kwin/effects/fallapart/fallapart.cpp
Vlad Zagorodniy 8593823f6c [effects/fallapart] Fade out window parts
Summary:
Window parts disappear very rapidly, it feels not really pleasant.
Animate also opacity so window parts disappear over time. This
makes fall apart animation more pleasant.

### Before

{F5912359}

### After

{F5912360}

Test Plan:
* Enabled fall apart effect
* Closed System Settings

Reviewers: #kwin, #plasma, #vdg, davidedmundson

Reviewed By: #kwin, #plasma, #vdg, davidedmundson

Subscribers: ngraham, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D13528
2018-06-14 16:38:12 +03:00

197 lines
6.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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 "fallapart.h"
// KConfigSkeleton
#include "fallapartconfig.h"
#include <assert.h>
#include <math.h>
namespace KWin
{
bool FallApartEffect::supported()
{
return effects->isOpenGLCompositing() && effects->animationsSupported();
}
FallApartEffect::FallApartEffect()
{
initConfig<FallApartConfig>();
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowDataChanged(KWin::EffectWindow*,int)), this, SLOT(slotWindowDataChanged(KWin::EffectWindow*,int)));
}
void FallApartEffect::reconfigure(ReconfigureFlags)
{
FallApartConfig::self()->read();
blockSize = FallApartConfig::blockSize();
}
void FallApartEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (!windows.isEmpty())
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void FallApartEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
if (windows.contains(w) && isRealWindow(w)) {
if (windows[ w ] < 1) {
windows[ w ] += time / animationTime(1000.);
data.setTransformed();
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
// Request the window to be divided into cells
data.quads = data.quads.makeGrid(blockSize);
} else {
windows.remove(w);
w->unrefWindow();
}
}
effects->prePaintWindow(w, data, time);
}
void FallApartEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (windows.contains(w) && isRealWindow(w)) {
const qreal t = windows[w];
WindowQuadList new_quads;
int cnt = 0;
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
// make fragments move in various directions, based on where
// they are (left pieces generally move to the left, etc.)
QPointF p1(quad[ 0 ].x(), quad[ 0 ].y());
double xdiff = 0;
if (p1.x() < w->width() / 2)
xdiff = -(w->width() / 2 - p1.x()) / w->width() * 100;
if (p1.x() > w->width() / 2)
xdiff = (p1.x() - w->width() / 2) / w->width() * 100;
double ydiff = 0;
if (p1.y() < w->height() / 2)
ydiff = -(w->height() / 2 - p1.y()) / w->height() * 100;
if (p1.y() > w->height() / 2)
ydiff = (p1.y() - w->height() / 2) / w->height() * 100;
double modif = t * t * 64;
srandom(cnt); // change direction randomly but consistently
xdiff += (rand() % 21 - 10);
ydiff += (rand() % 21 - 10);
for (int j = 0;
j < 4;
++j) {
quad[ j ].move(quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif);
}
// also make the fragments rotate around their center
QPointF center((quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
(quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4);
double adiff = (rand() % 720 - 360) / 360. * 2 * M_PI; // spin randomly
for (int j = 0;
j < 4;
++j) {
double x = quad[ j ].x() - center.x();
double y = quad[ j ].y() - center.y();
double angle = atan2(y, x);
angle += windows[ w ] * adiff;
double dist = sqrt(x * x + y * y);
x = dist * cos(angle);
y = dist * sin(angle);
quad[ j ].move(center.x() + x, center.y() + y);
}
new_quads.append(quad);
++cnt;
}
data.quads = new_quads;
data.multiplyOpacity(interpolate(1.0, 0.0, t));
}
effects->paintWindow(w, mask, region, data);
}
void FallApartEffect::postPaintScreen()
{
if (!windows.isEmpty())
effects->addRepaintFull();
effects->postPaintScreen();
}
bool FallApartEffect::isRealWindow(EffectWindow* w)
{
// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
/*
qCDebug(KWINEFFECTS) << "--" << w->caption() << "--------------------------------";
qCDebug(KWINEFFECTS) << "Tooltip:" << w->isTooltip();
qCDebug(KWINEFFECTS) << "Toolbar:" << w->isToolbar();
qCDebug(KWINEFFECTS) << "Desktop:" << w->isDesktop();
qCDebug(KWINEFFECTS) << "Special:" << w->isSpecialWindow();
qCDebug(KWINEFFECTS) << "TopMenu:" << w->isTopMenu();
qCDebug(KWINEFFECTS) << "Notific:" << w->isNotification();
qCDebug(KWINEFFECTS) << "Splash:" << w->isSplash();
qCDebug(KWINEFFECTS) << "Normal:" << w->isNormalWindow();
*/
if (!w->isNormalWindow())
return false;
return true;
}
void FallApartEffect::slotWindowClosed(EffectWindow* c)
{
if (!isRealWindow(c))
return;
if (!c->isVisible())
return;
const void* e = c->data(WindowClosedGrabRole).value<void*>();
if (e && e != this)
return;
c->setData(WindowClosedGrabRole, QVariant::fromValue(static_cast<void*>(this)));
windows[ c ] = 0;
c->refWindow();
}
void FallApartEffect::slotWindowDeleted(EffectWindow* c)
{
windows.remove(c);
}
void FallApartEffect::slotWindowDataChanged(EffectWindow* w, int role)
{
if (role != WindowClosedGrabRole) {
return;
}
if (w->data(role).value<void*>() == this) {
return;
}
auto it = windows.find(w);
if (it == windows.end()) {
return;
}
it.key()->unrefWindow();
windows.erase(it);
}
bool FallApartEffect::isActive() const
{
return !windows.isEmpty();
}
} // namespace