kwin/effects/wobblywindows/wobblywindows.cpp
Martin Gräßlin fb69b791a1 Ensure that all Effects honour the grab roles correctly
Summary:
When windows get added some effects grab the window and want to be the
only one animating this window. For this the grab roles exists. An
effect being notified later on evaluates the grab state and does not
start the animation.

This process failed due to being dependent on the order the effects are
loaded. Window Added/Closed are signals emitted by EffectsHandler, thus
first come, first serve. The requested effect order does not play into
it.

Due to that it could happen that an Effect which should not animate,
started to animate as the grab was still there.

This change adds the possibility to be notified whenever the window data
changes. A new signal is added to EffectsHandler which is emitted
whenever the windowData changes. The interested effects connect to it
and cancel their (just started) animation for the window.

Adjusted effects are:
* ScaleIn
* Fade
* WobblyWindows

In case of WobblyWindows an additional logical error was fixed that the
animations were only run when an effect grabbed instead of the other way
around.

BUG: 336866
FIXED-IN: 5.8.4

Reviewers: #kwin, #plasma, broulik

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D3211
2016-11-07 11:45:09 +01:00

1236 lines
42 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Cédric Borgese <cedric.borgese@gmail.com>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "wobblywindows.h"
#include "wobblywindowsconfig.h"
#include <math.h>
#define USE_ASSERT
#ifdef USE_ASSERT
#define ASSERT1 assert
#else
#define ASSERT1
#endif
//#define COMPUTE_STATS
// if you enable it and run kwin in a terminal from the session it manages,
// be sure to redirect the output of kwin in a file or
// you'll propably get deadlocks.
//#define VERBOSE_MODE
#if defined COMPUTE_STATS && !defined VERBOSE_MODE
# ifdef __GNUC__
# warning "You enable COMPUTE_STATS without VERBOSE_MODE, computed stats will not be printed."
# endif
#endif
namespace KWin
{
struct ParameterSet {
qreal stiffness;
qreal drag;
qreal move_factor;
qreal xTesselation;
qreal yTesselation;
qreal minVelocity;
qreal maxVelocity;
qreal stopVelocity;
qreal minAcceleration;
qreal maxAcceleration;
qreal stopAcceleration;
bool moveEffectEnabled;
bool openEffectEnabled;
bool closeEffectEnabled;
};
static const ParameterSet set_0 = {
0.15,
0.80,
0.10,
20.0,
20.0,
0.0,
1000.0,
0.5,
0.0,
1000.0,
0.5,
true,
false,
false
};
static const ParameterSet set_1 = {
0.10,
0.85,
0.10,
20.0,
20.0,
0.0,
1000.0,
0.5,
0.0,
1000.0,
0.5,
true,
false,
false
};
static const ParameterSet set_2 = {
0.06,
0.90,
0.10,
20.0,
20.0,
0.0,
1000.0,
0.5,
0.0,
1000.0,
0.5,
true,
false,
false
};
static const ParameterSet set_3 = {
0.03,
0.92,
0.20,
20.0,
20.0,
0.0,
1000.0,
0.5,
0.0,
1000.0,
0.5,
true,
false,
false
};
static const ParameterSet set_4 = {
0.01,
0.97,
0.25,
20.0,
20.0,
0.0,
1000.0,
0.5,
0.0,
1000.0,
0.5,
true,
false,
false
};
static const ParameterSet pset[5] = { set_0, set_1, set_2, set_3, set_4 };
WobblyWindowsEffect::WobblyWindowsEffect()
{
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowStartUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowStartUserMovedResized(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)), this, SLOT(slotWindowStepUserMovedResized(KWin::EffectWindow*,QRect)));
connect(effects, SIGNAL(windowFinishUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowFinishUserMovedResized(KWin::EffectWindow*)));
connect(effects, SIGNAL(windowMaximizedStateChanged(KWin::EffectWindow*,bool,bool)), this, SLOT(slotWindowMaximizeStateChanged(KWin::EffectWindow*,bool,bool)));
connect(effects, &EffectsHandler::windowDataChanged, this, &WobblyWindowsEffect::cancelWindowGrab);
}
WobblyWindowsEffect::~WobblyWindowsEffect()
{
if (!windows.empty()) {
// we should be empty at this point...
// emit a warning and clean the list.
qCDebug(KWINEFFECTS) << "Windows list not empty. Left items : " << windows.count();
QHash< const EffectWindow*, WindowWobblyInfos >::iterator i;
for (i = windows.begin(); i != windows.end(); ++i) {
freeWobblyInfo(i.value());
}
}
}
void WobblyWindowsEffect::reconfigure(ReconfigureFlags)
{
WobblyWindowsConfig::self()->read();
QString settingsMode = WobblyWindowsConfig::settings();
if (settingsMode != QStringLiteral("Custom")) {
unsigned int wobblynessLevel = WobblyWindowsConfig::wobblynessLevel();
if (wobblynessLevel > 4) {
qCDebug(KWINEFFECTS) << "Wrong value for \"WobblynessLevel\" : " << wobblynessLevel;
wobblynessLevel = 4;
}
setParameterSet(pset[wobblynessLevel]);
if (WobblyWindowsConfig::advancedMode()) {
m_stiffness = WobblyWindowsConfig::stiffness() / 100.0;
m_drag = WobblyWindowsConfig::drag() / 100.0;
m_move_factor = WobblyWindowsConfig::moveFactor() / 100.0;
}
} else { // Custom method, read all values from config file.
m_stiffness = WobblyWindowsConfig::stiffness() / 100.0;
m_drag = WobblyWindowsConfig::drag() / 100.0;
m_move_factor = WobblyWindowsConfig::moveFactor() / 100.0;
m_xTesselation = WobblyWindowsConfig::xTesselation();
m_yTesselation = WobblyWindowsConfig::yTesselation();
m_minVelocity = WobblyWindowsConfig::minVelocity();
m_maxVelocity = WobblyWindowsConfig::maxVelocity();
m_stopVelocity = WobblyWindowsConfig::stopVelocity();
m_minAcceleration = WobblyWindowsConfig::minAcceleration();
m_maxAcceleration = WobblyWindowsConfig::maxAcceleration();
m_stopAcceleration = WobblyWindowsConfig::stopAcceleration();
m_moveEffectEnabled = WobblyWindowsConfig::moveEffect();
m_openEffectEnabled = WobblyWindowsConfig::openEffect();
// disable close effect by default for now as it doesn't do what I want.
m_closeEffectEnabled = WobblyWindowsConfig::closeEffect();
}
m_moveWobble = WobblyWindowsConfig::moveWobble();
m_resizeWobble = WobblyWindowsConfig::resizeWobble();
#if defined VERBOSE_MODE
qCDebug(KWINEFFECTS) << "Parameters :\n" <<
"move : " << m_moveEffectEnabled << ", open : " << m_openEffectEnabled << ", close : " << m_closeEffectEnabled << "\n"
"grid(" << m_stiffness << ", " << m_drag << ", " << m_move_factor << ")\n" <<
"velocity(" << m_minVelocity << ", " << m_maxVelocity << ", " << m_stopVelocity << ")\n" <<
"acceleration(" << m_minAcceleration << ", " << m_maxAcceleration << ", " << m_stopAcceleration << ")\n" <<
"tesselation(" << m_xTesselation << ", " << m_yTesselation << ")";
#endif
}
bool WobblyWindowsEffect::supported()
{
return effects->isOpenGLCompositing() && effects->animationsSupported();
}
void WobblyWindowsEffect::setParameterSet(const ParameterSet& pset)
{
m_stiffness = pset.stiffness;
m_drag = pset.drag;
m_move_factor = pset.move_factor;
m_xTesselation = pset.xTesselation;
m_yTesselation = pset.yTesselation;
m_minVelocity = pset.minVelocity;
m_maxVelocity = pset.maxVelocity;
m_stopVelocity = pset.stopVelocity;
m_minAcceleration = pset.minAcceleration;
m_maxAcceleration = pset.maxAcceleration;
m_stopAcceleration = pset.stopAcceleration;
m_moveEffectEnabled = pset.moveEffectEnabled;
m_openEffectEnabled = pset.openEffectEnabled;
m_closeEffectEnabled = pset.closeEffectEnabled;
}
void WobblyWindowsEffect::setVelocityThreshold(qreal m_minVelocity)
{
this->m_minVelocity = m_minVelocity;
}
void WobblyWindowsEffect::setMoveFactor(qreal factor)
{
m_move_factor = factor;
}
void WobblyWindowsEffect::setStiffness(qreal stiffness)
{
m_stiffness = stiffness;
}
void WobblyWindowsEffect::setDrag(qreal drag)
{
m_drag = drag;
}
void WobblyWindowsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts.
// Could we just set a subset of the screen to be repainted ?
if (windows.count() != 0) {
m_updateRegion = QRegion();
}
effects->prePaintScreen(data, time);
}
const qreal maxTime = 10.0;
void WobblyWindowsEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
if (windows.contains(w)) {
data.setTransformed();
data.quads = data.quads.makeRegularGrid(m_xTesselation, m_yTesselation);
bool stop = false;
qreal updateTime = time;
while (!stop && (updateTime > maxTime)) {
#if defined VERBOSE_MODE
qCDebug(KWINEFFECTS) << "loop time " << updateTime << " / " << time;
#endif
stop = !updateWindowWobblyDatas(w, maxTime);
updateTime -= maxTime;
}
if (!stop && updateTime > 0) {
updateWindowWobblyDatas(w, updateTime);
}
}
effects->prePaintWindow(w, data, time);
}
void WobblyWindowsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (!(mask & PAINT_SCREEN_TRANSFORMED) && windows.contains(w)) {
WindowWobblyInfos& wwi = windows[w];
int tx = w->geometry().x();
int ty = w->geometry().y();
double left = 0.0;
double top = 0.0;
double right = w->width();
double bottom = w->height();
for (int i = 0; i < data.quads.count(); ++i) {
for (int j = 0; j < 4; ++j) {
WindowVertex& v = data.quads[i][j];
Pair oldPos = {tx + v.x(), ty + v.y()};
Pair newPos = computeBezierPoint(wwi, oldPos);
v.move(newPos.x - tx, newPos.y - ty);
}
left = qMin(left, data.quads[i].left());
top = qMin(top, data.quads[i].top());
right = qMax(right, data.quads[i].right());
bottom = qMax(bottom, data.quads[i].bottom());
}
m_updateRegion = m_updateRegion.united(QRect(w->x() + left, w->y() + top,
right - left + 2, bottom - top + 2));
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void WobblyWindowsEffect::postPaintScreen()
{
if (!windows.isEmpty()) {
effects->addRepaint(m_updateRegion);
}
// Call the next effect.
effects->postPaintScreen();
}
void WobblyWindowsEffect::slotWindowStartUserMovedResized(EffectWindow *w)
{
if (!m_moveEffectEnabled || w->isSpecialWindow())
return;
if ((w->isUserMove() && m_moveWobble) || (w->isUserResize() && m_resizeWobble)) {
startMovedResized(w);
}
}
void WobblyWindowsEffect::slotWindowStepUserMovedResized(EffectWindow *w, const QRect &geometry)
{
Q_UNUSED(geometry)
if (windows.contains(w)) {
WindowWobblyInfos& wwi = windows[w];
QRect rect = w->geometry();
if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true;
if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true;
if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true;
if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true;
}
}
void WobblyWindowsEffect::slotWindowFinishUserMovedResized(EffectWindow *w)
{
if (windows.contains(w)) {
WindowWobblyInfos& wwi = windows[w];
wwi.status = Free;
QRect rect = w->geometry();
if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true;
if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true;
if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true;
if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true;
}
}
void WobblyWindowsEffect::slotWindowMaximizeStateChanged(EffectWindow *w, bool horizontal, bool vertical)
{
Q_UNUSED(horizontal)
Q_UNUSED(vertical)
if (w->isUserMove() || !m_moveEffectEnabled || w->isSpecialWindow())
return;
if (m_moveWobble && m_resizeWobble) {
stepMovedResized(w);
}
if (windows.contains(w)) {
WindowWobblyInfos& wwi = windows[w];
QRect rect = w->geometry();
if (rect.y() != wwi.resize_original_rect.y()) wwi.can_wobble_top = true;
if (rect.x() != wwi.resize_original_rect.x()) wwi.can_wobble_left = true;
if (rect.right() != wwi.resize_original_rect.right()) wwi.can_wobble_right = true;
if (rect.bottom() != wwi.resize_original_rect.bottom()) wwi.can_wobble_bottom = true;
}
}
void WobblyWindowsEffect::startMovedResized(EffectWindow* w)
{
if (!windows.contains(w)) {
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, w->geometry());
windows[w] = new_wwi;
}
WindowWobblyInfos& wwi = windows[w];
wwi.status = Moving;
const QRectF& rect = w->geometry();
qreal x_increment = rect.width() / (wwi.width - 1.0);
qreal y_increment = rect.height() / (wwi.height - 1.0);
Pair picked = {static_cast<qreal>(cursorPos().x()), static_cast<qreal>(cursorPos().y())};
int indx = (picked.x - rect.x()) / x_increment + 0.5;
int indy = (picked.y - rect.y()) / y_increment + 0.5;
int pickedPointIndex = indy * wwi.width + indx;
if (pickedPointIndex < 0) {
qCDebug(KWINEFFECTS) << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")";
pickedPointIndex = 0;
} else if (static_cast<unsigned int>(pickedPointIndex) > wwi.count - 1) {
qCDebug(KWINEFFECTS) << "Picked index == " << pickedPointIndex << " with (" << cursorPos().x() << "," << cursorPos().y() << ")";
pickedPointIndex = wwi.count - 1;
}
#if defined VERBOSE_MODE
qCDebug(KWINEFFECTS) << "Original Picked point -- x : " << picked.x << " - y : " << picked.y;
#endif
wwi.constraint[pickedPointIndex] = true;
if (w->isUserResize()) {
// on a resize, do not allow any edges to wobble until it has been moved from
// its original location
wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = false;
wwi.resize_original_rect = w->geometry();
} else {
wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = true;
}
}
void WobblyWindowsEffect::stepMovedResized(EffectWindow* w)
{
QRect new_geometry = w->geometry();
if (!windows.contains(w)) {
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, new_geometry);
windows[w] = new_wwi;
}
WindowWobblyInfos& wwi = windows[w];
wwi.status = Free;
QRect maximized_area = effects->clientArea(MaximizeArea, w);
bool throb_direction_out = (new_geometry.top() == maximized_area.top() && new_geometry.bottom() == maximized_area.bottom()) ||
(new_geometry.left() == maximized_area.left() && new_geometry.right() == maximized_area.right());
qreal magnitude = throb_direction_out ? 10 : -30; // a small throb out when maximized, a larger throb inwards when restored
for (unsigned int j = 0; j < wwi.height; ++j) {
for (unsigned int i = 0; i < wwi.width; ++i) {
Pair v = { magnitude*(i / qreal(wwi.width - 1) - 0.5), magnitude*(j / qreal(wwi.height - 1) - 0.5) };
wwi.velocity[j*wwi.width+i] = v;
}
}
// constrain the middle of the window, so that any asymetry wont cause it to drift off-center
for (unsigned int j = 1; j < wwi.height - 1; ++j) {
for (unsigned int i = 1; i < wwi.width - 1; ++i) {
wwi.constraint[j*wwi.width+i] = true;
}
}
}
void WobblyWindowsEffect::slotWindowAdded(EffectWindow* w)
{
if (m_openEffectEnabled && w->data(WindowAddedGrabRole).value<void*>() == nullptr) {
if (windows.contains(w)) {
// could this happen ??
WindowWobblyInfos& wwi = windows[w];
wobblyOpenInit(wwi);
} else {
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, w->geometry());
wobblyOpenInit(new_wwi);
windows[w] = new_wwi;
}
}
}
void WobblyWindowsEffect::slotWindowClosed(EffectWindow* w)
{
if (windows.contains(w)) {
WindowWobblyInfos& wwi = windows[w];
if (m_closeEffectEnabled) {
wobblyCloseInit(wwi, w);
w->refWindow();
} else {
freeWobblyInfo(wwi);
windows.remove(w);
if (windows.isEmpty())
effects->addRepaintFull();
}
} else if (m_closeEffectEnabled && w->data(WindowClosedGrabRole).value<void*>() == nullptr) {
WindowWobblyInfos new_wwi;
initWobblyInfo(new_wwi, w->geometry());
wobblyCloseInit(new_wwi, w);
windows[w] = new_wwi;
w->refWindow();
}
}
void WobblyWindowsEffect::wobblyOpenInit(WindowWobblyInfos& wwi) const
{
Pair middle = { (wwi.origin[0].x + wwi.origin[15].x) / 2, (wwi.origin[0].y + wwi.origin[15].y) / 2 };
for (unsigned int j = 0; j < 4; ++j) {
for (unsigned int i = 0; i < 4; ++i) {
unsigned int idx = j * 4 + i;
wwi.constraint[idx] = false;
wwi.position[idx].x = (wwi.position[idx].x + 3 * middle.x) / 4;
wwi.position[idx].y = (wwi.position[idx].y + 3 * middle.y) / 4;
}
}
wwi.status = Openning;
wwi.can_wobble_top = wwi.can_wobble_left = wwi.can_wobble_right = wwi.can_wobble_bottom = true;
}
void WobblyWindowsEffect::wobblyCloseInit(WindowWobblyInfos& wwi, EffectWindow* w) const
{
const QRectF& rect = w->geometry();
QPointF center = rect.center();
int x1 = (rect.x() + 3 * center.x()) / 4;
int x2 = (rect.x() + rect.width() + 3 * center.x()) / 4;
int y1 = (rect.y() + 3 * center.y()) / 4;
int y2 = (rect.y() + rect.height() + 3 * center.y()) / 4;
wwi.closeRect.setCoords(x1, y1, x2, y2);
// for closing, not yet used...
for (unsigned int j = 0; j < 4; ++j) {
for (unsigned int i = 0; i < 4; ++i) {
unsigned int idx = j * 4 + i;
wwi.constraint[idx] = false;
}
}
wwi.status = Closing;
}
void WobblyWindowsEffect::initWobblyInfo(WindowWobblyInfos& wwi, QRect geometry) const
{
wwi.count = 4 * 4;
wwi.width = 4;
wwi.height = 4;
wwi.bezierWidth = m_xTesselation;
wwi.bezierHeight = m_yTesselation;
wwi.bezierCount = m_xTesselation * m_yTesselation;
wwi.origin = new Pair[wwi.count];
wwi.position = new Pair[wwi.count];
wwi.velocity = new Pair[wwi.count];
wwi.acceleration = new Pair[wwi.count];
wwi.buffer = new Pair[wwi.count];
wwi.constraint = new bool[wwi.count];
wwi.bezierSurface = new Pair[wwi.bezierCount];
wwi.status = Moving;
qreal x = geometry.x(), y = geometry.y();
qreal width = geometry.width(), height = geometry.height();
Pair initValue = {x, y};
static const Pair nullPair = {0.0, 0.0};
qreal x_increment = width / (wwi.width - 1.0);
qreal y_increment = height / (wwi.height - 1.0);
for (unsigned int j = 0; j < 4; ++j) {
for (unsigned int i = 0; i < 4; ++i) {
unsigned int idx = j * 4 + i;
wwi.origin[idx] = initValue;
wwi.position[idx] = initValue;
wwi.velocity[idx] = nullPair;
wwi.constraint[idx] = false;
if (i != 4 - 2) { // x grid count - 2, i.e. not the last point
initValue.x += x_increment;
} else {
initValue.x = width + x;
}
initValue.x = initValue.x;
}
initValue.x = x;
initValue.x = initValue.x;
if (j != 4 - 2) { // y grid count - 2, i.e. not the last point
initValue.y += y_increment;
} else {
initValue.y = height + y;
}
initValue.y = initValue.y;
}
}
void WobblyWindowsEffect::freeWobblyInfo(WindowWobblyInfos& wwi) const
{
delete[] wwi.origin;
delete[] wwi.position;
delete[] wwi.velocity;
delete[] wwi.acceleration;
delete[] wwi.buffer;
delete[] wwi.constraint;
delete[] wwi.bezierSurface;
}
WobblyWindowsEffect::Pair WobblyWindowsEffect::computeBezierPoint(const WindowWobblyInfos& wwi, Pair point) const
{
// compute the input value
Pair topleft = wwi.origin[0];
Pair bottomright = wwi.origin[wwi.count-1];
// ASSERT1(point.x >= topleft.x);
// ASSERT1(point.y >= topleft.y);
// ASSERT1(point.x <= bottomright.x);
// ASSERT1(point.y <= bottomright.y);
qreal tx = (point.x - topleft.x) / (bottomright.x - topleft.x);
qreal ty = (point.y - topleft.y) / (bottomright.y - topleft.y);
// ASSERT1(tx >= 0);
// ASSERT1(tx <= 1);
// ASSERT1(ty >= 0);
// ASSERT1(ty <= 1);
// compute polynomial coeff
qreal px[4];
px[0] = (1 - tx) * (1 - tx) * (1 - tx);
px[1] = 3 * (1 - tx) * (1 - tx) * tx;
px[2] = 3 * (1 - tx) * tx * tx;
px[3] = tx * tx * tx;
qreal py[4];
py[0] = (1 - ty) * (1 - ty) * (1 - ty);
py[1] = 3 * (1 - ty) * (1 - ty) * ty;
py[2] = 3 * (1 - ty) * ty * ty;
py[3] = ty * ty * ty;
Pair res = {0.0, 0.0};
for (unsigned int j = 0; j < 4; ++j) {
for (unsigned int i = 0; i < 4; ++i) {
// this assume the grid is 4*4
res.x += px[i] * py[j] * wwi.position[i + j * wwi.width].x;
res.y += px[i] * py[j] * wwi.position[i + j * wwi.width].y;
}
}
return res;
}
namespace
{
static inline void fixVectorBounds(WobblyWindowsEffect::Pair& vec, qreal min, qreal max)
{
if (fabs(vec.x) < min) {
vec.x = 0.0;
} else if (fabs(vec.x) > max) {
if (vec.x > 0.0) {
vec.x = max;
} else {
vec.x = -max;
}
}
if (fabs(vec.y) < min) {
vec.y = 0.0;
} else if (fabs(vec.y) > max) {
if (vec.y > 0.0) {
vec.y = max;
} else {
vec.y = -max;
}
}
}
static inline void computeVectorBounds(WobblyWindowsEffect::Pair& vec, WobblyWindowsEffect::Pair& bound)
{
if (fabs(vec.x) < bound.x) {
bound.x = fabs(vec.x);
} else if (fabs(vec.x) > bound.y) {
bound.y = fabs(vec.x);
}
if (fabs(vec.y) < bound.x) {
bound.x = fabs(vec.y);
} else if (fabs(vec.y) > bound.y) {
bound.y = fabs(vec.y);
}
}
} // close the anonymous namespace
bool WobblyWindowsEffect::updateWindowWobblyDatas(EffectWindow* w, qreal time)
{
QRectF rect = w->geometry();
WindowWobblyInfos& wwi = windows[w];
if (wwi.status == Closing) {
rect = wwi.closeRect;
}
qreal x_length = rect.width() / (wwi.width - 1.0);
qreal y_length = rect.height() / (wwi.height - 1.0);
#if defined VERBOSE_MODE
qCDebug(KWINEFFECTS) << "time " << time;
qCDebug(KWINEFFECTS) << "increment x " << x_length << " // y" << y_length;
#endif
Pair origine = {rect.x(), rect.y()};
for (unsigned int j = 0; j < wwi.height; ++j) {
for (unsigned int i = 0; i < wwi.width; ++i) {
wwi.origin[wwi.width*j + i] = origine;
if (i != wwi.width - 2) {
origine.x += x_length;
} else {
origine.x = rect.width() + rect.x();
}
}
origine.x = rect.x();
if (j != wwi.height - 2) {
origine.y += y_length;
} else {
origine.y = rect.height() + rect.y();
}
}
Pair neibourgs[4];
Pair acceleration;
qreal acc_sum = 0.0;
qreal vel_sum = 0.0;
// compute acceleration, velocity and position for each point
// for corners
// top-left
if (wwi.constraint[0]) {
Pair window_pos = wwi.origin[0];
Pair current_pos = wwi.position[0];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[0] = accel;
} else {
Pair& pos = wwi.position[0];
neibourgs[0] = wwi.position[1];
neibourgs[1] = wwi.position[wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness;
acceleration.y = ((neibourgs[1].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[0] = acceleration;
}
// top-right
if (wwi.constraint[wwi.width-1]) {
Pair window_pos = wwi.origin[wwi.width-1];
Pair current_pos = wwi.position[wwi.width-1];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[wwi.width-1] = accel;
} else {
Pair& pos = wwi.position[wwi.width-1];
neibourgs[0] = wwi.position[wwi.width-2];
neibourgs[1] = wwi.position[2*wwi.width-1];
acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness;
acceleration.y = ((neibourgs[1].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.width-1] = acceleration;
}
// bottom-left
if (wwi.constraint[wwi.width*(wwi.height-1)]) {
Pair window_pos = wwi.origin[wwi.width*(wwi.height-1)];
Pair current_pos = wwi.position[wwi.width*(wwi.height-1)];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[wwi.width*(wwi.height-1)] = accel;
} else {
Pair& pos = wwi.position[wwi.width*(wwi.height-1)];
neibourgs[0] = wwi.position[wwi.width*(wwi.height-1)+1];
neibourgs[1] = wwi.position[wwi.width*(wwi.height-2)];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.width*(wwi.height-1)] = acceleration;
}
// bottom-right
if (wwi.constraint[wwi.count-1]) {
Pair window_pos = wwi.origin[wwi.count-1];
Pair current_pos = wwi.position[wwi.count-1];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[wwi.count-1] = accel;
} else {
Pair& pos = wwi.position[wwi.count-1];
neibourgs[0] = wwi.position[wwi.count-2];
neibourgs[1] = wwi.position[wwi.width*(wwi.height-1)-1];
acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 2;
acceleration.y /= 2;
wwi.acceleration[wwi.count-1] = acceleration;
}
// for borders
// top border
for (unsigned int i = 1; i < wwi.width - 1; ++i) {
if (wwi.constraint[i]) {
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[i] = accel;
} else {
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i+1];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + ((neibourgs[1].x - pos.x) - x_length) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness;
acceleration.y = ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness + (neibourgs[1].y - pos.y) * m_stiffness;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// bottom border
for (unsigned int i = wwi.width * (wwi.height - 1) + 1; i < wwi.count - 1; ++i) {
if (wwi.constraint[i]) {
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[i] = accel;
} else {
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i+1];
neibourgs[2] = wwi.position[i-wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + ((neibourgs[1].x - pos.x) - x_length) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[2].y)) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness + (neibourgs[1].y - pos.y) * m_stiffness;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// left border
for (unsigned int i = wwi.width; i < wwi.width*(wwi.height - 1); i += wwi.width) {
if (wwi.constraint[i]) {
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[i] = accel;
} else {
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i+1];
neibourgs[1] = wwi.position[i-wwi.width];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// right border
for (unsigned int i = 2 * wwi.width - 1; i < wwi.count - 1; i += wwi.width) {
if (wwi.constraint[i]) {
Pair window_pos = wwi.origin[i];
Pair current_pos = wwi.position[i];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[i] = accel;
} else {
Pair& pos = wwi.position[i];
neibourgs[0] = wwi.position[i-1];
neibourgs[1] = wwi.position[i-wwi.width];
neibourgs[2] = wwi.position[i+wwi.width];
acceleration.x = (x_length - (pos.x - neibourgs[0].x)) * m_stiffness + (neibourgs[1].x - pos.x) * m_stiffness + (neibourgs[2].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[1].y)) * m_stiffness + ((neibourgs[2].y - pos.y) - y_length) * m_stiffness + (neibourgs[0].y - pos.y) * m_stiffness;
acceleration.x /= 3;
acceleration.y /= 3;
wwi.acceleration[i] = acceleration;
}
}
// for the inner points
for (unsigned int j = 1; j < wwi.height - 1; ++j) {
for (unsigned int i = 1; i < wwi.width - 1; ++i) {
unsigned int index = i + j * wwi.width;
if (wwi.constraint[index]) {
Pair window_pos = wwi.origin[index];
Pair current_pos = wwi.position[index];
Pair move = {window_pos.x - current_pos.x, window_pos.y - current_pos.y};
Pair accel = {move.x*m_stiffness, move.y*m_stiffness};
wwi.acceleration[index] = accel;
} else {
Pair& pos = wwi.position[index];
neibourgs[0] = wwi.position[index-1];
neibourgs[1] = wwi.position[index+1];
neibourgs[2] = wwi.position[index-wwi.width];
neibourgs[3] = wwi.position[index+wwi.width];
acceleration.x = ((neibourgs[0].x - pos.x) - x_length) * m_stiffness +
(x_length - (pos.x - neibourgs[1].x)) * m_stiffness +
(neibourgs[2].x - pos.x) * m_stiffness +
(neibourgs[3].x - pos.x) * m_stiffness;
acceleration.y = (y_length - (pos.y - neibourgs[2].y)) * m_stiffness +
((neibourgs[3].y - pos.y) - y_length) * m_stiffness +
(neibourgs[0].y - pos.y) * m_stiffness +
(neibourgs[1].y - pos.y) * m_stiffness;
acceleration.x /= 4;
acceleration.y /= 4;
wwi.acceleration[index] = acceleration;
}
}
}
heightRingLinearMean(&wwi.acceleration, wwi);
#if defined COMPUTE_STATS
Pair accBound = {m_maxAcceleration, m_minAcceleration};
Pair velBound = {m_maxVelocity, m_minVelocity};
#endif
// compute the new velocity of each vertex.
for (unsigned int i = 0; i < wwi.count; ++i) {
Pair acc = wwi.acceleration[i];
fixVectorBounds(acc, m_minAcceleration, m_maxAcceleration);
#if defined COMPUTE_STATS
computeVectorBounds(acc, accBound);
#endif
Pair& vel = wwi.velocity[i];
vel.x = acc.x * time + vel.x * m_drag;
vel.y = acc.y * time + vel.y * m_drag;
acc_sum += fabs(acc.x) + fabs(acc.y);
}
heightRingLinearMean(&wwi.velocity, wwi);
// compute the new pos of each vertex.
for (unsigned int i = 0; i < wwi.count; ++i) {
Pair& pos = wwi.position[i];
Pair& vel = wwi.velocity[i];
fixVectorBounds(vel, m_minVelocity, m_maxVelocity);
#if defined COMPUTE_STATS
computeVectorBounds(vel, velBound);
#endif
pos.x += vel.x * time * m_move_factor;
pos.y += vel.y * time * m_move_factor;
vel_sum += fabs(vel.x) + fabs(vel.y);
#if defined VERBOSE_MODE
if (wwi.constraint[i]) {
qCDebug(KWINEFFECTS) << "Constraint point ** vel : " << vel.x << "," << vel.y << " ** move : " << vel.x*time << "," << vel.y*time;
}
#endif
}
if (!wwi.can_wobble_top) {
for (unsigned int i = 0; i < wwi.width; ++i)
for (unsigned j = 0; j < wwi.width - 1; ++j)
wwi.position[i+wwi.width*j].y = wwi.origin[i+wwi.width*j].y;
}
if (!wwi.can_wobble_bottom) {
for (unsigned int i = wwi.width * (wwi.height - 1); i < wwi.count; ++i)
for (unsigned j = 0; j < wwi.width - 1; ++j)
wwi.position[i-wwi.width*j].y = wwi.origin[i-wwi.width*j].y;
}
if (!wwi.can_wobble_left) {
for (unsigned int i = 0; i < wwi.count; i += wwi.width)
for (unsigned j = 0; j < wwi.width - 1; ++j)
wwi.position[i+j].x = wwi.origin[i+j].x;
}
if (!wwi.can_wobble_right) {
for (unsigned int i = wwi.width - 1; i < wwi.count; i += wwi.width)
for (unsigned j = 0; j < wwi.width - 1; ++j)
wwi.position[i-j].x = wwi.origin[i-j].x;
}
#if defined VERBOSE_MODE
# if defined COMPUTE_STATS
qCDebug(KWINEFFECTS) << "Acceleration bounds (" << accBound.x << ", " << accBound.y << ")";
qCDebug(KWINEFFECTS) << "Velocity bounds (" << velBound.x << ", " << velBound.y << ")";
# endif
qCDebug(KWINEFFECTS) << "sum_acc : " << acc_sum << " *** sum_vel :" << vel_sum;
#endif
if (wwi.status != Moving && acc_sum < m_stopAcceleration && vel_sum < m_stopVelocity) {
if (wwi.status == Closing) {
w->unrefWindow();
}
freeWobblyInfo(wwi);
windows.remove(w);
if (windows.isEmpty())
effects->addRepaintFull();
return false;
}
return true;
}
void WobblyWindowsEffect::heightRingLinearMean(Pair** data_pointer, WindowWobblyInfos& wwi)
{
Pair* data = *data_pointer;
Pair neibourgs[8];
// for corners
// top-left
{
Pair& res = wwi.buffer[0];
Pair vit = data[0];
neibourgs[0] = data[1];
neibourgs[1] = data[wwi.width];
neibourgs[2] = data[wwi.width+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0;
}
// top-right
{
Pair& res = wwi.buffer[wwi.width-1];
Pair vit = data[wwi.width-1];
neibourgs[0] = data[wwi.width-2];
neibourgs[1] = data[2*wwi.width-1];
neibourgs[2] = data[2*wwi.width-2];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0;
}
// bottom-left
{
Pair& res = wwi.buffer[wwi.width*(wwi.height-1)];
Pair vit = data[wwi.width*(wwi.height-1)];
neibourgs[0] = data[wwi.width*(wwi.height-1)+1];
neibourgs[1] = data[wwi.width*(wwi.height-2)];
neibourgs[2] = data[wwi.width*(wwi.height-2)+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0;
}
// bottom-right
{
Pair& res = wwi.buffer[wwi.count-1];
Pair vit = data[wwi.count-1];
neibourgs[0] = data[wwi.count-2];
neibourgs[1] = data[wwi.width*(wwi.height-1)-1];
neibourgs[2] = data[wwi.width*(wwi.height-1)-2];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + 3.0 * vit.x) / 6.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + 3.0 * vit.y) / 6.0;
}
// for borders
// top border
for (unsigned int i = 1; i < wwi.width - 1; ++i) {
Pair& res = wwi.buffer[i];
Pair vit = data[i];
neibourgs[0] = data[i-1];
neibourgs[1] = data[i+1];
neibourgs[2] = data[i+wwi.width];
neibourgs[3] = data[i+wwi.width-1];
neibourgs[4] = data[i+wwi.width+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0;
}
// bottom border
for (unsigned int i = wwi.width * (wwi.height - 1) + 1; i < wwi.count - 1; ++i) {
Pair& res = wwi.buffer[i];
Pair vit = data[i];
neibourgs[0] = data[i-1];
neibourgs[1] = data[i+1];
neibourgs[2] = data[i-wwi.width];
neibourgs[3] = data[i-wwi.width-1];
neibourgs[4] = data[i-wwi.width+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0;
}
// left border
for (unsigned int i = wwi.width; i < wwi.width*(wwi.height - 1); i += wwi.width) {
Pair& res = wwi.buffer[i];
Pair vit = data[i];
neibourgs[0] = data[i+1];
neibourgs[1] = data[i-wwi.width];
neibourgs[2] = data[i+wwi.width];
neibourgs[3] = data[i-wwi.width+1];
neibourgs[4] = data[i+wwi.width+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0;
}
// right border
for (unsigned int i = 2 * wwi.width - 1; i < wwi.count - 1; i += wwi.width) {
Pair& res = wwi.buffer[i];
Pair vit = data[i];
neibourgs[0] = data[i-1];
neibourgs[1] = data[i-wwi.width];
neibourgs[2] = data[i+wwi.width];
neibourgs[3] = data[i-wwi.width-1];
neibourgs[4] = data[i+wwi.width-1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + 5.0 * vit.x) / 10.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + 5.0 * vit.y) / 10.0;
}
// for the inner points
for (unsigned int j = 1; j < wwi.height - 1; ++j) {
for (unsigned int i = 1; i < wwi.width - 1; ++i) {
unsigned int index = i + j * wwi.width;
Pair& res = wwi.buffer[index];
Pair& vit = data[index];
neibourgs[0] = data[index-1];
neibourgs[1] = data[index+1];
neibourgs[2] = data[index-wwi.width];
neibourgs[3] = data[index+wwi.width];
neibourgs[4] = data[index-wwi.width-1];
neibourgs[5] = data[index-wwi.width+1];
neibourgs[6] = data[index+wwi.width-1];
neibourgs[7] = data[index+wwi.width+1];
res.x = (neibourgs[0].x + neibourgs[1].x + neibourgs[2].x + neibourgs[3].x + neibourgs[4].x + neibourgs[5].x + neibourgs[6].x + neibourgs[7].x + 8.0 * vit.x) / 16.0;
res.y = (neibourgs[0].y + neibourgs[1].y + neibourgs[2].y + neibourgs[3].y + neibourgs[4].y + neibourgs[5].y + neibourgs[6].y + neibourgs[7].y + 8.0 * vit.y) / 16.0;
}
}
Pair* tmp = data;
*data_pointer = wwi.buffer;
wwi.buffer = tmp;
}
void WobblyWindowsEffect::cancelWindowGrab(KWin::EffectWindow *w, int grabRole)
{
if (grabRole == WindowAddedGrabRole) {
if (w->data(WindowAddedGrabRole).value<void*>() != this) {
auto it = windows.find(w);
if (it != windows.end()) {
freeWobblyInfo(it.value());
windows.erase(it);
}
}
} else if (grabRole == WindowClosedGrabRole) {
if (w->data(WindowClosedGrabRole).value<void*>() != this) {
auto it = windows.find(w);
if (it != windows.end()) {
if (it.value().status == Closing) {
w->unrefWindow();
}
freeWobblyInfo(it.value());
windows.erase(it);
}
}
}
}
bool WobblyWindowsEffect::isActive() const
{
return !windows.isEmpty();
}
} // namespace KWin