kwin/libkwineffects/kwineffects.cpp
Martin Gräßlin 987bc837d9 Remove define KWIN_HAVE_OPENGL_COMPOSITING
Due to changes in build system we have always either OpenGL or OpenGL ES.
This allows to remove the KWIN_HAVE_OPENGL_COMPOSITING define. In the
effects the define is kept as KWIN_HAVE_OPENGL which can be used in
future to build also an XRender only effect system.
2011-08-13 16:46:43 +02:00

1073 lines
30 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.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/>.
*********************************************************************/
#include "kwineffects.h"
#include "kwinxrenderutils.h"
#include <QtDBus/QtDBus>
#include <QVariant>
#include <QList>
#include <QtCore/QTimeLine>
#include <QtGui/QFontMetrics>
#include <QtGui/QPainter>
#include <QtGui/QPixmap>
#include <kdebug.h>
#include <ksharedconfig.h>
#include <kstandarddirs.h>
#include <kconfiggroup.h>
#include <assert.h>
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <X11/extensions/Xrender.h>
#include <X11/extensions/Xfixes.h>
#endif
namespace KWin
{
void WindowPrePaintData::setTranslucent()
{
mask |= Effect::PAINT_WINDOW_TRANSLUCENT;
mask &= ~Effect::PAINT_WINDOW_OPAQUE;
clip = QRegion(); // cannot clip, will be transparent
}
void WindowPrePaintData::setTransformed()
{
mask |= Effect::PAINT_WINDOW_TRANSFORMED;
}
WindowPaintData::WindowPaintData(EffectWindow* w)
: opacity(w->opacity())
, contents_opacity(1.0)
, decoration_opacity(1.0)
, xScale(1)
, yScale(1)
, zScale(1)
, xTranslate(0)
, yTranslate(0)
, zTranslate(0)
, saturation(1)
, brightness(1)
, shader(NULL)
, rotation(NULL)
{
quads = w->buildQuads();
}
ScreenPaintData::ScreenPaintData()
: xScale(1)
, yScale(1)
, zScale(1)
, xTranslate(0)
, yTranslate(0)
, zTranslate(0)
, rotation(NULL)
{
}
RotationData::RotationData()
: axis(ZAxis)
, angle(0.0)
, xRotationPoint(0.0)
, yRotationPoint(0.0)
, zRotationPoint(0.0)
{
}
//****************************************
// Effect
//****************************************
Effect::Effect()
{
}
Effect::~Effect()
{
}
void Effect::reconfigure(ReconfigureFlags)
{
}
void* Effect::proxy()
{
return NULL;
}
void Effect::windowInputMouseEvent(Window, QEvent*)
{
}
void Effect::grabbedKeyboardEvent(QKeyEvent*)
{
}
bool Effect::borderActivated(ElectricBorder)
{
return false;
}
void Effect::prePaintScreen(ScreenPrePaintData& data, int time)
{
effects->prePaintScreen(data, time);
}
void Effect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
}
void Effect::postPaintScreen()
{
effects->postPaintScreen();
}
void Effect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
effects->prePaintWindow(w, data, time);
}
void Effect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->paintWindow(w, mask, region, data);
}
void Effect::postPaintWindow(EffectWindow* w)
{
effects->postPaintWindow(w);
}
void Effect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
{
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
bool Effect::provides(Feature)
{
return false;
}
void Effect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
effects->drawWindow(w, mask, region, data);
}
void Effect::buildQuads(EffectWindow* w, WindowQuadList& quadList)
{
effects->buildQuads(w, quadList);
}
void Effect::setPositionTransformations(WindowPaintData& data, QRect& region, EffectWindow* w,
const QRect& r, Qt::AspectRatioMode aspect)
{
QSize size = w->size();
size.scale(r.size(), aspect);
data.xScale = size.width() / double(w->width());
data.yScale = size.height() / double(w->height());
int width = int(w->width() * data.xScale);
int height = int(w->height() * data.yScale);
int x = r.x() + (r.width() - width) / 2;
int y = r.y() + (r.height() - height) / 2;
region = QRect(x, y, width, height);
data.xTranslate = x - w->x();
data.yTranslate = y - w->y();
}
int Effect::displayWidth()
{
return KWin::displayWidth();
}
int Effect::displayHeight()
{
return KWin::displayHeight();
}
QPoint Effect::cursorPos()
{
return effects->cursorPos();
}
double Effect::animationTime(const KConfigGroup& cfg, const QString& key, int defaultTime)
{
int time = cfg.readEntry(key, 0);
return time != 0 ? time : qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
double Effect::animationTime(int defaultTime)
{
// at least 1ms, otherwise 0ms times can break some things
return qMax(defaultTime * effects->animationTimeFactor(), 1.);
}
//****************************************
// EffectsHandler
//****************************************
EffectsHandler::EffectsHandler(CompositingType type)
: current_paint_screen(0)
, current_paint_window(0)
, current_draw_window(0)
, current_build_quads(0)
, compositing_type(type)
{
if (compositing_type == NoCompositing)
return;
KWin::effects = this;
}
EffectsHandler::~EffectsHandler()
{
// All effects should already be unloaded by Impl dtor
assert(loaded_effects.count() == 0);
}
Window EffectsHandler::createInputWindow(Effect* e, const QRect& r, const QCursor& cursor)
{
return createInputWindow(e, r.x(), r.y(), r.width(), r.height(), cursor);
}
Window EffectsHandler::createFullScreenInputWindow(Effect* e, const QCursor& cursor)
{
return createInputWindow(e, 0, 0, displayWidth(), displayHeight(), cursor);
}
CompositingType EffectsHandler::compositingType() const
{
return compositing_type;
}
void EffectsHandler::sendReloadMessage(const QString& effectname)
{
QDBusMessage message = QDBusMessage::createMethodCall("org.kde.kwin", "/KWin", "org.kde.KWin", "reconfigureEffect");
message << QString("kwin4_effect_" + effectname);
QDBusConnection::sessionBus().send(message);
}
KConfigGroup EffectsHandler::effectConfig(const QString& effectname)
{
KSharedConfig::Ptr kwinconfig = KSharedConfig::openConfig("kwinrc", KConfig::NoGlobals);
return kwinconfig->group("Effect-" + effectname);
}
EffectsHandler* effects = 0;
//****************************************
// EffectWindow
//****************************************
EffectWindow::EffectWindow()
{
}
EffectWindow::~EffectWindow()
{
}
bool EffectWindow::isOnCurrentActivity() const
{
return isOnActivity(effects->currentActivity());
}
bool EffectWindow::isOnCurrentDesktop() const
{
return isOnDesktop(effects->currentDesktop());
}
bool EffectWindow::isOnDesktop(int d) const
{
return desktop() == d || isOnAllDesktops();
}
bool EffectWindow::hasDecoration() const
{
return contentsRect() != QRect(0, 0, width(), height());
}
//****************************************
// EffectWindowGroup
//****************************************
EffectWindowGroup::~EffectWindowGroup()
{
}
//****************************************
// GlobalShortcutsEditor
//****************************************
GlobalShortcutsEditor::GlobalShortcutsEditor(QWidget *parent) :
KShortcutsEditor(parent, GlobalAction)
{
}
/***************************************************************
WindowQuad
***************************************************************/
WindowQuad WindowQuad::makeSubQuad(double x1, double y1, double x2, double y2) const
{
assert(x1 < x2 && y1 < y2 && x1 >= left() && x2 <= right() && y1 >= top() && y2 <= bottom());
#ifndef NDEBUG
if (isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
WindowQuad ret(*this);
// vertices are clockwise starting from topleft
ret.verts[ 0 ].px = x1;
ret.verts[ 3 ].px = x1;
ret.verts[ 1 ].px = x2;
ret.verts[ 2 ].px = x2;
ret.verts[ 0 ].py = y1;
ret.verts[ 1 ].py = y1;
ret.verts[ 2 ].py = y2;
ret.verts[ 3 ].py = y2;
// original x/y are supposed to be the same, no transforming is done here
ret.verts[ 0 ].ox = x1;
ret.verts[ 3 ].ox = x1;
ret.verts[ 1 ].ox = x2;
ret.verts[ 2 ].ox = x2;
ret.verts[ 0 ].oy = y1;
ret.verts[ 1 ].oy = y1;
ret.verts[ 2 ].oy = y2;
ret.verts[ 3 ].oy = y2;
double my_tleft = verts[ 0 ].tx;
double my_tright = verts[ 2 ].tx;
double my_ttop = verts[ 0 ].ty;
double my_tbottom = verts[ 2 ].ty;
double tleft = (x1 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
double tright = (x2 - left()) / (right() - left()) * (my_tright - my_tleft) + my_tleft;
double ttop = (y1 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
double tbottom = (y2 - top()) / (bottom() - top()) * (my_tbottom - my_ttop) + my_ttop;
ret.verts[ 0 ].tx = tleft;
ret.verts[ 3 ].tx = tleft;
ret.verts[ 1 ].tx = tright;
ret.verts[ 2 ].tx = tright;
ret.verts[ 0 ].ty = ttop;
ret.verts[ 1 ].ty = ttop;
ret.verts[ 2 ].ty = tbottom;
ret.verts[ 3 ].ty = tbottom;
return ret;
}
bool WindowQuad::smoothNeeded() const
{
// smoothing is needed if the width or height of the quad does not match the original size
double width = verts[ 1 ].ox - verts[ 0 ].ox;
double height = verts[ 2 ].oy - verts[ 1 ].oy;
return(verts[ 1 ].px - verts[ 0 ].px != width || verts[ 2 ].px - verts[ 3 ].px != width
|| verts[ 2 ].py - verts[ 1 ].py != height || verts[ 3 ].py - verts[ 0 ].py != height);
}
/***************************************************************
WindowQuadList
***************************************************************/
WindowQuadList WindowQuadList::splitAtX(double x) const
{
WindowQuadList ret;
foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholeleft = true;
bool wholeright = true;
for (int i = 0;
i < 4;
++i) {
if (quad[ i ].x() < x)
wholeright = false;
if (quad[ i ].x() > x)
wholeleft = false;
}
if (wholeleft || wholeright) { // is whole in one split part
ret.append(quad);
continue;
}
if (quad.left() == quad.right()) { // quad has no size
ret.append(quad);
continue;
}
ret.append(quad.makeSubQuad(quad.left(), quad.top(), x, quad.bottom()));
ret.append(quad.makeSubQuad(x, quad.top(), quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::splitAtY(double y) const
{
WindowQuadList ret;
foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
bool wholetop = true;
bool wholebottom = true;
for (int i = 0;
i < 4;
++i) {
if (quad[ i ].y() < y)
wholebottom = false;
if (quad[ i ].y() > y)
wholetop = false;
}
if (wholetop || wholebottom) { // is whole in one split part
ret.append(quad);
continue;
}
if (quad.top() == quad.bottom()) { // quad has no size
ret.append(quad);
continue;
}
ret.append(quad.makeSubQuad(quad.left(), quad.top(), quad.right(), y));
ret.append(quad.makeSubQuad(quad.left(), y, quad.right(), quad.bottom()));
}
return ret;
}
WindowQuadList WindowQuadList::makeGrid(int maxquadsize) const
{
if (empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
bottom = qMax(bottom, quad.bottom());
}
WindowQuadList ret;
for (double x = left;
x < right;
x += maxquadsize) {
for (double y = top;
y < bottom;
y += maxquadsize) {
foreach (const WindowQuad & quad, *this) {
if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
.intersects(QRectF(x, y, maxquadsize, maxquadsize))) {
ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
qMin(quad.right(), x + maxquadsize), qMin(quad.bottom(), y + maxquadsize)));
}
}
}
}
return ret;
}
WindowQuadList WindowQuadList::makeRegularGrid(int xSubdivisions, int ySubdivisions) const
{
if (empty())
return *this;
// find the bounding rectangle
double left = first().left();
double right = first().right();
double top = first().top();
double bottom = first().bottom();
foreach (const WindowQuad & quad, *this) {
#ifndef NDEBUG
if (quad.isTransformed())
kFatal(1212) << "Splitting quads is allowed only in pre-paint calls!" ;
#endif
left = qMin(left, quad.left());
right = qMax(right, quad.right());
top = qMin(top, quad.top());
bottom = qMax(bottom, quad.bottom());
}
double xincrement = (right - left) / xSubdivisions;
double yincrement = (bottom - top) / ySubdivisions;
WindowQuadList ret;
for (double y = top;
y < bottom;
y += yincrement) {
for (double x = left;
x < right;
x += xincrement) {
foreach (const WindowQuad & quad, *this) {
if (QRectF(QPointF(quad.left(), quad.top()), QPointF(quad.right(), quad.bottom()))
.intersects(QRectF(x, y, xincrement, yincrement))) {
ret.append(quad.makeSubQuad(qMax(x, quad.left()), qMax(y, quad.top()),
qMin(quad.right(), x + xincrement), qMin(quad.bottom(), y + yincrement)));
}
}
}
}
return ret;
}
void WindowQuadList::makeArrays(float** vertices, float** texcoords, const QSizeF& size, bool yInverted) const
{
*vertices = new float[ count() * 6 * 2 ];
*texcoords = new float[ count() * 6 * 2 ];
float* vpos = *vertices;
float* tpos = *texcoords;
for (int i = 0;
i < count();
++i) {
*vpos++ = at(i)[ 1 ].x();
*vpos++ = at(i)[ 1 ].y();
*vpos++ = at(i)[ 0 ].x();
*vpos++ = at(i)[ 0 ].y();
*vpos++ = at(i)[ 3 ].x();
*vpos++ = at(i)[ 3 ].y();
*vpos++ = at(i)[ 3 ].x();
*vpos++ = at(i)[ 3 ].y();
*vpos++ = at(i)[ 2 ].x();
*vpos++ = at(i)[ 2 ].y();
*vpos++ = at(i)[ 1 ].x();
*vpos++ = at(i)[ 1 ].y();
if (yInverted) {
*tpos++ = at(i)[ 1 ].tx / size.width();
*tpos++ = at(i)[ 1 ].ty / size.height();
*tpos++ = at(i)[ 0 ].tx / size.width();
*tpos++ = at(i)[ 0 ].ty / size.height();
*tpos++ = at(i)[ 3 ].tx / size.width();
*tpos++ = at(i)[ 3 ].ty / size.height();
*tpos++ = at(i)[ 3 ].tx / size.width();
*tpos++ = at(i)[ 3 ].ty / size.height();
*tpos++ = at(i)[ 2 ].tx / size.width();
*tpos++ = at(i)[ 2 ].ty / size.height();
*tpos++ = at(i)[ 1 ].tx / size.width();
*tpos++ = at(i)[ 1 ].ty / size.height();
} else {
*tpos++ = at(i)[ 1 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 1 ].ty / size.height();
*tpos++ = at(i)[ 0 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 0 ].ty / size.height();
*tpos++ = at(i)[ 3 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 3 ].ty / size.height();
*tpos++ = at(i)[ 3 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 3 ].ty / size.height();
*tpos++ = at(i)[ 2 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 2 ].ty / size.height();
*tpos++ = at(i)[ 1 ].tx / size.width();
*tpos++ = 1.0f - at(i)[ 1 ].ty / size.height();
}
}
}
WindowQuadList WindowQuadList::select(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() != type) { // something else than ones to select, make a copy and filter
WindowQuadList ret;
foreach (const WindowQuad & q, *this) {
if (q.type() == type)
ret.append(q);
}
return ret;
}
}
return *this; // nothing to filter out
}
WindowQuadList WindowQuadList::filterOut(WindowQuadType type) const
{
foreach (const WindowQuad & q, *this) {
if (q.type() == type) { // something to filter out, make a copy and filter
WindowQuadList ret;
foreach (const WindowQuad & q, *this) {
if (q.type() != type)
ret.append(q);
}
return ret;
}
}
return *this; // nothing to filter out
}
bool WindowQuadList::smoothNeeded() const
{
foreach (const WindowQuad & q, *this)
if (q.smoothNeeded())
return true;
return false;
}
bool WindowQuadList::isTransformed() const
{
foreach (const WindowQuad & q, *this)
if (q.isTransformed())
return true;
return false;
}
/***************************************************************
PaintClipper
***************************************************************/
QStack< QRegion >* PaintClipper::areas = NULL;
PaintClipper::PaintClipper(const QRegion& allowed_area)
: area(allowed_area)
{
push(area);
}
PaintClipper::~PaintClipper()
{
pop(area);
}
void PaintClipper::push(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion()) // don't push these
return;
if (areas == NULL)
areas = new QStack< QRegion >;
areas->push(allowed_area);
}
void PaintClipper::pop(const QRegion& allowed_area)
{
if (allowed_area == infiniteRegion())
return;
Q_ASSERT(areas != NULL);
Q_ASSERT(areas->top() == allowed_area);
areas->pop();
if (areas->isEmpty()) {
delete areas;
areas = NULL;
}
}
bool PaintClipper::clip()
{
return areas != NULL;
}
QRegion PaintClipper::paintArea()
{
assert(areas != NULL); // can be called only with clip() == true
QRegion ret = QRegion(0, 0, displayWidth(), displayHeight());
foreach (const QRegion & r, *areas)
ret &= r;
return ret;
}
struct PaintClipper::Iterator::Data {
Data() : index(0) {}
int index;
QVector< QRect > rects;
};
PaintClipper::Iterator::Iterator()
: data(new Data)
{
if (clip() && effects->compositingType() == OpenGLCompositing) {
data->rects = paintArea().rects();
data->index = -1;
next(); // move to the first one
}
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (clip() && effects->compositingType() == XRenderCompositing) {
XserverRegion region = toXserverRegion(paintArea());
XFixesSetPictureClipRegion(display(), effects->xrenderBufferPicture(), 0, 0, region);
XFixesDestroyRegion(display(), region); // it's ref-counted
}
#endif
}
PaintClipper::Iterator::~Iterator()
{
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (clip() && effects->compositingType() == XRenderCompositing)
XFixesSetPictureClipRegion(display(), effects->xrenderBufferPicture(), 0, 0, None);
#endif
delete data;
}
bool PaintClipper::Iterator::isDone()
{
if (!clip())
return data->index == 1; // run once
if (effects->compositingType() == OpenGLCompositing)
return data->index >= data->rects.count(); // run once per each area
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing)
return data->index == 1; // run once
#endif
abort();
}
void PaintClipper::Iterator::next()
{
data->index++;
}
QRect PaintClipper::Iterator::boundingRect() const
{
if (!clip())
return infiniteRegion();
if (effects->compositingType() == OpenGLCompositing)
return data->rects[ data->index ];
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (effects->compositingType() == XRenderCompositing)
return paintArea().boundingRect();
#endif
abort();
return infiniteRegion();
}
/***************************************************************
Motion1D
***************************************************************/
Motion1D::Motion1D(double initial, double strength, double smoothness)
: Motion<double>(initial, strength, smoothness)
{
}
Motion1D::Motion1D(const Motion1D &other)
: Motion<double>(other)
{
}
Motion1D::~Motion1D()
{
}
/***************************************************************
Motion2D
***************************************************************/
Motion2D::Motion2D(QPointF initial, double strength, double smoothness)
: Motion<QPointF>(initial, strength, smoothness)
{
}
Motion2D::Motion2D(const Motion2D &other)
: Motion<QPointF>(other)
{
}
Motion2D::~Motion2D()
{
}
/***************************************************************
WindowMotionManager
***************************************************************/
WindowMotionManager::WindowMotionManager(bool useGlobalAnimationModifier)
: m_useGlobalAnimationModifier(useGlobalAnimationModifier)
{
// TODO: Allow developer to modify motion attributes
} // TODO: What happens when the window moves by an external force?
WindowMotionManager::~WindowMotionManager()
{
}
void WindowMotionManager::manage(EffectWindow *w)
{
if (m_managedWindows.contains(w))
return;
double strength = 0.08;
double smoothness = 4.0;
if (m_useGlobalAnimationModifier && effects->animationTimeFactor()) {
// If the factor is == 0 then we just skip the calculation completely
strength = 0.08 / effects->animationTimeFactor();
smoothness = effects->animationTimeFactor() * 4.0;
}
WindowMotion &motion = m_managedWindows[ w ];
motion.translation.setStrength(strength);
motion.translation.setSmoothness(smoothness);
motion.scale.setStrength(strength * 1.33);
motion.scale.setSmoothness(smoothness / 2.0);
motion.translation.setValue(w->pos());
motion.scale.setValue(QPointF(1.0, 1.0));
}
void WindowMotionManager::unmanage(EffectWindow *w)
{
m_movingWindowsSet.remove(w);
m_managedWindows.remove(w);
}
void WindowMotionManager::unmanageAll()
{
m_managedWindows.clear();
m_movingWindowsSet.clear();
}
void WindowMotionManager::calculate(int time)
{
if (!effects->animationTimeFactor()) {
// Just skip it completely if the user wants no animation
m_movingWindowsSet.clear();
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
motion->translation.finish();
motion->scale.finish();
}
}
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
EffectWindow *window = it.key();
int stopped = 0;
// TODO: What happens when distance() == 0 but we are still moving fast?
// TODO: Motion needs to be calculated from the window's center
Motion2D *trans = &motion->translation;
if (trans->distance().isNull())
++stopped;
else {
// Still moving
trans->calculate(time);
const short fx = trans->target().x() <= trans->startValue().x() ? -1 : 1;
const short fy = trans->target().y() <= trans->startValue().y() ? -1 : 1;
if (trans->distance().x()*fx/0.5 < 1.0 && trans->velocity().x()*fx/0.2 < 1.0 &&
trans->distance().y()*fy/0.5 < 1.0 && trans->velocity().y()*fy/0.2 < 1.0) {
// Hide tiny oscillations
motion->translation.finish();
++stopped;
}
}
Motion2D *scale = &motion->scale;
if (scale->distance().isNull())
++stopped;
else {
// Still scaling
scale->calculate(time);
const short fx = scale->target().x() < 1.0 ? -1 : 1;
const short fy = scale->target().y() < 1.0 ? -1 : 1;
if (scale->distance().x()*fx/0.001 < 1.0 && scale->velocity().x()*fx/0.05 < 1.0 &&
scale->distance().y()*fy/0.001 < 1.0 && scale->velocity().y()*fy/0.05 < 1.0) {
// Hide tiny oscillations
motion->scale.finish();
++stopped;
}
}
// We just finished this window's motion
if (stopped == 2)
m_movingWindowsSet.remove(it.key());
}
}
void WindowMotionManager::reset()
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.begin();
for (; it != m_managedWindows.end(); ++it) {
WindowMotion *motion = &it.value();
EffectWindow *window = it.key();
motion->translation.setTarget(window->pos());
motion->translation.finish();
motion->scale.setTarget(QPointF(1.0, 1.0));
motion->scale.finish();
}
}
void WindowMotionManager::reset(EffectWindow *w)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
WindowMotion *motion = &it.value();
motion->translation.setTarget(w->pos());
motion->translation.finish();
motion->scale.setTarget(QPointF(1.0, 1.0));
motion->scale.finish();
}
void WindowMotionManager::apply(EffectWindow *w, WindowPaintData &data)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
WindowMotion *motion = &it.value();
data.xTranslate += motion->translation.value().x() - w->x();
data.yTranslate += motion->translation.value().y() - w->y();
data.xScale *= motion->scale.value().x();
data.yScale *= motion->scale.value().y();
}
void WindowMotionManager::moveWindow(EffectWindow *w, QPoint target, double scale, double yScale)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
abort(); // Notify the effect author that they did something wrong
WindowMotion *motion = &it.value();
if (yScale == 0.0)
yScale = scale;
QPointF scalePoint(scale, yScale);
if (motion->translation.value() == target && motion->scale.value() == scalePoint)
return; // Window already at that position
motion->translation.setTarget(target);
motion->scale.setTarget(scalePoint);
m_movingWindowsSet << w;
}
QRectF WindowMotionManager::transformedGeometry(EffectWindow *w) const
{
QHash<EffectWindow*, WindowMotion>::const_iterator it = m_managedWindows.constFind(w);
if (it == m_managedWindows.end())
return w->geometry();
const WindowMotion *motion = &it.value();
QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo(motion->translation.value());
geometry.setWidth(geometry.width() * motion->scale.value().x());
geometry.setHeight(geometry.height() * motion->scale.value().y());
return geometry;
}
void WindowMotionManager::setTransformedGeometry(EffectWindow *w, const QRectF &geometry)
{
QHash<EffectWindow*, WindowMotion>::iterator it = m_managedWindows.find(w);
if (it == m_managedWindows.end())
return;
WindowMotion *motion = &it.value();
motion->translation.setValue(geometry.topLeft());
motion->scale.setValue(QPointF(geometry.width() / qreal(w->width()), geometry.height() / qreal(w->height())));
}
QRectF WindowMotionManager::targetGeometry(EffectWindow *w) const
{
QHash<EffectWindow*, WindowMotion>::const_iterator it = m_managedWindows.constFind(w);
if (it == m_managedWindows.end())
return w->geometry();
const WindowMotion *motion = &it.value();
QRectF geometry(w->geometry());
// TODO: Take into account existing scale so that we can work with multiple managers (E.g. Present windows + grid)
geometry.moveTo(motion->translation.target());
geometry.setWidth(geometry.width() * motion->scale.target().x());
geometry.setHeight(geometry.height() * motion->scale.target().y());
return geometry;
}
EffectWindow* WindowMotionManager::windowAtPoint(QPoint point, bool useStackingOrder) const
{
Q_UNUSED(useStackingOrder);
// TODO: Stacking order uses EffectsHandler::stackingOrder() then filters by m_managedWindows
QHash< EffectWindow*, WindowMotion >::ConstIterator it = m_managedWindows.constBegin();
while (it != m_managedWindows.constEnd()) {
if (transformedGeometry(it.key()).contains(point))
return it.key();
++it;
}
return NULL;
}
/***************************************************************
EffectFramePrivate
***************************************************************/
class EffectFramePrivate
{
public:
EffectFramePrivate();
~EffectFramePrivate();
bool crossFading;
qreal crossFadeProgress;
};
EffectFramePrivate::EffectFramePrivate()
: crossFading(false)
, crossFadeProgress(1.0)
{
}
EffectFramePrivate::~EffectFramePrivate()
{
}
/***************************************************************
EffectFrame
***************************************************************/
EffectFrame::EffectFrame()
: d(new EffectFramePrivate)
{
}
EffectFrame::~EffectFrame()
{
delete d;
}
qreal EffectFrame::crossFadeProgress() const
{
return d->crossFadeProgress;
}
void EffectFrame::setCrossFadeProgress(qreal progress)
{
d->crossFadeProgress = progress;
}
bool EffectFrame::isCrossFade() const
{
return d->crossFading;
}
void EffectFrame::enableCrossFade(bool enable)
{
d->crossFading = enable;
}
} // namespace
#include "kwineffects.moc"