kwin/effects/magiclamp/magiclamp.cpp
Vlad Zagorodniy 253ff428a7 [effects] Port to new connect syntax
Summary:
The new connect syntax has several advantages over the old syntax:

(a) Connecting with the new syntax is faster;
(b) It is compile time checked.

There are still a few places where the old connect syntax is used, e.g.
connecting to QML buttons in the Desktop Grid effect.

Test Plan:
Have been testing this patch for ~2 weeks, haven't noticed any
regressions.

Reviewers: #kwin, davidedmundson

Reviewed By: #kwin, davidedmundson

Subscribers: davidedmundson, broulik, graesslin, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D18368
2019-01-26 01:22:06 +02:00

374 lines
17 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <mgraesslin@kde.org>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
#include "magiclamp.h"
// KConfigSkeleton
#include "magiclampconfig.h"
namespace KWin
{
MagicLampEffect::MagicLampEffect()
{
initConfig<MagicLampConfig>();
reconfigure(ReconfigureAll);
connect(effects, &EffectsHandler::windowDeleted, this, &MagicLampEffect::slotWindowDeleted);
connect(effects, &EffectsHandler::windowMinimized, this, &MagicLampEffect::slotWindowMinimized);
connect(effects, &EffectsHandler::windowUnminimized, this, &MagicLampEffect::slotWindowUnminimized);
}
bool MagicLampEffect::supported()
{
return effects->isOpenGLCompositing() && effects->animationsSupported();
}
void MagicLampEffect::reconfigure(ReconfigureFlags)
{
MagicLampConfig::self()->read();
// TODO: Rename animationDuration to duration so we can use
// animationTime<MagicLampConfig>(250).
const int d = MagicLampConfig::animationDuration() != 0
? MagicLampConfig::animationDuration()
: 250;
m_duration = std::chrono::milliseconds(static_cast<int>(animationTime(d)));
}
void MagicLampEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
const std::chrono::milliseconds delta(time);
auto animationIt = m_animations.begin();
while (animationIt != m_animations.end()) {
(*animationIt).update(delta);
++animationIt;
}
// We need to mark the screen windows as transformed. Otherwise the
// whole screen won't be repainted, resulting in artefacts.
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void MagicLampEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// Schedule window for transformation if the animation is still in
// progress
if (m_animations.contains(w)) {
// We'll transform this window
data.setTransformed();
data.quads = data.quads.makeGrid(40);
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_MINIMIZE);
}
effects->prePaintWindow(w, data, time);
}
void MagicLampEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
auto animationIt = m_animations.constFind(w);
if (animationIt != m_animations.constEnd()) {
// 0 = not minimized, 1 = fully minimized
const qreal progress = (*animationIt).value();
QRect geo = w->geometry();
QRect icon = w->iconGeometry();
IconPosition position = Top;
// If there's no icon geometry, minimize to the center of the screen
if (!icon.isValid()) {
QRect extG = geo;
QPoint pt = cursorPos();
// focussing inside the window is no good, leads to ugly artefacts, find nearest border
if (extG.contains(pt)) {
const int d[2][2] = { {pt.x() - extG.x(), extG.right() - pt.x()},
{pt.y() - extG.y(), extG.bottom() - pt.y()}
};
int di = d[1][0];
position = Top;
if (d[0][0] < di) {
di = d[0][0];
position = Left;
}
if (d[1][1] < di) {
di = d[1][1];
position = Bottom;
}
if (d[0][1] < di)
position = Right;
switch(position) {
case Top: pt.setY(extG.y()); break;
case Left: pt.setX(extG.x()); break;
case Bottom: pt.setY(extG.bottom()); break;
case Right: pt.setX(extG.right()); break;
}
} else {
if (pt.y() < geo.y())
position = Top;
else if (pt.x() < geo.x())
position = Left;
else if (pt.y() > geo.bottom())
position = Bottom;
else if (pt.x() > geo.right())
position = Right;
}
icon = QRect(pt, QSize(0, 0));
} else {
// Assumption: there is a panel containing the icon position
EffectWindow* panel = NULL;
foreach (EffectWindow * window, effects->stackingOrder()) {
if (!window->isDock())
continue;
// we have to use intersects as there seems to be a Plasma bug
// the published icon geometry might be bigger than the panel
if (window->geometry().intersects(icon)) {
panel = window;
break;
}
}
if (panel) {
// Assumption: width of horizonal panel is greater than its height and vice versa
// The panel has to border one screen edge, so get it's screen area
QRect panelScreen = effects->clientArea(ScreenArea, panel);
if (panel->width() >= panel->height()) {
// horizontal panel
if (panel->y() == panelScreen.y())
position = Top;
else
position = Bottom;
} else {
// vertical panel
if (panel->x() == panelScreen.x())
position = Left;
else
position = Right;
}
} else {
// we did not find a panel, so it might be autohidden
QRect iconScreen = effects->clientArea(ScreenArea, icon.topLeft(), effects->currentDesktop());
// as the icon geometry could be overlap a screen edge we use an intersection
QRect rect = iconScreen.intersected(icon);
// here we need a different assumption: icon geometry borders one screen edge
// this assumption might be wrong for e.g. task applet being the only applet in panel
// in this case the icon borders two screen edges
// there might be a wrong animation, but not distorted
if (rect.x() == iconScreen.x()) {
position = Left;
} else if (rect.x() + rect.width() == iconScreen.x() + iconScreen.width()) {
position = Right;
} else if (rect.y() == iconScreen.y()) {
position = Top;
} else {
position = Bottom;
}
}
}
#define SANITIZE_PROGRESS if (p_progress[0] < 0)\
p_progress[0] = -p_progress[0];\
if (p_progress[1] < 0)\
p_progress[1] = -p_progress[1]
#define SET_QUADS(_SET_A_, _A_, _DA_, _SET_B_, _B_, _O0_, _O1_, _O2_, _O3_) quad[0]._SET_A_((icon._A_() + icon._DA_()*(quad[0]._A_() / geo._DA_()) - (quad[0]._A_() + geo._A_()))*p_progress[_O0_] + quad[0]._A_());\
quad[1]._SET_A_((icon._A_() + icon._DA_()*(quad[1]._A_() / geo._DA_()) - (quad[1]._A_() + geo._A_()))*p_progress[_O1_] + quad[1]._A_());\
quad[2]._SET_A_((icon._A_() + icon._DA_()*(quad[2]._A_() / geo._DA_()) - (quad[2]._A_() + geo._A_()))*p_progress[_O2_] + quad[2]._A_());\
quad[3]._SET_A_((icon._A_() + icon._DA_()*(quad[3]._A_() / geo._DA_()) - (quad[3]._A_() + geo._A_()))*p_progress[_O3_] + quad[3]._A_());\
\
quad[0]._SET_B_(quad[0]._B_() + offset[_O0_]);\
quad[1]._SET_B_(quad[1]._B_() + offset[_O1_]);\
quad[2]._SET_B_(quad[2]._B_() + offset[_O2_]);\
quad[3]._SET_B_(quad[3]._B_() + offset[_O3_])
WindowQuadList newQuads;
newQuads.reserve(data.quads.count());
float quadFactor; // defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
// it is used as quadFactor^3/windowHeight^3
// quadFactor is the y position of the quad but is changed towards becomming the window height
// by that the factor becomes 1 and has no influence any more
float offset[2] = {0,0}; // how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
float p_progress[2] = {0,0}; // the factor which defines how far the x values have to be changed
// factor is the current moved y value diveded by the distance between icon and window
WindowQuad lastQuad(WindowQuadError);
lastQuad[0].setX(-1);
lastQuad[0].setY(-1);
lastQuad[1].setX(-1);
lastQuad[1].setY(-1);
lastQuad[2].setX(-1);
lastQuad[2].setY(-1);
if (position == Bottom) {
float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height());
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) {
quadFactor = quad[0].y() + (geo.height() - quad[0].y()) * progress;
offset[0] = (icon.y() + quad[0].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
quadFactor = quad[2].y() + (geo.height() - quad[2].y()) * progress;
offset[1] = (icon.y() + quad[2].y() - geo.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
p_progress[1] = qMin(offset[1] / (icon.y() + icon.height() - geo.y() - float(quad[2].y())), 1.0f);
p_progress[0] = qMin(offset[0] / (icon.y() + icon.height() - geo.y() - float(quad[0].y())), 1.0f);
} else
lastQuad = quad;
SANITIZE_PROGRESS;
// x values are moved towards the center of the icon
SET_QUADS(setX, x, width, setY, y, 0,0,1,1);
newQuads.append(quad);
}
} else if (position == Top) {
float height_cube = float(geo.height()) * float(geo.height()) * float(geo.height());
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
if (quad[0].y() != lastQuad[0].y() || quad[2].y() != lastQuad[2].y()) {
quadFactor = geo.height() - quad[0].y() + (quad[0].y()) * progress;
offset[0] = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
quadFactor = geo.height() - quad[2].y() + (quad[2].y()) * progress;
offset[1] = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y()) * progress * ((quadFactor * quadFactor * quadFactor) / height_cube);
p_progress[0] = qMin(offset[0] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[0].y())), 1.0f);
p_progress[1] = qMin(offset[1] / (geo.y() - icon.height() + geo.height() - icon.y() - float(geo.height() - quad[2].y())), 1.0f);
} else
lastQuad = quad;
offset[0] = -offset[0];
offset[1] = -offset[1];
SANITIZE_PROGRESS;
// x values are moved towards the center of the icon
SET_QUADS(setX, x, width, setY, y, 0,0,1,1);
newQuads.append(quad);
}
} else if (position == Left) {
float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width());
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) {
quadFactor = geo.width() - quad[0].x() + (quad[0].x()) * progress;
offset[0] = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
quadFactor = geo.width() - quad[1].x() + (quad[1].x()) * progress;
offset[1] = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
p_progress[0] = qMin(offset[0] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[0].x())), 1.0f);
p_progress[1] = qMin(offset[1] / (geo.x() - icon.width() + geo.width() - icon.x() - float(geo.width() - quad[1].x())), 1.0f);
} else
lastQuad = quad;
offset[0] = -offset[0];
offset[1] = -offset[1];
SANITIZE_PROGRESS;
// y values are moved towards the center of the icon
SET_QUADS(setY, y, height, setX, x, 0,1,1,0);
newQuads.append(quad);
}
} else if (position == Right) {
float width_cube = float(geo.width()) * float(geo.width()) * float(geo.width());
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
if (quad[0].x() != lastQuad[0].x() || quad[1].x() != lastQuad[1].x()) {
quadFactor = quad[0].x() + (geo.width() - quad[0].x()) * progress;
offset[0] = (icon.x() + quad[0].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
quadFactor = quad[1].x() + (geo.width() - quad[1].x()) * progress;
offset[1] = (icon.x() + quad[1].x() - geo.x()) * progress * ((quadFactor * quadFactor * quadFactor) / width_cube);
p_progress[0] = qMin(offset[0] / (icon.x() + icon.width() - geo.x() - float(quad[0].x())), 1.0f);
p_progress[1] = qMin(offset[1] / (icon.x() + icon.width() - geo.x() - float(quad[1].x())), 1.0f);
} else
lastQuad = quad;
SANITIZE_PROGRESS;
// y values are moved towards the center of the icon
SET_QUADS(setY, y, height, setX, x, 0,1,1,0);
newQuads.append(quad);
}
}
data.quads = newQuads;
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void MagicLampEffect::postPaintScreen()
{
auto animationIt = m_animations.begin();
while (animationIt != m_animations.end()) {
if ((*animationIt).done()) {
animationIt = m_animations.erase(animationIt);
} else {
++animationIt;
}
}
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
}
void MagicLampEffect::slotWindowDeleted(EffectWindow* w)
{
m_animations.remove(w);
}
void MagicLampEffect::slotWindowMinimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
TimeLine &timeLine = m_animations[w];
if (timeLine.running()) {
timeLine.toggleDirection();
} else {
timeLine.setDirection(TimeLine::Forward);
timeLine.setDuration(m_duration);
timeLine.setEasingCurve(QEasingCurve::Linear);
}
effects->addRepaintFull();
}
void MagicLampEffect::slotWindowUnminimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
TimeLine &timeLine = m_animations[w];
if (timeLine.running()) {
timeLine.toggleDirection();
} else {
timeLine.setDirection(TimeLine::Backward);
timeLine.setDuration(m_duration);
timeLine.setEasingCurve(QEasingCurve::Linear);
}
effects->addRepaintFull();
}
bool MagicLampEffect::isActive() const
{
return !m_animations.isEmpty();
}
} // namespace