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{
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position = Bottom;
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}
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}
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WindowQuadList newQuads;
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foreach( WindowQuad quad, data.quads ) // krazy:exclude=foreach
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{
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if( position == Top || position == Bottom )
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{
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// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
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// it is used as quadFactor^3/windowHeight^3
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// quadFactor is the y position of the quad but is changed towards becomming the window height
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// by that the factor becomes 1 and has no influence any more
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float quadFactor;
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// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
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float yOffsetTop;
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float yOffsetBottom;
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// top and bottom progress is the factor which defines how far the x values have to be changed
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// factor is the current moved y value diveded by the distance between icon and window
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float topProgress;
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float bottomProgress;
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if( position == Bottom )
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{
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quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress;
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yOffsetTop = (icon.y() + quad[0].y() - geo.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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quadFactor = quad[2].y() + (geo.height() - quad[2].y())*progress;
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yOffsetBottom = (icon.y() + quad[2].y() - geo.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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topProgress = qMin( yOffsetTop/(icon.y()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f );
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bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f );
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}
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else
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{
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quadFactor = geo.height() - quad[0].y() + (quad[0].y())*progress;
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yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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quadFactor = geo.height() - quad[2].y() + (quad[2].y())*progress;
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yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height()));
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topProgress = qMin( yOffsetTop/(geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height()-quad[0].y())/geo.height()*geo.height())), 1.0f );
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bottomProgress = qMin( yOffsetBottom/(geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height()-quad[2].y())/geo.height()*geo.height())), 1.0f );
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}
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if( position == Top )
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{
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yOffsetTop *= -1;
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yOffsetBottom *= -1;
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}
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if( topProgress < 0 )
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topProgress *= -1;
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if( bottomProgress < 0 )
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bottomProgress *= -1;
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// x values are moved towards the center of the icon
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quad[0].setX( (icon.x() + icon.width()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() );
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quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() );
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quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() );
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quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() );
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quad[0].setY( quad[0].y() + yOffsetTop );
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quad[1].setY( quad[1].y() + yOffsetTop );
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quad[2].setY( quad[2].y() + yOffsetBottom );
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quad[3].setY( quad[3].y() + yOffsetBottom );
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}
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else
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{
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float quadFactor;
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float xOffsetLeft;
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float xOffsetRight;
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float leftProgress;
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float rightProgress;
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if( position == Right )
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{
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quadFactor = quad[0].x() + (geo.width() - quad[0].x())*progress;
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xOffsetLeft = (icon.x() + quad[0].x() - geo.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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quadFactor = quad[1].x() + (geo.width() - quad[1].x())*progress;
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xOffsetRight = (icon.x() + quad[1].x() - geo.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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leftProgress = qMin( xOffsetLeft/(icon.x()+icon.width() - geo.x()-(float)(quad[0].x()/geo.width()*geo.width())), 1.0f );
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rightProgress = qMin( xOffsetRight/(icon.x()+icon.width() - geo.x()-(float)(quad[1].x()/geo.width()*geo.width())), 1.0f );
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}
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else
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{
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quadFactor = geo.width() - quad[0].x() + (quad[0].x())*progress;
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xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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quadFactor = geo.width() - quad[1].x() + (quad[1].x())*progress;
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xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x())*progress*
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width()));
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leftProgress = qMin( xOffsetLeft/(geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width()-quad[0].x())/geo.width()*geo.width())), 1.0f );
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rightProgress = qMin( xOffsetRight/(geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width()-quad[1].x())/geo.width()*geo.width())), 1.0f );
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}
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if( position == Left )
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{
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xOffsetLeft *= -1;
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xOffsetRight *= -1;
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}
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if( leftProgress < 0 )
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leftProgress *= -1;
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if( rightProgress < 0 )
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rightProgress *= -1;
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quad[0].setY( (icon.y() + icon.height()*(quad[0].y()/geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y() );
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quad[1].setY( (icon.y() + icon.height()*(quad[1].y()/geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y() );
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quad[2].setY( (icon.y() + icon.height()*(quad[2].y()/geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y() );
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quad[3].setY( (icon.y() + icon.height()*(quad[3].y()/geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y() );
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quad[0].setX( quad[0].x() + xOffsetLeft );
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quad[1].setX( quad[1].x() + xOffsetRight );
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quad[2].setX( quad[2].x() + xOffsetRight );
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quad[3].setX( quad[3].x() + xOffsetLeft );
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}
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newQuads.append( quad );
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}
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data.quads = newQuads;
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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}
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void MagicLampEffect::postPaintScreen()
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{
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if( mActiveAnimations > 0 )
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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mActiveAnimations = mTimeLineWindows.count();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void MagicLampEffect::windowMinimized( EffectWindow* w )
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{
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration( mAnimationDuration );
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mTimeLineWindows[w].setProgress(0.0f);
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}
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void MagicLampEffect::windowUnminimized( EffectWindow* w )
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{
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration( mAnimationDuration );
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mTimeLineWindows[w].setProgress(1.0f);
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}
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} // namespace
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