kwin/effects/magiclamp/magiclamp.cpp
Martin Gräßlin f213b7da70 Drop KWin::TimeLine from kwineffects
The KWin::TimeLine class was only a small wrapper around QTimeLine
without adding anything to QTimeLine what is not present in QTimeLine.
The initial idea was to make it possible to provide more curve shapes.
This is now obsoleted by Qt shipping more useful curves with QTimeLine.

So let's clean up a little bit and use QTimeLine directly instead of
the small wrapper.

All effects are adjusted to use QTimeLine directly.
2011-03-14 22:50:05 +01:00

356 lines
17 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.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/>.
*********************************************************************/
// based on minimize animation by Rivo Laks <rivolaks@hot.ee>
#include "magiclamp.h"
#include <kwinconfig.h>
#include <kconfiggroup.h>
#include <QtCore/QTimeLine>
namespace KWin
{
KWIN_EFFECT(magiclamp, MagicLampEffect)
KWIN_EFFECT_SUPPORTED(magiclamp, MagicLampEffect::supported())
MagicLampEffect::MagicLampEffect()
{
mActiveAnimations = 0;
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
connect(effects, SIGNAL(windowMinimized(EffectWindow*)), this, SLOT(slotWindowMinimized(EffectWindow*)));
connect(effects, SIGNAL(windowUnminimized(EffectWindow*)), this, SLOT(slotWindowUnminimized(EffectWindow*)));
}
bool MagicLampEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void MagicLampEffect::reconfigure(ReconfigureFlags)
{
KConfigGroup conf = effects->effectConfig("MagicLamp");
mAnimationDuration = animationTime(conf, "AnimationDuration", 250);
conf = effects->effectConfig("Shadow");
int v = conf.readEntry("Size", 5);
v += conf.readEntry("Fuzzyness", 10);
mShadowOffset[0] = mShadowOffset[1] = -v;
mShadowOffset[2] = mShadowOffset[3] = v;
v = conf.readEntry("XOffset", 0);
mShadowOffset[0] -= v;
mShadowOffset[2] += v;
v = conf.readEntry("YOffset", 3);
mShadowOffset[1] -= v;
mShadowOffset[3] += v;
}
void MagicLampEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
QHash< EffectWindow*, QTimeLine* >::iterator entry = mTimeLineWindows.begin();
bool erase = false;
while (entry != mTimeLineWindows.end()) {
QTimeLine *timeline = entry.value();
if (entry.key()->isMinimized()) {
timeline->setCurrentTime(timeline->currentTime() + time);
erase = (timeline->currentValue() >= 1.0f);
} else {
timeline->setCurrentTime(timeline->currentTime() - time);
erase = (timeline->currentValue() <= 0.0f);
}
if (erase) {
delete timeline;
entry = mTimeLineWindows.erase(entry);
} else
++entry;
}
mActiveAnimations = mTimeLineWindows.count();
if (mActiveAnimations > 0)
// 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 (mTimeLineWindows.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)
{
if (mTimeLineWindows.contains(w)) {
// 0 = not minimized, 1 = fully minimized
float progress = mTimeLineWindows[w]->currentValue();
QRect geo = w->geometry();
QRect icon = w->iconGeometry();
QRect area = effects->clientArea(ScreenArea, w);
IconPosition position = Top;
// If there's no icon geometry, minimize to the center of the screen
if (!icon.isValid()) {
QRect extG = geo.adjusted(mShadowOffset[0], mShadowOffset[1], mShadowOffset[2], mShadowOffset[3]);
QPoint pt = QCursor::pos();
// 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;
}
}
}
WindowQuadList newQuads;
foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
if (position == Top || position == Bottom) {
// 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 quadFactor;
// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor
float yOffsetTop;
float yOffsetBottom;
// top and bottom progress is 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
float topProgress;
float bottomProgress;
if (position == Bottom) {
quadFactor = quad[0].y() + (geo.height() - quad[0].y()) * progress;
yOffsetTop = (icon.y() + quad[0].y() - geo.y()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
quadFactor = quad[2].y() + (geo.height() - quad[2].y()) * progress;
yOffsetBottom = (icon.y() + quad[2].y() - geo.y()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
topProgress = qMin(yOffsetTop / (icon.y() + icon.height() - geo.y() - (float)(quad[0].y() / geo.height() * geo.height())), 1.0f);
bottomProgress = qMin(yOffsetBottom / (icon.y() + icon.height() - geo.y() - (float)(quad[2].y() / geo.height() * geo.height())), 1.0f);
} else {
quadFactor = geo.height() - quad[0].y() + (quad[0].y()) * progress;
yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
quadFactor = geo.height() - quad[2].y() + (quad[2].y()) * progress;
yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.height() * geo.height() * geo.height()));
topProgress = qMin(yOffsetTop / (geo.y() - icon.height() + geo.height() - icon.y() -
(float)((geo.height() - quad[0].y()) / geo.height() * geo.height())), 1.0f);
bottomProgress = qMin(yOffsetBottom / (geo.y() - icon.height() + geo.height() - icon.y() -
(float)((geo.height() - quad[2].y()) / geo.height() * geo.height())), 1.0f);
}
if (position == Top) {
yOffsetTop *= -1;
yOffsetBottom *= -1;
}
if (topProgress < 0)
topProgress *= -1;
if (bottomProgress < 0)
bottomProgress *= -1;
// x values are moved towards the center of the icon
quad[0].setX((icon.x() + icon.width()*(quad[0].x() / geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x());
quad[1].setX((icon.x() + icon.width()*(quad[1].x() / geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x());
quad[2].setX((icon.x() + icon.width()*(quad[2].x() / geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x());
quad[3].setX((icon.x() + icon.width()*(quad[3].x() / geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x());
quad[0].setY(quad[0].y() + yOffsetTop);
quad[1].setY(quad[1].y() + yOffsetTop);
quad[2].setY(quad[2].y() + yOffsetBottom);
quad[3].setY(quad[3].y() + yOffsetBottom);
} else {
float quadFactor;
float xOffsetLeft;
float xOffsetRight;
float leftProgress;
float rightProgress;
if (position == Right) {
quadFactor = quad[0].x() + (geo.width() - quad[0].x()) * progress;
xOffsetLeft = (icon.x() + quad[0].x() - geo.x()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
quadFactor = quad[1].x() + (geo.width() - quad[1].x()) * progress;
xOffsetRight = (icon.x() + quad[1].x() - geo.x()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
leftProgress = qMin(xOffsetLeft / (icon.x() + icon.width() - geo.x() - (float)(quad[0].x() / geo.width() * geo.width())), 1.0f);
rightProgress = qMin(xOffsetRight / (icon.x() + icon.width() - geo.x() - (float)(quad[1].x() / geo.width() * geo.width())), 1.0f);
} else {
quadFactor = geo.width() - quad[0].x() + (quad[0].x()) * progress;
xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
quadFactor = geo.width() - quad[1].x() + (quad[1].x()) * progress;
xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x()) * progress *
((quadFactor * quadFactor * quadFactor) / (geo.width() * geo.width() * geo.width()));
leftProgress = qMin(xOffsetLeft / (geo.x() - icon.width() + geo.width() - icon.x() -
(float)((geo.width() - quad[0].x()) / geo.width() * geo.width())), 1.0f);
rightProgress = qMin(xOffsetRight / (geo.x() - icon.width() + geo.width() - icon.x() -
(float)((geo.width() - quad[1].x()) / geo.width() * geo.width())), 1.0f);
}
if (position == Left) {
xOffsetLeft *= -1;
xOffsetRight *= -1;
}
if (leftProgress < 0)
leftProgress *= -1;
if (rightProgress < 0)
rightProgress *= -1;
quad[0].setY((icon.y() + icon.height()*(quad[0].y() / geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y());
quad[1].setY((icon.y() + icon.height()*(quad[1].y() / geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y());
quad[2].setY((icon.y() + icon.height()*(quad[2].y() / geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y());
quad[3].setY((icon.y() + icon.height()*(quad[3].y() / geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y());
quad[0].setX(quad[0].x() + xOffsetLeft);
quad[1].setX(quad[1].x() + xOffsetRight);
quad[2].setX(quad[2].x() + xOffsetRight);
quad[3].setX(quad[3].x() + xOffsetLeft);
}
newQuads.append(quad);
}
data.quads = newQuads;
}
// Call the next effect.
effects->paintWindow(w, mask, region, data);
}
void MagicLampEffect::postPaintScreen()
{
if (mActiveAnimations > 0)
// Repaint the workspace so that everything would be repainted next time
effects->addRepaintFull();
mActiveAnimations = mTimeLineWindows.count();
// Call the next effect.
effects->postPaintScreen();
}
void MagicLampEffect::slotWindowDeleted(EffectWindow* w)
{
delete mTimeLineWindows.take(w);
}
void MagicLampEffect::slotWindowMinimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
if (!mTimeLineWindows.contains(w)) {
mTimeLineWindows.insert(w, new QTimeLine(mAnimationDuration, this));
mTimeLineWindows[w]->setCurveShape(QTimeLine::LinearCurve);
}
mTimeLineWindows[w]->setCurrentTime(0);
}
void MagicLampEffect::slotWindowUnminimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
if (!mTimeLineWindows.contains(w)) {
mTimeLineWindows.insert(w, new QTimeLine(mAnimationDuration, this));
mTimeLineWindows[w]->setCurveShape(QTimeLine::LinearCurve);
}
mTimeLineWindows[w]->setCurrentTime(mAnimationDuration);
}
} // namespace