kwin/libkwineffects/kwinanimationeffect.cpp
Marco Martin 595c5937c9 use a global static for animation ids
using stack adresses makes it possible (even tough not frequent)
for two animations (onle just killed, one just created) to have
the same id, causing scripts to be potentially really confused.
this replaces the id with a global counter, and the
"flying tooltips" bug is gone.

REVIEW:127276
BUG:360068
CCBUG:352254
2016-03-04 18:19:40 +01:00

952 lines
37 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
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;
EffectWindowList m_zombies;
bool m_animated, m_damageDirty, m_needSceneRepaint, m_animationsTouched, m_isInitialized;
quint64 m_justEndedAnimation; // protect against cancel
static quint64 m_animCounter;
};
}
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, SIGNAL(windowClosed(KWin::EffectWindow*)), SLOT(_windowClosed(KWin::EffectWindow*)) );
connect ( effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), SLOT(_windowDeleted(KWin::EffectWindow*)) );
}
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 )
{
const bool waitAtSource = from.isValid();
validate(a, meta, &from, &to, w);
if (a == CrossFadePrevious)
w->referencePreviousWindowPixmap();
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, SIGNAL(windowGeometryShapeChanged(KWin::EffectWindow*,QRect)),
SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
connect (effects, SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)),
SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
connect (effects, SIGNAL(windowPaddingChanged(KWin::EffectWindow*,QRect)),
SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
}
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()));
it->first.append(AniData(a, meta, ms, to, curve, delay, from, waitAtSource, keepAtTarget));
quint64 ret_id = ++d->m_animCounter;
it->first.last().id = ret_id;
it->second = QRect();
d->m_animationsTouched = true;
if (delay > 0) {
QTimer::singleShot(delay, this, SLOT(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->duration = anim->time + newRemainingTime;
return true;
}
}
}
return false; // no animation found
}
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.
const int i = d->m_zombies.indexOf(entry.key());
if ( i > -1 ) {
d->m_zombies.removeAt( i );
entry.key()->unrefWindow();
}
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->addTime(time);
}
if (anim->time < anim->duration || anim->keepAtTarget) {
// if (anim->attribute != Brightness && anim->attribute != Saturation && anim->attribute != Opacity)
// transformed = true;
d->m_animated = true;
++anim;
++animCounter;
} else {
EffectWindow *oldW = entry.key();
AniData *aData = &(*anim);
if (aData->attribute == KWin::AnimationEffect::CrossFadePrevious) {
oldW->unreferencePreviousWindowPixmap();
effects->addRepaint(oldW->expandedGeometry());
}
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()) {
const int i = d->m_zombies.indexOf(entry.key());
if ( i > -1 ) {
d->m_zombies.removeAt( i );
entry.key()->unrefWindow();
}
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();
if (!d->m_zombies.isEmpty()) { // this is actually not supposed to happen
foreach (EffectWindow *w, d->m_zombies)
w->unrefWindow();
d->m_zombies.clear();
}
}
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,SIGNAL(windowGeometryShapeChanged(KWin::EffectWindow*,QRect)),
this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
disconnect (effects,SIGNAL(windowStepUserMovedResized(KWin::EffectWindow*,QRect)),
this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
disconnect (effects,SIGNAL(windowPaddingChanged(KWin::EffectWindow*,QRect)),
this, SLOT(_expandedGeometryChanged(KWin::EffectWindow*,QRect)));
}
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;
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();
data.mask |= PAINT_WINDOW_TRANSFORMED;
if (anim->attribute == Clip)
clipWindow(w, *anim, data.quads);
}
}
if ( isUsed ) {
if ( w->isMinimized() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
else if ( w->isDeleted() )
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->time < anim->duration) {
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.time < a.duration)
return a.from[i] + a.curve.valueForProgress( ((float)a.time)/a.duration )*(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
{
if (a.startTime > clock())
return 0.0;
if (a.time < a.duration)
return a.curve.valueForProgress( ((float)a.time)/a.duration );
return 1.0; // we're done and "waiting" at the target value
}
// 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.curve.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);
if (d->m_animations.contains(w) && !d->m_zombies.contains(w)) {
w->refWindow();
d->m_zombies << w;
}
}
void AnimationEffect::_windowDeleted( EffectWindow* w )
{
Q_D(AnimationEffect);
d->m_zombies.removeAll( w ); // TODO this line is a workaround for a bug in KWin 4.8.0 & 4.8.1
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;
}
#include "moc_kwinanimationeffect.cpp"