kwin/libkwineffects/kwinanimationeffect.cpp
Vlad Zagorodniy cd0f954ab1 [libkwineffects] Port AnimationEffect to new connect syntax
Summary: Connecting with the new syntax is faster and also type checked.

Test Plan: Scripted effects still work as expected.

Reviewers: #kwin, graesslin

Reviewed By: #kwin, graesslin

Subscribers: kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18393
2019-01-20 14:04:13 +02:00

1057 lines
40 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
Copyright (C) 2018 Vlad Zagorodniy <vladzzag@gmail.com>
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 "kwinanimationeffect.h"
#include "anidata_p.h"
#include <QDateTime>
#include <QTimer>
#include <QtDebug>
#include <QVector3D>
QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2)
{
dbg.nospace() << fpx2[0] << "," << fpx2[1] << QString(fpx2.isValid() ? QStringLiteral(" (valid)") : QStringLiteral(" (invalid)"));
return dbg.space();
}
namespace KWin {
QElapsedTimer AnimationEffect::s_clock;
class AnimationEffectPrivate {
public:
AnimationEffectPrivate()
{
m_animated = m_damageDirty = m_animationsTouched = m_isInitialized = false;
m_justEndedAnimation = 0;
}
AnimationEffect::AniMap m_animations;
static quint64 m_animCounter;
quint64 m_justEndedAnimation; // protect against cancel
QWeakPointer<FullScreenEffectLock> m_fullScreenEffectLock;
bool m_animated, m_damageDirty, m_needSceneRepaint, m_animationsTouched, m_isInitialized;
};
}
using namespace KWin;
quint64 AnimationEffectPrivate::m_animCounter = 0;
AnimationEffect::AnimationEffect() : d_ptr(new AnimationEffectPrivate())
{
Q_D(AnimationEffect);
d->m_animated = false;
if (!s_clock.isValid())
s_clock.start();
/* this is the same as the QTimer::singleShot(0, SLOT(init())) kludge
* defering the init and esp. the connection to the windowClosed slot */
QMetaObject::invokeMethod( this, "init", Qt::QueuedConnection );
}
AnimationEffect::~AnimationEffect()
{
delete d_ptr;
}
void AnimationEffect::init()
{
Q_D(AnimationEffect);
if (d->m_isInitialized)
return; // not more than once, please
d->m_isInitialized = true;
/* by connecting the signal from a slot AFTER the inheriting class constructor had the chance to
* connect it we can provide auto-referencing of animated and closed windows, since at the time
* our slot will be called, the slot of the subclass has been (SIGNAL/SLOT connections are FIFO)
* and has pot. started an animation so we have the window in our hash :) */
connect(effects, &EffectsHandler::windowClosed, this, &AnimationEffect::_windowClosed);
connect(effects, &EffectsHandler::windowDeleted, this, &AnimationEffect::_windowDeleted);
}
bool AnimationEffect::isActive() const
{
Q_D(const AnimationEffect);
return !d->m_animations.isEmpty();
}
#define RELATIVE_XY(_FIELD_) const bool relative[2] = { static_cast<bool>(metaData(Relative##_FIELD_##X, meta)), \
static_cast<bool>(metaData(Relative##_FIELD_##Y, meta)) }
void AnimationEffect::validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const
{
if (a < NonFloatBase) {
if (a == Scale) {
QRect area = effects->clientArea(ScreenArea , w);
if (from && from->isValid()) {
RELATIVE_XY(Source);
from->set(relative[0] ? (*from)[0] * area.width() / w->width() : (*from)[0],
relative[1] ? (*from)[1] * area.height() / w->height() : (*from)[1]);
}
if (to && to->isValid()) {
RELATIVE_XY(Target);
to->set(relative[0] ? (*to)[0] * area.width() / w->width() : (*to)[0],
relative[1] ? (*to)[1] * area.height() / w->height() : (*to)[1] );
}
} else if (a == Rotation) {
if (from && !from->isValid()) {
setMetaData(SourceAnchor, metaData(TargetAnchor, meta), meta);
from->set(0.0,0.0);
}
if (to && !to->isValid()) {
setMetaData(TargetAnchor, metaData(SourceAnchor, meta), meta);
to->set(0.0,0.0);
}
}
if (from && !from->isValid())
from->set(1.0,1.0);
if (to && !to->isValid())
to->set(1.0,1.0);
} else if (a == Position) {
QRect area = effects->clientArea(ScreenArea , w);
QPoint pt = w->geometry().bottomRight(); // cannot be < 0 ;-)
if (from) {
if (from->isValid()) {
RELATIVE_XY(Source);
from->set(relative[0] ? area.x() + (*from)[0] * area.width() : (*from)[0],
relative[1] ? area.y() + (*from)[1] * area.height() : (*from)[1]);
} else {
from->set(pt.x(), pt.y());
setMetaData(SourceAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta);
}
}
if (to) {
if (to->isValid()) {
RELATIVE_XY(Target);
to->set(relative[0] ? area.x() + (*to)[0] * area.width() : (*to)[0],
relative[1] ? area.y() + (*to)[1] * area.height() : (*to)[1]);
} else {
to->set(pt.x(), pt.y());
setMetaData( TargetAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta );
}
}
} else if (a == Size) {
QRect area = effects->clientArea(ScreenArea , w);
if (from) {
if (from->isValid()) {
RELATIVE_XY(Source);
from->set(relative[0] ? (*from)[0] * area.width() : (*from)[0],
relative[1] ? (*from)[1] * area.height() : (*from)[1]);
} else {
from->set(w->width(), w->height());
}
}
if (to) {
if (to->isValid()) {
RELATIVE_XY(Target);
to->set(relative[0] ? (*to)[0] * area.width() : (*to)[0],
relative[1] ? (*to)[1] * area.height() : (*to)[1]);
} else {
to->set(w->width(), w->height());
}
}
} else if (a == Translation) {
QRect area = w->rect();
if (from) {
if (from->isValid()) {
RELATIVE_XY(Source);
from->set(relative[0] ? (*from)[0] * area.width() : (*from)[0],
relative[1] ? (*from)[1] * area.height() : (*from)[1]);
} else {
from->set(0.0, 0.0);
}
}
if (to) {
if (to->isValid()) {
RELATIVE_XY(Target);
to->set(relative[0] ? (*to)[0] * area.width() : (*to)[0],
relative[1] ? (*to)[1] * area.height() : (*to)[1]);
} else {
to->set(0.0, 0.0);
}
}
} else if (a == Clip) {
if (from && !from->isValid()) {
from->set(1.0,1.0);
setMetaData(SourceAnchor, metaData(TargetAnchor, meta), meta);
}
if (to && !to->isValid()) {
to->set(1.0,1.0);
setMetaData(TargetAnchor, metaData(SourceAnchor, meta), meta);
}
} else if (a == CrossFadePrevious) {
if (from && !from->isValid()) {
from->set(0.0);
}
if (to && !to->isValid()) {
to->set(1.0);
}
}
}
quint64 AnimationEffect::p_animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from, bool keepAtTarget, bool fullScreenEffect, bool keepAlive)
{
const bool waitAtSource = from.isValid();
validate(a, meta, &from, &to, w);
Q_D(AnimationEffect);
if (!d->m_isInitialized)
init(); // needs to ensure the window gets removed if deleted in the same event cycle
if (d->m_animations.isEmpty()) {
connect(effects, &EffectsHandler::windowGeometryShapeChanged,
this, &AnimationEffect::_expandedGeometryChanged);
connect(effects, &EffectsHandler::windowStepUserMovedResized,
this, &AnimationEffect::_expandedGeometryChanged);
connect(effects, &EffectsHandler::windowPaddingChanged,
this, &AnimationEffect::_expandedGeometryChanged);
}
AniMap::iterator it = d->m_animations.find(w);
if (it == d->m_animations.end())
it = d->m_animations.insert(w, QPair<QList<AniData>, QRect>(QList<AniData>(), QRect()));
FullScreenEffectLockPtr fullscreen;
if (fullScreenEffect) {
if (d->m_fullScreenEffectLock.isNull()) {
fullscreen = FullScreenEffectLockPtr::create(this);
d->m_fullScreenEffectLock = fullscreen.toWeakRef();
} else {
fullscreen = d->m_fullScreenEffectLock.toStrongRef();
}
}
PreviousWindowPixmapLockPtr previousPixmap;
if (a == CrossFadePrevious) {
previousPixmap = PreviousWindowPixmapLockPtr::create(w);
}
it->first.append(AniData(
a, // Attribute
meta, // Metadata
to, // Target
delay, // Delay
from, // Source
waitAtSource, // Whether the animation should be kept at source
fullscreen, // Full screen effect lock
keepAlive, // Keep alive flag
previousPixmap // Previous window pixmap lock
));
const quint64 ret_id = ++d->m_animCounter;
AniData &animation = it->first.last();
animation.id = ret_id;
animation.timeLine.setDirection(TimeLine::Forward);
animation.timeLine.setDuration(std::chrono::milliseconds(ms));
animation.timeLine.setEasingCurve(curve);
animation.timeLine.setSourceRedirectMode(TimeLine::RedirectMode::Strict);
animation.timeLine.setTargetRedirectMode(TimeLine::RedirectMode::Relaxed);
animation.terminationFlags = TerminateAtSource;
if (!keepAtTarget) {
animation.terminationFlags |= TerminateAtTarget;
}
it->second = QRect();
d->m_animationsTouched = true;
if (delay > 0) {
QTimer::singleShot(delay, this, &AnimationEffect::triggerRepaint);
const QSize &s = effects->virtualScreenSize();
if (waitAtSource)
w->addLayerRepaint(0, 0, s.width(), s.height());
}
else {
triggerRepaint();
}
return ret_id;
}
bool AnimationEffect::retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation)
return false; // this is just ending, do not try to retarget it
for (AniMap::iterator entry = d->m_animations.begin(),
mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
for (QList<AniData>::iterator anim = entry->first.begin(),
animEnd = entry->first.end(); anim != animEnd; ++anim) {
if (anim->id == animationId) {
anim->from.set(interpolated(*anim, 0), interpolated(*anim, 1));
validate(anim->attribute, anim->meta, nullptr, &newTarget, entry.key());
anim->to.set(newTarget[0], newTarget[1]);
anim->timeLine.setDirection(TimeLine::Forward);
anim->timeLine.setDuration(std::chrono::milliseconds(newRemainingTime));
anim->timeLine.reset();
return true;
}
}
}
return false; // no animation found
}
bool AnimationEffect::redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false;
}
for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
auto animIt = std::find_if(entryIt->first.begin(), entryIt->first.end(),
[animationId] (AniData &anim) {
return anim.id == animationId;
}
);
if (animIt == entryIt->first.end()) {
continue;
}
switch (direction) {
case Backward:
animIt->timeLine.setDirection(TimeLine::Backward);
break;
case Forward:
animIt->timeLine.setDirection(TimeLine::Forward);
break;
}
animIt->terminationFlags = terminationFlags & ~TerminateAtTarget;
return true;
}
return false;
}
bool AnimationEffect::complete(quint64 animationId)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false;
}
for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
auto animIt = std::find_if(entryIt->first.begin(), entryIt->first.end(),
[animationId] (AniData &anim) {
return anim.id == animationId;
}
);
if (animIt == entryIt->first.end()) {
continue;
}
animIt->timeLine.setElapsed(animIt->timeLine.duration());
return true;
}
return false;
}
bool AnimationEffect::cancel(quint64 animationId)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation)
return true; // this is just ending, do not try to cancel it but fake success
for (AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
for (QList<AniData>::iterator anim = entry->first.begin(), animEnd = entry->first.end(); anim != animEnd; ++anim) {
if (anim->id == animationId) {
entry->first.erase(anim); // remove the animation
if (entry->first.isEmpty()) { // no other animations on the window, release it.
d->m_animations.erase(entry);
}
if (d->m_animations.isEmpty())
disconnectGeometryChanges();
d->m_animationsTouched = true; // could be called from animationEnded
return true;
}
}
}
return false;
}
void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
Q_D(AnimationEffect);
if (d->m_animations.isEmpty()) {
effects->prePaintScreen(data, time);
return;
}
d->m_animationsTouched = false;
AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end();
d->m_animated = false;
// short int transformed = 0;
while (entry != mapEnd) {
bool invalidateLayerRect = false;
QList<AniData>::iterator anim = entry->first.begin(), animEnd = entry->first.end();
int animCounter = 0;
while (anim != animEnd) {
if (anim->startTime > clock()) {
if (!anim->waitAtSource) {
++anim;
++animCounter;
continue;
}
} else {
anim->timeLine.update(std::chrono::milliseconds(time));
}
if (anim->isActive()) {
// if (anim->attribute != Brightness && anim->attribute != Saturation && anim->attribute != Opacity)
// transformed = true;
d->m_animated = true;
++anim;
++animCounter;
} else {
EffectWindow *oldW = entry.key();
d->m_justEndedAnimation = anim->id;
animationEnded(oldW, anim->attribute, anim->meta);
d->m_justEndedAnimation = 0;
// NOTICE animationEnded is an external call and might have called "::animate"
// as a result our iterators could now point random junk on the heap
// so we've to restore the former states, ie. find our window list and animation
if (d->m_animationsTouched) {
d->m_animationsTouched = false;
entry = d->m_animations.begin(), mapEnd = d->m_animations.end();
while (entry.key() != oldW && entry != mapEnd)
++entry;
Q_ASSERT(entry != mapEnd); // usercode should not delete animations from animationEnded (not even possible atm.)
anim = entry->first.begin(), animEnd = entry->first.end();
Q_ASSERT(animCounter < entry->first.count());
for (int i = 0; i < animCounter; ++i)
++anim;
}
anim = entry->first.erase(anim);
invalidateLayerRect = d->m_damageDirty = true;
animEnd = entry->first.end();
}
}
if (entry->first.isEmpty()) {
data.paint |= entry->second;
// d->m_damageDirty = true; // TODO likely no longer required
entry = d->m_animations.erase(entry);
mapEnd = d->m_animations.end();
} else {
if (invalidateLayerRect)
*const_cast<QRect*>(&(entry->second)) = QRect(); // invalidate
++entry;
}
}
// janitorial...
if (d->m_animations.isEmpty()) {
disconnectGeometryChanges();
}
effects->prePaintScreen(data, time);
}
static int xCoord(const QRect &r, int flag) {
if (flag & AnimationEffect::Left)
return r.x();
else if (flag & AnimationEffect::Right)
return r.right();
else
return r.x() + r.width()/2;
}
static int yCoord(const QRect &r, int flag) {
if (flag & AnimationEffect::Top)
return r.y();
else if (flag & AnimationEffect::Bottom)
return r.bottom();
else
return r.y() + r.height()/2;
}
QRect AnimationEffect::clipRect(const QRect &geo, const AniData &anim) const
{
QRect clip = geo;
FPx2 ratio = anim.from + progress(anim) * (anim.to - anim.from);
if (anim.from[0] < 1.0 || anim.to[0] < 1.0) {
clip.setWidth(clip.width() * ratio[0]);
}
if (anim.from[1] < 1.0 || anim.to[1] < 1.0) {
clip.setHeight(clip.height() * ratio[1]);
}
const QRect center = geo.adjusted(clip.width()/2, clip.height()/2,
-(clip.width()+1)/2, -(clip.height()+1)/2 );
const int x[2] = { xCoord(center, metaData(SourceAnchor, anim.meta)),
xCoord(center, metaData(TargetAnchor, anim.meta)) };
const int y[2] = { yCoord(center, metaData(SourceAnchor, anim.meta)),
yCoord(center, metaData(TargetAnchor, anim.meta)) };
const QPoint d(x[0] + ratio[0]*(x[1]-x[0]), y[0] + ratio[1]*(y[1]-y[0]));
clip.moveTopLeft(QPoint(d.x() - clip.width()/2, d.y() - clip.height()/2));
return clip;
}
void AnimationEffect::clipWindow(const EffectWindow *w, const AniData &anim, WindowQuadList &quads) const
{
return;
const QRect geo = w->expandedGeometry();
QRect clip = AnimationEffect::clipRect(geo, anim);
WindowQuadList filtered;
if (clip.left() != geo.left()) {
quads = quads.splitAtX(clip.left());
foreach (const WindowQuad &quad, quads) {
if (quad.right() >= clip.left())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.right() != geo.right()) {
quads = quads.splitAtX(clip.left());
foreach (const WindowQuad &quad, quads) {
if (quad.right() <= clip.right())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.top() != geo.top()) {
quads = quads.splitAtY(clip.top());
foreach (const WindowQuad &quad, quads) {
if (quad.top() >= clip.top())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.bottom() != geo.bottom()) {
quads = quads.splitAtY(clip.bottom());
foreach (const WindowQuad &quad, quads) {
if (quad.bottom() <= clip.bottom())
filtered << quad;
}
quads = filtered;
}
}
void AnimationEffect::disconnectGeometryChanges()
{
disconnect(effects, &EffectsHandler::windowGeometryShapeChanged,
this, &AnimationEffect::_expandedGeometryChanged);
disconnect(effects, &EffectsHandler::windowStepUserMovedResized,
this, &AnimationEffect::_expandedGeometryChanged);
disconnect(effects, &EffectsHandler::windowPaddingChanged,
this, &AnimationEffect::_expandedGeometryChanged);
}
void AnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
AniMap::const_iterator entry = d->m_animations.constFind( w );
if ( entry != d->m_animations.constEnd() ) {
bool isUsed = false;
bool paintDeleted = false;
for (QList<AniData>::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim) {
if (anim->startTime > clock() && !anim->waitAtSource)
continue;
isUsed = true;
if (anim->attribute == Opacity || anim->attribute == CrossFadePrevious)
data.setTranslucent();
else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) {
data.setTransformed();
if (anim->attribute == Clip)
clipWindow(w, *anim, data.quads);
}
paintDeleted |= anim->keepAlive;
}
if ( isUsed ) {
if ( w->isMinimized() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
else if ( w->isDeleted() && paintDeleted )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
else if ( !w->isOnCurrentDesktop() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
// if( !w->isPaintingEnabled() && !effects->activeFullScreenEffect() )
// effects->addLayerRepaint(w->expandedGeometry());
}
}
}
effects->prePaintWindow( w, data, time );
}
static inline float geometryCompensation(int flags, float v)
{
if (flags & (AnimationEffect::Left|AnimationEffect::Top))
return 0.0; // no compensation required
if (flags & (AnimationEffect::Right|AnimationEffect::Bottom))
return 1.0 - v; // full compensation
return 0.5 * (1.0 - v); // half compensation
}
void AnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
AniMap::const_iterator entry = d->m_animations.constFind( w );
if ( entry != d->m_animations.constEnd() ) {
for ( QList<AniData>::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim ) {
if (anim->startTime > clock() && !anim->waitAtSource)
continue;
switch (anim->attribute) {
case Opacity:
data.multiplyOpacity(interpolated(*anim)); break;
case Brightness:
data.multiplyBrightness(interpolated(*anim)); break;
case Saturation:
data.multiplySaturation(interpolated(*anim)); break;
case Scale: {
const QSize sz = w->geometry().size();
float f1(1.0), f2(0.0);
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // scale x
f1 = interpolated(*anim, 0);
f2 = geometryCompensation( anim->meta & AnimationEffect::Horizontal, f1 );
data.translate(f2 * sz.width());
data.setXScale(data.xScale() * f1);
}
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // scale y
if (!anim->isOneDimensional()) {
f1 = interpolated(*anim, 1);
f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
}
else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) )
f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
data.translate(0.0, f2 * sz.height());
data.setYScale(data.yScale() * f1);
}
break;
}
case Clip:
region = clipRect(w->expandedGeometry(), *anim);
break;
case Translation:
data += QPointF(interpolated(*anim, 0), interpolated(*anim, 1));
break;
case Size: {
FPx2 dest = anim->from + progress(*anim) * (anim->to - anim->from);
const QSize sz = w->geometry().size();
float f;
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // resize x
f = dest[0]/sz.width();
data.translate(geometryCompensation( anim->meta & AnimationEffect::Horizontal, f ) * sz.width());
data.setXScale(data.xScale() * f);
}
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // resize y
f = dest[1]/sz.height();
data.translate(0.0, geometryCompensation( anim->meta & AnimationEffect::Vertical, f ) * sz.height());
data.setYScale(data.yScale() * f);
}
break;
}
case Position: {
const QRect geo = w->geometry();
const float prgrs = progress(*anim);
if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) {
float dest = interpolated(*anim, 0);
const int x[2] = { xCoord(geo, metaData(SourceAnchor, anim->meta)),
xCoord(geo, metaData(TargetAnchor, anim->meta)) };
data.translate(dest - (x[0] + prgrs*(x[1] - x[0])));
}
if ( anim->from[1] >= 0.0 && anim->to[1] >= 0.0 ) {
float dest = interpolated(*anim, 1);
const int y[2] = { yCoord(geo, metaData(SourceAnchor, anim->meta)),
yCoord(geo, metaData(TargetAnchor, anim->meta)) };
data.translate(0.0, dest - (y[0] + prgrs*(y[1] - y[0])));
}
break;
}
case Rotation: {
data.setRotationAxis((Qt::Axis)metaData(Axis, anim->meta));
const float prgrs = progress(*anim);
data.setRotationAngle(anim->from[0] + prgrs*(anim->to[0] - anim->from[0]));
const QRect geo = w->rect();
const uint sAnchor = metaData(SourceAnchor, anim->meta),
tAnchor = metaData(TargetAnchor, anim->meta);
QPointF pt(xCoord(geo, sAnchor), yCoord(geo, sAnchor));
if (tAnchor != sAnchor) {
QPointF pt2(xCoord(geo, tAnchor), yCoord(geo, tAnchor));
pt += static_cast<qreal>(prgrs)*(pt2 - pt);
}
data.setRotationOrigin(QVector3D(pt));
break;
}
case Generic:
genericAnimation(w, data, progress(*anim), anim->meta);
break;
case CrossFadePrevious:
data.setCrossFadeProgress(progress(*anim));
break;
default:
break;
}
}
}
}
effects->paintWindow( w, mask, region, data );
}
void AnimationEffect::postPaintScreen()
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
if (d->m_damageDirty)
updateLayerRepaints();
if (d->m_needSceneRepaint) {
effects->addRepaintFull();
} else {
AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd();
for (; it != end; ++it) {
bool addRepaint = false;
QList<AniData>::const_iterator anim = it->first.constBegin();
for (; anim != it->first.constEnd(); ++anim) {
if (anim->startTime > clock())
continue;
if (!anim->timeLine.done()) {
addRepaint = true;
break;
}
}
if (addRepaint) {
it.key()->addLayerRepaint(it->second);
}
}
}
}
effects->postPaintScreen();
}
float AnimationEffect::interpolated( const AniData &a, int i ) const
{
if (a.startTime > clock())
return a.from[i];
if (!a.timeLine.done())
return a.from[i] + a.timeLine.value() * (a.to[i] - a.from[i]);
return a.to[i]; // we're done and "waiting" at the target value
}
float AnimationEffect::progress( const AniData &a ) const
{
return a.startTime < clock() ? a.timeLine.value() : 0.0;
}
// TODO - get this out of the header - the functionpointer usage of QEasingCurve somehow sucks ;-)
// qreal AnimationEffect::qecGaussian(qreal progress) // exp(-5*(2*x-1)^2)
// {
// progress = 2*progress - 1;
// progress *= -5*progress;
// return qExp(progress);
// }
int AnimationEffect::metaData( MetaType type, uint meta )
{
switch (type) {
case SourceAnchor:
return ((meta>>5) & 0x1f);
case TargetAnchor:
return (meta& 0x1f);
case RelativeSourceX:
case RelativeSourceY:
case RelativeTargetX:
case RelativeTargetY: {
const int shift = 10 + type - RelativeSourceX;
return ((meta>>shift) & 1);
}
case Axis:
return ((meta>>10) & 3);
default:
return 0;
}
}
void AnimationEffect::setMetaData( MetaType type, uint value, uint &meta )
{
switch (type) {
case SourceAnchor:
meta &= ~(0x1f<<5);
meta |= ((value & 0x1f)<<5);
break;
case TargetAnchor:
meta &= ~(0x1f);
meta |= (value & 0x1f);
break;
case RelativeSourceX:
case RelativeSourceY:
case RelativeTargetX:
case RelativeTargetY: {
const int shift = 10 + type - RelativeSourceX;
if (value)
meta |= (1<<shift);
else
meta &= ~(1<<shift);
break;
}
case Axis:
meta &= ~(3<<10);
meta |= ((value & 3)<<10);
break;
default:
break;
}
}
void AnimationEffect::triggerRepaint()
{
Q_D(AnimationEffect);
for (AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry)
*const_cast<QRect*>(&(entry->second)) = QRect();
updateLayerRepaints();
if (d->m_needSceneRepaint) {
effects->addRepaintFull();
} else {
AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd();
for (; it != end; ++it) {
it.key()->addLayerRepaint(it->second);
}
}
}
static float fixOvershoot(float f, const AniData &d, short int dir, float s = 1.1)
{
switch(d.timeLine.easingCurve().type()) {
case QEasingCurve::InOutElastic:
case QEasingCurve::InOutBack:
return f * s;
case QEasingCurve::InElastic:
case QEasingCurve::OutInElastic:
case QEasingCurve::OutBack:
return (dir&2) ? f * s : f;
case QEasingCurve::OutElastic:
case QEasingCurve::InBack:
return (dir&1) ? f * s : f;
default:
return f;
}
}
void AnimationEffect::updateLayerRepaints()
{
Q_D(AnimationEffect);
d->m_needSceneRepaint = false;
for (AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry) {
if (!entry->second.isNull())
continue;
float f[2] = {1.0, 1.0};
float t[2] = {0.0, 0.0};
bool createRegion = false;
QList<QRect> rects;
QRect *layerRect = const_cast<QRect*>(&(entry->second));
for (QList<AniData>::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd(); anim != animEnd; ++anim) {
if (anim->startTime > clock())
continue;
switch (anim->attribute) {
case Opacity:
case Brightness:
case Saturation:
case CrossFadePrevious:
createRegion = true;
break;
case Rotation:
createRegion = false;
*layerRect = QRect(QPoint(0, 0), effects->virtualScreenSize());
goto region_creation; // sic! no need to do anything else
case Generic:
d->m_needSceneRepaint = true; // we don't know whether this will change visual stacking order
return; // sic! no need to do anything else
case Translation:
case Position: {
createRegion = true;
QRect r(entry.key()->geometry());
int x[2] = {0,0};
int y[2] = {0,0};
if (anim->attribute == Translation) {
x[0] = anim->from[0];
x[1] = anim->to[0];
y[0] = anim->from[1];
y[1] = anim->to[1];
} else {
if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) {
x[0] = anim->from[0] - xCoord(r, metaData(SourceAnchor, anim->meta));
x[1] = anim->to[0] - xCoord(r, metaData(TargetAnchor, anim->meta));
}
if ( anim->from[1] >= 0.0 && anim->to[1] >= 0.0 ) {
y[0] = anim->from[1] - yCoord(r, metaData(SourceAnchor, anim->meta));
y[1] = anim->to[1] - yCoord(r, metaData(TargetAnchor, anim->meta));
}
}
r = entry.key()->expandedGeometry();
rects << r.translated(x[0], y[0]) << r.translated(x[1], y[1]);
break;
}
case Clip:
createRegion = true;
break;
case Size:
case Scale: {
createRegion = true;
const QSize sz = entry.key()->geometry().size();
float fx = qMax(fixOvershoot(anim->from[0], *anim, 1), fixOvershoot(anim->to[0], *anim, 2));
// float fx = qMax(interpolated(*anim,0), anim->to[0]);
if (fx >= 0.0) {
if (anim->attribute == Size)
fx /= sz.width();
f[0] *= fx;
t[0] += geometryCompensation( anim->meta & AnimationEffect::Horizontal, fx ) * sz.width();
}
// float fy = qMax(interpolated(*anim,1), anim->to[1]);
float fy = qMax(fixOvershoot(anim->from[1], *anim, 1), fixOvershoot(anim->to[1], *anim, 2));
if (fy >= 0.0) {
if (anim->attribute == Size)
fy /= sz.height();
if (!anim->isOneDimensional()) {
f[1] *= fy;
t[1] += geometryCompensation( anim->meta & AnimationEffect::Vertical, fy ) * sz.height();
} else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) ) {
f[1] *= fx;
t[1] += geometryCompensation( anim->meta & AnimationEffect::Vertical, fx ) * sz.height();
}
}
break;
}
}
}
region_creation:
if (createRegion) {
const QRect geo = entry.key()->expandedGeometry();
if (rects.isEmpty())
rects << geo;
QList<QRect>::const_iterator r, rEnd = rects.constEnd();
for ( r = rects.constBegin(); r != rEnd; ++r) { // transform
const_cast<QRect*>(&(*r))->setSize(QSize(qRound(r->width()*f[0]), qRound(r->height()*f[1])));
const_cast<QRect*>(&(*r))->translate(t[0], t[1]); // "const_cast" - don't do that at home, kids ;-)
}
QRect rect = rects.at(0);
if (rects.count() > 1) {
for ( r = rects.constBegin() + 1; r != rEnd; ++r) // unite
rect |= *r;
const int dx = 110*(rect.width() - geo.width())/100 + 1 - rect.width() + geo.width();
const int dy = 110*(rect.height() - geo.height())/100 + 1 - rect.height() + geo.height();
rect.adjust(-dx,-dy,dx,dy); // fix pot. overshoot
}
*layerRect = rect;
}
}
d->m_damageDirty = false;
}
void AnimationEffect::_expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old)
{
Q_UNUSED(old)
Q_D(AnimationEffect);
AniMap::const_iterator entry = d->m_animations.constFind(w);
if (entry != d->m_animations.constEnd()) {
*const_cast<QRect*>(&(entry->second)) = QRect();
updateLayerRepaints();
if (!entry->second.isNull()) // actually got updated, ie. is in use - ensure it get's a repaint
w->addLayerRepaint(entry->second);
}
}
void AnimationEffect::_windowClosed( EffectWindow* w )
{
Q_D(AnimationEffect);
auto it = d->m_animations.find(w);
if (it == d->m_animations.end()) {
return;
}
KeepAliveLockPtr keepAliveLock;
QList<AniData> &animations = (*it).first;
for (auto animationIt = animations.begin();
animationIt != animations.end();
++animationIt) {
if (!(*animationIt).keepAlive) {
continue;
}
if (keepAliveLock.isNull()) {
keepAliveLock = KeepAliveLockPtr::create(w);
}
(*animationIt).keepAliveLock = keepAliveLock;
}
}
void AnimationEffect::_windowDeleted( EffectWindow* w )
{
Q_D(AnimationEffect);
d->m_animations.remove( w );
}
QString AnimationEffect::debug(const QString &/*parameter*/) const
{
Q_D(const AnimationEffect);
QString dbg;
if (d->m_animations.isEmpty())
dbg = QStringLiteral("No window is animated");
else {
AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd();
for (; entry != mapEnd; ++entry) {
QString caption = entry.key()->isDeleted() ? QStringLiteral("[Deleted]") : entry.key()->caption();
if (caption.isEmpty())
caption = QStringLiteral("[Untitled]");
dbg += QLatin1String("Animating window: ") + caption + QLatin1Char('\n');
QList<AniData>::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd();
for (; anim != animEnd; ++anim)
dbg += anim->debugInfo();
}
}
return dbg;
}
AnimationEffect::AniMap AnimationEffect::state() const
{
Q_D(const AnimationEffect);
return d->m_animations;
}
#include "moc_kwinanimationeffect.cpp"