/* KWin - the KDE window manager This file is part of the KDE project. SPDX-FileCopyrightText: 2011 Thomas Lübking SPDX-FileCopyrightText: 2018 Vlad Zahorodnii SPDX-License-Identifier: GPL-2.0-or-later */ #ifndef ANIMATION_EFFECT_H #define ANIMATION_EFFECT_H #include #include #include #include #include namespace KWin { class KWINEFFECTS_EXPORT FPx2 { public: FPx2() { f[0] = f[1] = 0.0; valid = false; } explicit FPx2(float v) { f[0] = f[1] = v; valid = true; } FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; } explicit FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } explicit FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } explicit FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } explicit FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } inline void invalidate() { valid = false; } inline bool isValid() const { return valid; } inline float operator[](int n) const { return f[n]; } inline QString toString() const { QString ret; if (valid) ret = QString::number(f[0]) + QLatin1Char(',') + QString::number(f[1]); else ret = QString(); return ret; } inline FPx2 &operator=(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; return *this; } inline FPx2 &operator+=(const FPx2 &other) { f[0] += other[0]; f[1] += other[1]; return *this; } inline FPx2 &operator-=(const FPx2 &other) { f[0] -= other[0]; f[1] -= other[1]; return *this; } inline FPx2 &operator*=(float fl) { f[0] *= fl; f[1] *= fl; return *this; } inline FPx2 &operator/=(float fl) { f[0] /= fl; f[1] /= fl; return *this; } friend inline bool operator==(const FPx2 &f1, const FPx2 &f2) { return f1[0] == f2[0] && f1[1] == f2[1]; } friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2) { return f1[0] != f2[0] || f1[1] != f2[1]; } friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); } friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); } friend inline const FPx2 operator*(const FPx2 &f, float fl) { return FPx2( f[0] * fl, f[1] * fl ); } friend inline const FPx2 operator*(float fl, const FPx2 &f) { return FPx2( f[0] * fl, f[1] *fl ); } friend inline const FPx2 operator-(const FPx2 &f) { return FPx2( -f[0], -f[1] ); } friend inline const FPx2 operator/(const FPx2 &f, float fl) { return FPx2( f[0] / fl, f[1] / fl ); } inline void set(float v) { f[0] = v; valid = true; } inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } private: float f[2]; bool valid; }; class AniData; class AnimationEffectPrivate; /** * Base class for animation effects. * * AnimationEffect serves as a base class for animation effects. It makes easier * implementing animated transitions, without having to worry about low-level * specific stuff, e.g. referencing and unreferencing deleted windows, scheduling * repaints for the next frame, etc. * * Each animation animates one specific attribute, e.g. size, position, scale, etc. * You can provide your own implementation of the Generic attribute if none of the * standard attributes(e.g. size, position, etc) satisfy your requirements. * * @since 4.8 */ class KWINEFFECTS_EXPORT AnimationEffect : public Effect { Q_OBJECT public: enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3, Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 }; Q_ENUM(Anchor) enum Attribute { Opacity = 0, Brightness, Saturation, Scale, Rotation, Position, Size, Translation, Clip, Generic, CrossFadePrevious, NonFloatBase = Position }; Q_ENUM(Attribute) enum MetaType { SourceAnchor, TargetAnchor, RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis }; Q_ENUM(MetaType) /** * This enum type is used to specify the direction of the animation. * * @since 5.15 */ enum Direction { Forward, ///< The animation goes from source to target. Backward ///< The animation goes from target to source. }; Q_ENUM(Direction) /** * This enum type is used to specify when the animation should be terminated. * * @since 5.15 */ enum TerminationFlag { /** * Don't terminate the animation when it reaches source or target position. */ DontTerminate = 0x00, /** * Terminate the animation when it reaches the source position. An animation * can reach the source position if its direction was changed to go backward * (from target to source). */ TerminateAtSource = 0x01, /** * Terminate the animation when it reaches the target position. If this flag * is not set, then the animation will be persistent. */ TerminateAtTarget = 0x02 }; Q_FLAGS(TerminationFlag) Q_DECLARE_FLAGS(TerminationFlags, TerminationFlag) /** * Constructs AnimationEffect. * * Whenever you intend to connect to the EffectsHandler::windowClosed() signal, * do so when reimplementing the constructor. Do not add private slots named * _windowClosed or _windowDeleted! The AnimationEffect connects them right after * the construction. * * If you shadow the _windowDeleted slot (it doesn't matter that it's a private * slot), this will lead to segfaults. * * If you shadow _windowClosed or connect your slot to EffectsHandler::windowClosed() * after _windowClosed was connected, animations for closing windows will fail. */ AnimationEffect(); ~AnimationEffect() override; bool isActive() const override; /** * Gets stored metadata. * * Metadata can be used to store some extra information, for example rotation axis, * etc. The first 24 bits are reserved for the AnimationEffect class, you can use * the last 8 bits for custom hints. In case when you transform a Generic attribute, * all 32 bits are yours and you can use them as you want and read them in your * genericAnimation() implementation. * * @param type The type of the metadata. * @param meta Where the metadata is stored. * @returns Stored metadata. * @since 4.8 */ static int metaData(MetaType type, uint meta ); /** * Sets metadata. * * @param type The type of the metadata. * @param value The data to be stored. * @param meta Where the metadata will be stored. * @since 4.8 */ static void setMetaData(MetaType type, uint value, uint &meta ); // Reimplemented from KWin::Effect. QString debug(const QString ¶meter) const override; void prePaintScreen( ScreenPrePaintData& data, int time ) override; void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) override; void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) override; void postPaintScreen() override; /** * Gaussian (bumper) animation curve for QEasingCurve. * * @since 4.8 */ static qreal qecGaussian(qreal progress) { progress = 2*progress - 1; progress *= -5*progress; return qExp(progress); } /** * @since 4.8 */ static inline qint64 clock() { return s_clock.elapsed(); } protected: /** * Starts an animated transition of any supported attribute. * * @param w The animated window. * @param a The animated attribute. * @param meta Basically a wildcard to carry various extra information, e.g. * the anchor, relativity or rotation axis. You will probably use it when * performing Generic animations. * @param ms How long the transition will last. * @param to The target value. FPx2 is an agnostic two component float type * (like QPointF or QSizeF, but without requiring to be either and supporting * an invalid state). * @param curve How the animation progresses, e.g. Linear progresses constantly * while Exponential start slow and becomes very fast in the end. * @param delay When the animation will start compared to "now" (the window will * remain at the "from" position until then). * @param from The starting value, the default is invalid, ie. the attribute for * the window is not transformed in the beginning. * @param fullScreen Sets this effect as the active full screen effect for the * duration of the animation. * @param keepAlive Whether closed windows should be kept alive during animation. * @returns An ID that you can use to cancel a running animation. * @since 4.8 */ quint64 animate( EffectWindow *w, Attribute a, uint meta, int ms, const FPx2 &to, const QEasingCurve &curve = QEasingCurve(), int delay = 0, const FPx2 &from = FPx2(), bool fullScreen = false, bool keepAlive = true) { return p_animate(w, a, meta, ms, to, curve, delay, from, false, fullScreen, keepAlive); } /** * Starts a persistent animated transition of any supported attribute. * * This method is equal to animate() with one important difference: * the target value for the attribute is kept until you call cancel(). * * @param w The animated window. * @param a The animated attribute. * @param meta Basically a wildcard to carry various extra information, e.g. * the anchor, relativity or rotation axis. You will probably use it when * performing Generic animations. * @param ms How long the transition will last. * @param to The target value. FPx2 is an agnostic two component float type * (like QPointF or QSizeF, but without requiring to be either and supporting * an invalid state). * @param curve How the animation progresses, e.g. Linear progresses constantly * while Exponential start slow and becomes very fast in the end. * @param delay When the animation will start compared to "now" (the window will * remain at the "from" position until then). * @param from The starting value, the default is invalid, ie. the attribute for * the window is not transformed in the beginning. * @param fullScreen Sets this effect as the active full screen effect for the * duration of the animation. * @param keepAlive Whether closed windows should be kept alive during animation. * @returns An ID that you need to use to cancel this manipulation. * @since 4.11 */ quint64 set( EffectWindow *w, Attribute a, uint meta, int ms, const FPx2 &to, const QEasingCurve &curve = QEasingCurve(), int delay = 0, const FPx2 &from = FPx2(), bool fullScreen = false, bool keepAlive = true) { return p_animate(w, a, meta, ms, to, curve, delay, from, true, fullScreen, keepAlive); } /** * Changes the target (but not type or curve) of a running animation. * * Please use cancel() to cancel an animation rather than altering it. * * @param animationId The id of the animation to be retargetted. * @param newTarget The new target. * @param newRemainingTime The new duration of the transition. By default (-1), * the remaining time remains unchanged. * @returns @c true if the animation was retargetted successfully, @c false otherwise. * @note You can NOT retarget an animation that just has just ended! * @since 5.6 */ bool retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime = -1); /** * Changes the direction of the animation. * * @param animationId The id of the animation. * @param direction The new direction of the animation. * @param terminationFlags Whether the animation should be terminated when it * reaches the source position after its direction was changed to go backward. * Currently, TerminationFlag::TerminateAtTarget has no effect. * @returns @c true if the direction of the animation was changed successfully, * otherwise @c false. * @since 5.15 */ bool redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags = TerminateAtSource); /** * Fast-forwards the animation to the target position. * * @param animationId The id of the animation. * @returns @c true if the animation was fast-forwarded successfully, otherwise * @c false. * @since 5.15 */ bool complete(quint64 animationId); /** * Called whenever an animation ends. * * You can reimplement this method to keep a constant transformation for the window * (i.e. keep it at some opacity or position) or to start another animation. * * @param w The animated window. * @param a The animated attribute. * @param meta Originally supplied metadata to animate() or set(). * @since 4.8 */ virtual void animationEnded(EffectWindow *w, Attribute a, uint meta) {Q_UNUSED(w); Q_UNUSED(a); Q_UNUSED(meta);} /** * Cancels a running animation. * * @param animationId The id of the animation. * @returns @c true if the animation was found (and canceled), @c false otherwise. * @note There is NO animated reset of the original value. You'll have to provide * that with a second animation. * @note This will eventually release a Deleted window as well. * @note If you intend to run another animation on the (Deleted) window, you have * to do that before cancelling the old animation (to keep the window around). * @since 4.11 */ bool cancel(quint64 animationId); /** * Called whenever animation that transforms Generic attribute needs to be painted. * * You should reimplement this method if you transform Generic attribute. @p meta * can be used to support more than one additional animations. * * @param w The animated window. * @param data The paint data. * @param progress Current progress value. * @param meta The metadata. * @since 4.8 */ virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta ) {Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);} /** * @internal */ typedef QMap, QRect> > AniMap; /** * @internal */ AniMap state() const; private: quint64 p_animate(EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, const QEasingCurve &curve, int delay, FPx2 from, bool keepAtTarget, bool fullScreenEffect, bool keepAlive); QRect clipRect(const QRect &windowRect, const AniData&) const; void clipWindow(const EffectWindow *, const AniData &, WindowQuadList &) const; float interpolated( const AniData&, int i = 0 ) const; float progress( const AniData& ) const; void disconnectGeometryChanges(); void updateLayerRepaints(); void validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const; private Q_SLOTS: void init(); void triggerRepaint(); void _windowClosed( KWin::EffectWindow* w ); void _windowDeleted( KWin::EffectWindow* w ); void _expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old); private: static QElapsedTimer s_clock; AnimationEffectPrivate * const d_ptr; Q_DECLARE_PRIVATE(AnimationEffect) Q_DISABLE_COPY(AnimationEffect) }; } // namespace QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2); Q_DECLARE_METATYPE(KWin::FPx2) Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::AnimationEffect::TerminationFlags) #endif // ANIMATION_EFFECT_H