e355700e6e
Workspace emits a deletedRemoved signal which the EffectsHandlerImpl translates into a windowDeleted signal.
348 lines
16 KiB
C++
348 lines
16 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) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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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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// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
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#include "magiclamp.h"
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#include <kwinconfig.h>
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#include <kconfiggroup.h>
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namespace KWin
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{
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KWIN_EFFECT(magiclamp, MagicLampEffect)
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KWIN_EFFECT_SUPPORTED(magiclamp, MagicLampEffect::supported())
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MagicLampEffect::MagicLampEffect()
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{
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mActiveAnimations = 0;
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
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}
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bool MagicLampEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void MagicLampEffect::reconfigure(ReconfigureFlags)
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{
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KConfigGroup conf = effects->effectConfig("MagicLamp");
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mAnimationDuration = animationTime(conf, "AnimationDuration", 250);
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conf = effects->effectConfig("Shadow");
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int v = conf.readEntry("Size", 5);
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v += conf.readEntry("Fuzzyness", 10);
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mShadowOffset[0] = mShadowOffset[1] = -v;
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mShadowOffset[2] = mShadowOffset[3] = v;
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v = conf.readEntry("XOffset", 0);
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mShadowOffset[0] -= v;
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mShadowOffset[2] += v;
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v = conf.readEntry("YOffset", 3);
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mShadowOffset[1] -= v;
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mShadowOffset[3] += v;
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}
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void MagicLampEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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QHash< EffectWindow*, TimeLine >::iterator entry = mTimeLineWindows.begin();
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bool erase = false;
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while (entry != mTimeLineWindows.end()) {
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TimeLine &timeline = entry.value();
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if (entry.key()->isMinimized()) {
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timeline.addTime(time);
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erase = (timeline.progress() >= 1.0f);
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} else {
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timeline.removeTime(time);
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erase = (timeline.progress() <= 0.0f);
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}
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if (erase)
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entry = mTimeLineWindows.erase(entry);
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else
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++entry;
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}
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mActiveAnimations = mTimeLineWindows.count();
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if (mActiveAnimations > 0)
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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 MagicLampEffect::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 (mTimeLineWindows.contains(w)) {
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// We'll transform this window
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data.setTransformed();
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data.quads = data.quads.makeGrid(40);
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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 MagicLampEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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if (mTimeLineWindows.contains(w)) {
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// 0 = not minimized, 1 = fully minimized
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float progress = mTimeLineWindows[w].value();
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QRect geo = w->geometry();
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QRect icon = w->iconGeometry();
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QRect area = effects->clientArea(ScreenArea, w);
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IconPosition position = Top;
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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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QRect extG = geo.adjusted(mShadowOffset[0], mShadowOffset[1], mShadowOffset[2], mShadowOffset[3]);
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QPoint pt = QCursor::pos();
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// focussing inside the window is no good, leads to ugly artefacts, find nearest border
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if (extG.contains(pt)) {
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const int d[2][2] = { {pt.x() - extG.x(), extG.right() - pt.x()},
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{pt.y() - extG.y(), extG.bottom() - pt.y()}
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};
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int di = d[1][0];
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position = Top;
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if (d[0][0] < di) {
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di = d[0][0];
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position = Left;
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}
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if (d[1][1] < di) {
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di = d[1][1];
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position = Bottom;
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}
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if (d[0][1] < di)
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position = Right;
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switch(position) {
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case Top: pt.setY(extG.y()); break;
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case Left: pt.setX(extG.x()); break;
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case Bottom: pt.setY(extG.bottom()); break;
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case Right: pt.setX(extG.right()); break;
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}
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} else {
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if (pt.y() < geo.y())
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position = Top;
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else if (pt.x() < geo.x())
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position = Left;
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else if (pt.y() > geo.bottom())
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position = Bottom;
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else if (pt.x() > geo.right())
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position = Right;
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}
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icon = QRect(pt, QSize(0, 0));
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} else {
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// Assumption: there is a panel containing the icon position
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EffectWindow* panel = NULL;
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foreach (EffectWindow * window, effects->stackingOrder()) {
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if (!window->isDock())
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continue;
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// we have to use intersects as there seems to be a Plasma bug
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// the published icon geometry might be bigger than the panel
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if (window->geometry().intersects(icon)) {
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panel = window;
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break;
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}
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}
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if (panel) {
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// Assumption: width of horizonal panel is greater than its height and vice versa
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// The panel has to border one screen edge, so get it's screen area
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QRect panelScreen = effects->clientArea(ScreenArea, panel);
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if (panel->width() >= panel->height()) {
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// horizontal panel
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if (panel->y() == panelScreen.y())
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position = Top;
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else
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position = Bottom;
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} else {
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// vertical panel
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if (panel->x() == panelScreen.x())
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position = Left;
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else
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position = Right;
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}
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} else {
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// we did not find a panel, so it might be autohidden
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QRect iconScreen = effects->clientArea(ScreenArea, icon.topLeft(), effects->currentDesktop());
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// as the icon geometry could be overlap a screen edge we use an intersection
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QRect rect = iconScreen.intersected(icon);
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// here we need a different assumption: icon geometry borders one screen edge
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// this assumption might be wrong for e.g. task applet being the only applet in panel
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// in this case the icon borders two screen edges
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// there might be a wrong animation, but not distorted
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if (rect.x() == iconScreen.x()) {
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position = Left;
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} else if (rect.x() + rect.width() == iconScreen.x() + iconScreen.width()) {
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position = Right;
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} else if (rect.y() == iconScreen.y()) {
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position = Top;
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} else {
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position = Bottom;
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}
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}
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}
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WindowQuadList newQuads;
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foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
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if (position == Top || position == Bottom) {
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// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down
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// it is used as quadFactor^3/windowHeight^3
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// quadFactor is the y position of the quad but is changed towards becomming the window height
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// by that the factor becomes 1 and has no influence any more
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float quadFactor;
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// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
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float yOffsetTop;
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float yOffsetBottom;
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// top and bottom progress is the factor which defines how far the x values have to be changed
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// factor is the current moved y value diveded by the distance between icon and window
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float topProgress;
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float bottomProgress;
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if (position == Bottom) {
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quadFactor = quad[0].y() + (geo.height() - quad[0].y()) * progress;
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yOffsetTop = (icon.y() + quad[0].y() - geo.y()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
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quadFactor = quad[2].y() + (geo.height() - quad[2].y()) * progress;
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yOffsetBottom = (icon.y() + quad[2].y() - geo.y()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
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topProgress = qMin(yOffsetTop / (icon.y() + icon.height() - geo.y() - (float)(quad[0].y() / geo.height() * geo.height())), 1.0f);
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bottomProgress = qMin(yOffsetBottom / (icon.y() + icon.height() - geo.y() - (float)(quad[2].y() / geo.height() * geo.height())), 1.0f);
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} else {
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quadFactor = geo.height() - quad[0].y() + (quad[0].y()) * progress;
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yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
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quadFactor = geo.height() - quad[2].y() + (quad[2].y()) * progress;
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yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
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topProgress = qMin(yOffsetTop / (geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height() - quad[0].y()) / geo.height() * geo.height())), 1.0f);
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bottomProgress = qMin(yOffsetBottom / (geo.y() - icon.height() + geo.height() - icon.y() -
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(float)((geo.height() - quad[2].y()) / geo.height() * geo.height())), 1.0f);
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}
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if (position == Top) {
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yOffsetTop *= -1;
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yOffsetBottom *= -1;
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}
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if (topProgress < 0)
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topProgress *= -1;
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if (bottomProgress < 0)
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bottomProgress *= -1;
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// x values are moved towards the center of the icon
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quad[0].setX((icon.x() + icon.width()*(quad[0].x() / geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x());
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quad[1].setX((icon.x() + icon.width()*(quad[1].x() / geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x());
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quad[2].setX((icon.x() + icon.width()*(quad[2].x() / geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x());
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quad[3].setX((icon.x() + icon.width()*(quad[3].x() / geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x());
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quad[0].setY(quad[0].y() + yOffsetTop);
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quad[1].setY(quad[1].y() + yOffsetTop);
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quad[2].setY(quad[2].y() + yOffsetBottom);
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quad[3].setY(quad[3].y() + yOffsetBottom);
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} else {
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float quadFactor;
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float xOffsetLeft;
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float xOffsetRight;
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float leftProgress;
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float rightProgress;
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if (position == Right) {
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quadFactor = quad[0].x() + (geo.width() - quad[0].x()) * progress;
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xOffsetLeft = (icon.x() + quad[0].x() - geo.x()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
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quadFactor = quad[1].x() + (geo.width() - quad[1].x()) * progress;
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xOffsetRight = (icon.x() + quad[1].x() - geo.x()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
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leftProgress = qMin(xOffsetLeft / (icon.x() + icon.width() - geo.x() - (float)(quad[0].x() / geo.width() * geo.width())), 1.0f);
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rightProgress = qMin(xOffsetRight / (icon.x() + icon.width() - geo.x() - (float)(quad[1].x() / geo.width() * geo.width())), 1.0f);
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} else {
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quadFactor = geo.width() - quad[0].x() + (quad[0].x()) * progress;
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xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
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quadFactor = geo.width() - quad[1].x() + (quad[1].x()) * progress;
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xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x()) * progress *
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((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
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leftProgress = qMin(xOffsetLeft / (geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width() - quad[0].x()) / geo.width() * geo.width())), 1.0f);
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rightProgress = qMin(xOffsetRight / (geo.x() - icon.width() + geo.width() - icon.x() -
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(float)((geo.width() - quad[1].x()) / geo.width() * geo.width())), 1.0f);
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}
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if (position == Left) {
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xOffsetLeft *= -1;
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xOffsetRight *= -1;
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}
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if (leftProgress < 0)
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leftProgress *= -1;
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if (rightProgress < 0)
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rightProgress *= -1;
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quad[0].setY((icon.y() + icon.height()*(quad[0].y() / geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y());
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quad[1].setY((icon.y() + icon.height()*(quad[1].y() / geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y());
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quad[2].setY((icon.y() + icon.height()*(quad[2].y() / geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y());
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quad[3].setY((icon.y() + icon.height()*(quad[3].y() / geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y());
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quad[0].setX(quad[0].x() + xOffsetLeft);
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quad[1].setX(quad[1].x() + xOffsetRight);
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quad[2].setX(quad[2].x() + xOffsetRight);
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quad[3].setX(quad[3].x() + xOffsetLeft);
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}
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newQuads.append(quad);
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}
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data.quads = newQuads;
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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 MagicLampEffect::postPaintScreen()
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{
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if (mActiveAnimations > 0)
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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mActiveAnimations = mTimeLineWindows.count();
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// Call the next effect.
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effects->postPaintScreen();
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}
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void MagicLampEffect::slotWindowDeleted(EffectWindow* w)
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{
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mTimeLineWindows.remove(w);
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}
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void MagicLampEffect::windowMinimized(EffectWindow* w)
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{
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if (effects->activeFullScreenEffect())
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return;
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration(mAnimationDuration);
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mTimeLineWindows[w].setProgress(0.0f);
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}
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void MagicLampEffect::windowUnminimized(EffectWindow* w)
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{
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if (effects->activeFullScreenEffect())
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return;
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
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mTimeLineWindows[w].setDuration(mAnimationDuration);
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mTimeLineWindows[w].setProgress(1.0f);
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}
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} // namespace
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