kwin/effects/minimizeanimation.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

121 lines
3.6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "minimizeanimation.h"
namespace KWin
{
KWIN_EFFECT( minimizeanimation, MinimizeAnimationEffect )
MinimizeAnimationEffect::MinimizeAnimationEffect()
{
mActiveAnimations = 0;
}
void MinimizeAnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( mActiveAnimations > 0 )
// 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 )
{
const float changeTime = 500;
if( mAnimationProgress.contains( w ))
{
if( w->isMinimized() )
{
mAnimationProgress[w] += time / changeTime;
if( mAnimationProgress[w] >= 1.0f )
mAnimationProgress.remove( w );
}
else
{
mAnimationProgress[w] -= time / changeTime;
if( mAnimationProgress[w] <= 0.0f )
mAnimationProgress.remove( w );
}
// Schedule window for transformation if the animation is still in
// progress
if( mAnimationProgress.contains( w ))
{
// We'll transform this window
data.mask |= PAINT_WINDOW_TRANSFORMED;
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
}
else
// Animation just finished
mActiveAnimations--;
}
effects->prePaintWindow( w, data, time );
}
void MinimizeAnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( mAnimationProgress.contains( w ))
{
// 0 = not minimized, 1 = fully minimized
float progress = mAnimationProgress[w];
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( displayWidth() / 2, displayHeight() / 2, 0, 0 );
data.xScale *= interpolate(1.0, icon.width() / (float)geo.width(), progress);
data.yScale *= interpolate(1.0, icon.height() / (float)geo.height(), progress);
data.xTranslate = (int)interpolate(data.xTranslate, icon.x() - geo.x(), progress);
data.yTranslate = (int)interpolate(data.yTranslate, icon.y() - geo.y(), progress);
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
}
void MinimizeAnimationEffect::postPaintScreen()
{
if( mActiveAnimations > 0 )
// Repaint the workspace so that everything would be repainted next time
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
}
void MinimizeAnimationEffect::windowMinimized( EffectWindow* w )
{
if( !mAnimationProgress.contains(w) )
{
mAnimationProgress[w] = 0.0f;
mActiveAnimations++;
}
}
void MinimizeAnimationEffect::windowUnminimized( EffectWindow* w )
{
if( !mAnimationProgress.contains(w) )
{
mAnimationProgress[w] = 1.0f;
mActiveAnimations++;
}
}
} // namespace