c36b99cdbc
Summary: Don't cast translation values from double to int because it makes animation a little bit choppy. It makes significant difference only when animation speed is set to "Very slow". Test Plan: - Go to 'System Settins > Display and Monitor > Compositor'; - Set animation speed to "Very slow"(it scales animation durations by 20x); - Minimize/uniminimize System Settings. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D14552
167 lines
5 KiB
C++
167 lines
5 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "minimizeanimation.h"
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#include <QVector2D>
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namespace KWin
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{
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MinimizeAnimationEffect::MinimizeAnimationEffect()
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{
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reconfigure(ReconfigureAll);
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connect(effects, &EffectsHandler::windowDeleted, this, &MinimizeAnimationEffect::windowDeleted);
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connect(effects, &EffectsHandler::windowMinimized, this, &MinimizeAnimationEffect::windowMinimized);
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connect(effects, &EffectsHandler::windowUnminimized, this, &MinimizeAnimationEffect::windowUnminimized);
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}
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void MinimizeAnimationEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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m_duration = std::chrono::milliseconds(static_cast<int>(animationTime(250)));
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}
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bool MinimizeAnimationEffect::supported()
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{
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return effects->animationsSupported();
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}
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void MinimizeAnimationEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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const std::chrono::milliseconds delta(time);
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auto animationIt = m_animations.begin();
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while (animationIt != m_animations.end()) {
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(*animationIt).update(delta);
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++animationIt;
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}
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// We need to mark the screen windows as transformed. Otherwise the
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// whole screen won't be repainted, resulting in artefacts.
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void MinimizeAnimationEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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// Schedule window for transformation if the animation is still in
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// progress
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if (m_animations.contains(w)) {
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// We'll transform this window
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data.setTransformed();
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE);
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}
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effects->prePaintWindow(w, data, time);
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}
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void MinimizeAnimationEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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const auto animationIt = m_animations.constFind(w);
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if (animationIt != m_animations.constEnd()) {
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// 0 = not minimized, 1 = fully minimized
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const qreal progress = (*animationIt).value();
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QRect geo = w->geometry();
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QRect icon = w->iconGeometry();
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// If there's no icon geometry, minimize to the center of the screen
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if (!icon.isValid())
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icon = QRect(effects->virtualScreenGeometry().center(), QSize(0, 0));
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data *= QVector2D(interpolate(1.0, icon.width() / (double)geo.width(), progress),
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interpolate(1.0, icon.height() / (double)geo.height(), progress));
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data.setXTranslation(interpolate(data.xTranslation(), icon.x() - geo.x(), progress));
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data.setYTranslation(interpolate(data.yTranslation(), icon.y() - geo.y(), progress));
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data.multiplyOpacity(0.1 + (1 - progress) * 0.9);
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}
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// Call the next effect.
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effects->paintWindow(w, mask, region, data);
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}
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void MinimizeAnimationEffect::postPaintScreen()
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{
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auto animationIt = m_animations.begin();
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while (animationIt != m_animations.end()) {
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if ((*animationIt).done()) {
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animationIt = m_animations.erase(animationIt);
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} else {
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++animationIt;
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}
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}
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void MinimizeAnimationEffect::windowDeleted(EffectWindow *w)
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{
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m_animations.remove(w);
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}
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void MinimizeAnimationEffect::windowMinimized(EffectWindow *w)
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{
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if (effects->activeFullScreenEffect())
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return;
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TimeLine &timeLine = m_animations[w];
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if (timeLine.running()) {
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timeLine.toggleDirection();
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} else {
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timeLine.setDirection(TimeLine::Forward);
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timeLine.setDuration(m_duration);
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timeLine.setEasingCurve(QEasingCurve::InOutSine);
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}
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effects->addRepaintFull();
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}
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void MinimizeAnimationEffect::windowUnminimized(EffectWindow *w)
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{
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if (effects->activeFullScreenEffect())
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return;
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TimeLine &timeLine = m_animations[w];
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if (timeLine.running()) {
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timeLine.toggleDirection();
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} else {
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timeLine.setDirection(TimeLine::Backward);
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timeLine.setDuration(m_duration);
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timeLine.setEasingCurve(QEasingCurve::InOutSine);
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}
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effects->addRepaintFull();
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}
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bool MinimizeAnimationEffect::isActive() const
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{
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return !m_animations.isEmpty();
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}
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} // namespace
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