kwin/libkwineffects/kwineffects.cpp
Martin Gräßlin fe4329a252 Only call active effects in the effect chain
Each effect is able to declare itself as currently being active,
that is transforming windows or painting or screen or doing anything
during the current rendered frame.

This change eliminates the hottest path inside KWin identified by
callgrind.

REVIEW: 102449
2011-08-29 07:06:58 +02:00

1074 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;
}
bool Effect::isActive() const
{
return true;
}
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)
: 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"