kwin/effects/magiclamp/magiclamp.cpp

351 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>
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*, TimeLine >::iterator entry = mTimeLineWindows.begin();
bool erase = false;
while (entry != mTimeLineWindows.end()) {
TimeLine &timeline = entry.value();
if (entry.key()->isMinimized()) {
timeline.addTime(time);
erase = (timeline.progress() >= 1.0f);
} else {
timeline.removeTime(time);
erase = (timeline.progress() <= 0.0f);
}
if (erase)
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].value();
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)
{
mTimeLineWindows.remove(w);
}
void MagicLampEffect::slotWindowMinimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
mTimeLineWindows[w].setDuration(mAnimationDuration);
mTimeLineWindows[w].setProgress(0.0f);
}
void MagicLampEffect::slotWindowUnminimized(EffectWindow* w)
{
if (effects->activeFullScreenEffect())
return;
mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
mTimeLineWindows[w].setDuration(mAnimationDuration);
mTimeLineWindows[w].setProgress(1.0f);
}
} // namespace