kwin/libkwineffects/kwinanimationeffect.cpp

787 lines
31 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011 Thomas Lübking <thomas.luebking@web.de>
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 "kwinanimationeffect.h"
#include "anidata_p.h"
#include <QDateTime>
#include <QTimer>
namespace KWin {
QElapsedTimer AnimationEffect::s_clock;
struct AnimationEffectPrivate {
public:
AnimationEffectPrivate() { m_animated = m_damageDirty = m_animationsTouched = false; }
AnimationEffect::AniMap m_animations;
EffectWindowList m_zombies;
bool m_animated, m_damageDirty, m_needSceneRepaint, m_animationsTouched;
};
}
using namespace KWin;
AnimationEffect::AnimationEffect() : d_ptr(new AnimationEffectPrivate())
{
Q_D(AnimationEffect);
d->m_animated = false;
if (!s_clock.isValid())
s_clock.start();
/* this is the same as the QTimer::singleShot(0, SLOT(init())) kludge
* defering the init and esp. the connection to the windowClosed slot */
QMetaObject::invokeMethod( this, "init", Qt::QueuedConnection );
}
void AnimationEffect::init()
{
/* by connecting the signal from a slot AFTER the inheriting class constructor had the chance to
* connect it we can provide auto-referencing of animated and closed windows, since at the time
* our slot will be called, the slot of the subclass has been (SIGNAL/SLOT connections are FIFO)
* and has pot. started an animation so we have the window in our hash :) */
connect ( effects, SIGNAL(windowClosed(KWin::EffectWindow*)), SLOT(_windowClosed(KWin::EffectWindow*)) );
connect ( effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), SLOT(_windowDeleted(KWin::EffectWindow*)) );
connect ( effects, SIGNAL(windowGeometryShapeChanged(KWin::EffectWindow*, const QRect&)),
SLOT(_expandedGeometryChanged(KWin::EffectWindow*, const QRect&)) );
connect ( effects, SIGNAL(windowPaddingChanged(KWin::EffectWindow*, const QRect&)),
SLOT(_expandedGeometryChanged(KWin::EffectWindow*, const QRect&)) );
}
bool AnimationEffect::isActive() const
{
Q_D(const AnimationEffect);
return !d->m_animations.isEmpty();
}
#define RELATIVE_XY(_FIELD_) const bool relative[2] = { static_cast<bool>(metaData(Relative##_FIELD_##X, meta)), \
static_cast<bool>(metaData(Relative##_FIELD_##Y, meta)) }
void AnimationEffect::animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from )
{
const bool waitAtSource = from.isValid();
if (a < NonFloatBase) {
if (a == Scale) {
QRect area = effects->clientArea(ScreenArea , w);
if (from.isValid()) {
RELATIVE_XY(Source);
from.set( relative[0] ? from[0] * area.width() / w->width() : from[0],
relative[1] ? from[1] * area.height() / w->height() : from[1] );
}
if (to.isValid()) {
RELATIVE_XY(Target);
to.set( relative[0] ? to[0] * area.width() / w->width() : to[0],
relative[1] ? to[1] * area.height() / w->height() : to[1] );
}
} else if (a == Rotation) {
if (!from.isValid()) {
setMetaData( SourceAnchor, metaData(TargetAnchor, meta), meta );
from.set(0.0,0.0);
}
if (!to.isValid()) {
setMetaData( TargetAnchor, metaData(SourceAnchor, meta), meta );
to.set(0.0,0.0);
}
}
if (!from.isValid())
from.set(1.0,1.0);
if (!to.isValid())
to.set(1.0,1.0);
} else if (a == Position) {
QRect area = effects->clientArea(ScreenArea , w);
QPoint pt = w->geometry().bottomRight(); // cannot be < 0 ;-)
if (from.isValid()) {
RELATIVE_XY(Source);
from.set( relative[0] ? area.x() + from[0] * area.width() : from[0],
relative[1] ? area.y() + from[1] * area.height() : from[1] );
} else {
from.set(pt.x(), pt.y());
setMetaData( SourceAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta );
}
if (to.isValid()) {
RELATIVE_XY(Target);
to.set( relative[0] ? area.x() + to[0] * area.width() : to[0],
relative[1] ? area.y() + to[1] * area.height() : to[1] );
} else {
to.set(pt.x(), pt.y());
setMetaData( TargetAnchor, AnimationEffect::Bottom|AnimationEffect::Right, meta );
}
} else if (a == Size) {
QRect area = effects->clientArea(ScreenArea , w);
if (from.isValid()) {
RELATIVE_XY(Source);
from.set( relative[0] ? from[0] * area.width() : from[0],
relative[1] ? from[1] * area.height() : from[1] );
} else {
from.set(w->width(), w->height());
}
if (to.isValid()) {
RELATIVE_XY(Target);
to.set( relative[0] ? to[0] * area.width() : to[0],
relative[1] ? to[1] * area.height() : to[1] );
} else {
to.set(w->width(), w->height());
}
} else if (a == Translation) {
QRect area = w->rect();
if (from.isValid()) {
RELATIVE_XY(Source);
from.set( relative[0] ? from[0] * area.width() : from[0],
relative[1] ? from[1] * area.height() : from[1] );
} else {
from.set(0.0, 0.0);
}
if (to.isValid()) {
RELATIVE_XY(Target);
to.set( relative[0] ? to[0] * area.width() : to[0],
relative[1] ? to[1] * area.height() : to[1] );
} else {
to.set(0.0, 0.0);
}
} else if (a == Clip) {
if (!from.isValid()) {
from.set(1.0,1.0);
setMetaData( SourceAnchor, metaData(TargetAnchor, meta), meta );
}
if (!to.isValid()) {
to.set(1.0,1.0);
setMetaData( TargetAnchor, metaData(SourceAnchor, meta), meta );
}
}
Q_D(AnimationEffect);
AniMap::iterator it = d->m_animations.find(w);
if (it == d->m_animations.end())
it = d->m_animations.insert(w, QPair<QList<AniData>, QRect>(QList<AniData>(), QRect()));
it->first.append(AniData(a, meta, ms, to, curve, delay, from, waitAtSource));
it->second = QRect();
d->m_animationsTouched = true;
if (delay > 0) {
QTimer::singleShot(delay, this, SLOT(triggerRepaint()));
if (waitAtSource)
w->addLayerRepaint(0, 0, displayWidth(), displayHeight());
}
else {
triggerRepaint();
}
}
void AnimationEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
Q_D(AnimationEffect);
if (d->m_animations.isEmpty()) {
effects->prePaintScreen(data, time);
return;
}
d->m_animationsTouched = false;
AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end();
d->m_animated = false;
// short int transformed = 0;
while (entry != mapEnd) {
bool invalidateLayerRect = false;
QList<AniData>::iterator anim = entry->first.begin(), animEnd = entry->first.end();
int animCounter = 0;
while (anim != animEnd) {
if (anim->startTime > clock()) {
if (!anim->waitAtSource) {
++anim;
++animCounter;
continue;
}
} else {
anim->addTime(time);
}
if (anim->time < anim->duration) {
// if (anim->attribute != Brightness && anim->attribute != Saturation && anim->attribute != Opacity)
// transformed = true;
d->m_animated = true;
++anim;
++animCounter;
} else {
EffectWindow *oldW = entry.key();
AniData *aData = &(*anim);
animationEnded(oldW, anim->attribute, anim->meta);
// NOTICE animationEnded is an external call and might have called "::animate"
// as a result our iterators could now point random junk on the heap
// so we've to restore the former states, ie. find our window list and animation
if (d->m_animationsTouched) {
d->m_animationsTouched = false;
entry = d->m_animations.begin(), mapEnd = d->m_animations.end();
while (entry.key() != oldW && entry != mapEnd)
++entry;
Q_ASSERT(entry != mapEnd); // usercode should not delete animations from animationEnded (not even possible atm.)
anim = entry->first.begin(), animEnd = entry->first.end();
Q_ASSERT(animCounter < entry->first.count());
for (int i = 0; i < animCounter; ++i)
++anim;
}
anim = entry->first.erase(anim);
invalidateLayerRect = d->m_damageDirty = true;
animEnd = entry->first.end();
}
}
if (entry->first.isEmpty()) {
const int i = d->m_zombies.indexOf(entry.key());
if ( i > -1 ) {
d->m_zombies.removeAt( i );
entry.key()->unrefWindow();
}
data.paint |= entry->second;
// d->m_damageDirty = true; // TODO likely no longer required
entry = d->m_animations.erase(entry);
mapEnd = d->m_animations.end();
} else {
if (invalidateLayerRect)
*const_cast<QRect*>(&(entry->second)) = QRect(); // invalidate
++entry;
}
}
// NOTICE PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS and thus now no flag should be required
// ... unless we start to get glitches ;-)
// if ( transformed )
// data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS; //PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// janitorial...
if ( !(d->m_animations.count() || d->m_zombies.isEmpty()) )
{
foreach ( EffectWindow *w, d->m_zombies )
w->unrefWindow();
d->m_zombies.clear();
}
effects->prePaintScreen(data, time);
}
static int xCoord(const QRect &r, int flag) {
if (flag & AnimationEffect::Left)
return r.x();
else if (flag & AnimationEffect::Right)
return r.right();
else
return r.x() + r.width()/2;
}
static int yCoord(const QRect &r, int flag) {
if (flag & AnimationEffect::Top)
return r.y();
else if (flag & AnimationEffect::Bottom)
return r.bottom();
else
return r.y() + r.height()/2;
}
QRect AnimationEffect::clipRect(const QRect &geo, const AniData &anim) const
{
QRect clip = geo;
FPx2 ratio = anim.from + progress(anim) * (anim.to - anim.from);
if (anim.from[0] < 1.0 || anim.to[0] < 1.0) {
clip.setWidth(clip.width() * ratio[0]);
}
if (anim.from[1] < 1.0 || anim.to[1] < 1.0) {
clip.setHeight(clip.height() * ratio[1]);
}
const QRect center = geo.adjusted(clip.width()/2, clip.height()/2,
-(clip.width()+1)/2, -(clip.height()+1)/2 );
const int x[2] = { xCoord(center, metaData(SourceAnchor, anim.meta)),
xCoord(center, metaData(TargetAnchor, anim.meta)) };
const int y[2] = { yCoord(center, metaData(SourceAnchor, anim.meta)),
yCoord(center, metaData(TargetAnchor, anim.meta)) };
const QPoint d(x[0] + ratio[0]*(x[1]-x[0]), y[0] + ratio[1]*(y[1]-y[0]));
clip.moveTopLeft(QPoint(d.x() - clip.width()/2, d.y() - clip.height()/2));
return clip;
}
void AnimationEffect::clipWindow(const EffectWindow *w, const AniData &anim, WindowQuadList &quads) const
{
return;
const QRect geo = w->expandedGeometry();
QRect clip = AnimationEffect::clipRect(geo, anim);
WindowQuadList filtered;
if (clip.left() != geo.left()) {
quads = quads.splitAtX(clip.left());
foreach (const WindowQuad &quad, quads) {
if (quad.right() >= clip.left())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.right() != geo.right()) {
quads = quads.splitAtX(clip.left());
foreach (const WindowQuad &quad, quads) {
if (quad.right() <= clip.right())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.top() != geo.top()) {
quads = quads.splitAtY(clip.top());
foreach (const WindowQuad &quad, quads) {
if (quad.top() >= clip.top())
filtered << quad;
}
quads = filtered;
filtered.clear();
}
if (clip.bottom() != geo.bottom()) {
quads = quads.splitAtY(clip.bottom());
foreach (const WindowQuad &quad, quads) {
if (quad.bottom() <= clip.bottom())
filtered << quad;
}
quads = filtered;
}
}
void AnimationEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
AniMap::const_iterator entry = d->m_animations.constFind( w );
if ( entry != d->m_animations.constEnd() ) {
bool isUsed = false;
for (QList<AniData>::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim) {
if (anim->startTime > clock() && !anim->waitAtSource)
continue;
isUsed = true;
if (anim->attribute == Opacity)
data.setTranslucent();
else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) {
data.setTransformed();
data.mask |= PAINT_WINDOW_TRANSFORMED;
if (anim->attribute == Clip)
clipWindow(w, *anim, data.quads);
}
}
if ( isUsed ) {
if ( w->isMinimized() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE );
else if ( w->isDeleted() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
else if ( !w->isOnCurrentDesktop() )
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
// if( !w->isPaintingEnabled() && !effects->activeFullScreenEffect() )
// effects->addLayerRepaint(w->expandedGeometry());
}
}
}
effects->prePaintWindow( w, data, time );
}
static inline float geometryCompensation(int flags, float v)
{
if (flags & (AnimationEffect::Left|AnimationEffect::Top))
return 0.0; // no compensation required
if (flags & (AnimationEffect::Right|AnimationEffect::Bottom))
return 1.0 - v; // full compensation
return 0.5 * (1.0 - v); // half compensation
}
void AnimationEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
AniMap::const_iterator entry = d->m_animations.constFind( w );
if ( entry != d->m_animations.constEnd() ) {
for ( QList<AniData>::const_iterator anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim ) {
if (anim->startTime > clock() && !anim->waitAtSource)
continue;
switch (anim->attribute) {
case Opacity:
data.multiplyOpacity(interpolated(*anim)); break;
case Brightness:
data.multiplyBrightness(interpolated(*anim)); break;
case Saturation:
data.multiplySaturation(interpolated(*anim)); break;
case Scale: {
const QSize sz = w->geometry().size();
float f1(1.0), f2(0.0);
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // scale x
f1 = interpolated(*anim, 0);
f2 = geometryCompensation( anim->meta & AnimationEffect::Horizontal, f1 );
data.translate(f2 * sz.width());
data.setXScale(data.xScale() * f1);
}
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // scale y
if (!anim->isOneDimensional()) {
f1 = interpolated(*anim, 1);
f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
}
else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) )
f2 = geometryCompensation( anim->meta & AnimationEffect::Vertical, f1 );
data.translate(0.0, f2 * sz.height());
data.setYScale(data.yScale() * f1);
}
break;
}
case Clip:
region = clipRect(w->expandedGeometry(), *anim);
break;
case Translation:
data += QPointF(interpolated(*anim, 0), interpolated(*anim, 1));
break;
case Size: {
FPx2 dest = anim->from + progress(*anim) * (anim->to - anim->from);
const QSize sz = w->geometry().size();
float f;
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) { // resize x
f = dest[0]/sz.width();
data.translate(geometryCompensation( anim->meta & AnimationEffect::Horizontal, f ) * sz.width());
data.setXScale(data.xScale() * f);
}
if (anim->from[1] >= 0.0 && anim->to[1] >= 0.0) { // resize y
f = dest[1]/sz.height();
data.translate(0.0, geometryCompensation( anim->meta & AnimationEffect::Vertical, f ) * sz.height());
data.setYScale(data.yScale() * f);
}
break;
}
case Position: {
const QRect geo = w->geometry();
const float prgrs = progress(*anim);
if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) {
float dest = interpolated(*anim, 0);
const int x[2] = { xCoord(geo, metaData(SourceAnchor, anim->meta)),
xCoord(geo, metaData(TargetAnchor, anim->meta)) };
data.translate(dest - (x[0] + prgrs*(x[1] - x[0])));
}
if ( anim->from[1] >= 0.0 && anim->to[1] >= 0.0 ) {
float dest = interpolated(*anim, 1);
const int y[2] = { yCoord(geo, metaData(SourceAnchor, anim->meta)),
yCoord(geo, metaData(TargetAnchor, anim->meta)) };
data.translate(0.0, dest - (y[0] + prgrs*(y[1] - y[0])));
}
break;
}
case Rotation: {
data.setRotationAxis((Qt::Axis)metaData(Axis, anim->meta));
const float prgrs = progress(*anim);
data.setRotationAngle(anim->from[0] + prgrs*(anim->to[0] - anim->from[0]));
const QRect geo = w->rect();
const uint sAnchor = metaData(SourceAnchor, anim->meta),
tAnchor = metaData(TargetAnchor, anim->meta);
QPointF pt(xCoord(geo, sAnchor), yCoord(geo, sAnchor));
if (tAnchor != sAnchor) {
QPointF pt2(xCoord(geo, tAnchor), yCoord(geo, tAnchor));
pt += static_cast<qreal>(prgrs)*(pt2 - pt);
}
data.setRotationOrigin(QVector3D(pt));
break;
}
case Generic:
genericAnimation(w, data, progress(*anim), anim->meta);
break;
default:
break;
}
}
}
}
effects->paintWindow( w, mask, region, data );
}
void AnimationEffect::postPaintScreen()
{
Q_D(AnimationEffect);
if ( d->m_animated ) {
if (d->m_damageDirty)
updateLayerRepaints();
if (d->m_needSceneRepaint) {
effects->addRepaintFull();
} else {
AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd();
for (; it != end; ++it) {
it.key()->addLayerRepaint(it->second);
}
}
}
effects->postPaintScreen();
}
float AnimationEffect::interpolated( const AniData &a, int i ) const
{
if (a.startTime > clock())
return a.from[i];
return a.from[i] + a.curve.valueForProgress( ((float)a.time)/a.duration )*(a.to[i] - a.from[i]);
}
float AnimationEffect::progress( const AniData &a ) const
{
if (a.startTime > clock())
return 0.0;
return a.curve.valueForProgress( ((float)a.time)/a.duration );
}
// TODO - get this out of the header - the functionpointer usage of QEasingCurve somehow sucks ;-)
// qreal AnimationEffect::qecGaussian(qreal progress) // exp(-5*(2*x-1)^2)
// {
// progress = 2*progress - 1;
// progress *= -5*progress;
// return qExp(progress);
// }
int AnimationEffect::metaData( MetaType type, uint meta )
{
switch (type) {
case SourceAnchor:
return ((meta>>5) & 0x1f);
case TargetAnchor:
return (meta& 0x1f);
case RelativeSourceX:
case RelativeSourceY:
case RelativeTargetX:
case RelativeTargetY: {
const int shift = 10 + type - RelativeSourceX;
return ((meta>>shift) & 1);
}
case Axis:
return ((meta>>10) & 3);
default:
return 0;
}
}
void AnimationEffect::setMetaData( MetaType type, uint value, uint &meta )
{
switch (type) {
case SourceAnchor:
meta &= ~(0x1f<<5);
meta |= ((value & 0x1f)<<5);
break;
case TargetAnchor:
meta &= ~(0x1f);
meta |= (value & 0x1f);
break;
case RelativeSourceX:
case RelativeSourceY:
case RelativeTargetX:
case RelativeTargetY: {
const int shift = 10 + type - RelativeSourceX;
if (value)
meta |= (1<<shift);
else
meta &= ~(1<<shift);
break;
}
case Axis:
meta &= ~(3<<10);
meta |= ((value & 3)<<10);
break;
default:
break;
}
}
void AnimationEffect::triggerRepaint()
{
Q_D(AnimationEffect);
for (AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry)
*const_cast<QRect*>(&(entry->second)) = QRect();
updateLayerRepaints();
if (d->m_needSceneRepaint) {
effects->addRepaintFull();
} else {
AniMap::const_iterator it = d->m_animations.constBegin(), end = d->m_animations.constEnd();
for (; it != end; ++it)
it.key()->addLayerRepaint(it->second);
}
}
static float fixOvershoot(float f, const AniData &d, short int dir, float s = 1.1)
{
switch(d.curve.type()) {
case QEasingCurve::InOutElastic:
case QEasingCurve::InOutBack:
return f * s;
case QEasingCurve::InElastic:
case QEasingCurve::OutInElastic:
case QEasingCurve::OutBack:
return (dir&2) ? f * s : f;
case QEasingCurve::OutElastic:
case QEasingCurve::InBack:
return (dir&1) ? f * s : f;
default:
return f;
}
}
void AnimationEffect::updateLayerRepaints()
{
Q_D(AnimationEffect);
d->m_needSceneRepaint = false;
for (AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd(); entry != mapEnd; ++entry) {
if (!entry->second.isNull())
continue;
float f[2] = {1.0, 1.0};
float t[2] = {0.0, 0.0};
bool createRegion = false;
QList<QRect> rects;
QRect *layerRect = const_cast<QRect*>(&(entry->second));
for (QList<AniData>::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd(); anim != animEnd; ++anim) {
if (anim->startTime > clock())
continue;
switch (anim->attribute) {
case Opacity:
case Brightness:
case Saturation:
createRegion = true;
break;
case Rotation:
createRegion = false;
*layerRect = QRect(0, 0, displayWidth(), displayHeight());
goto region_creation; // sic! no need to do anything else
case Generic:
d->m_needSceneRepaint = true; // we don't know whether this will change visual stacking order
return; // sic! no need to do anything else
case Translation:
case Position: {
createRegion = true;
QRect r(entry.key()->geometry());
int x[2] = {0,0};
int y[2] = {0,0};
if (anim->attribute == Translation) {
x[0] = anim->from[0];
x[1] = anim->to[0];
y[0] = anim->from[1];
y[1] = anim->to[1];
} else {
if ( anim->from[0] >= 0.0 && anim->to[0] >= 0.0 ) {
x[0] = anim->from[0] - xCoord(r, metaData(SourceAnchor, anim->meta));
x[1] = anim->to[0] - xCoord(r, metaData(TargetAnchor, anim->meta));
}
if ( anim->from[1] >= 0.0 && anim->to[1] >= 0.0 ) {
y[0] = anim->from[1] - yCoord(r, metaData(SourceAnchor, anim->meta));
y[1] = anim->to[1] - yCoord(r, metaData(TargetAnchor, anim->meta));
}
}
r = entry.key()->expandedGeometry();
rects << r.translated(x[0], y[0]) << r.translated(x[1], y[1]);
break;
}
case Clip:
createRegion = true;
break;
case Size:
case Scale: {
createRegion = true;
const QSize sz = entry.key()->geometry().size();
float fx = qMax(fixOvershoot(anim->from[0], *anim, 1), fixOvershoot(anim->to[0], *anim, 2));
// float fx = qMax(interpolated(*anim,0), anim->to[0]);
if (fx >= 0.0) {
if (anim->attribute == Size)
fx /= sz.width();
f[0] *= fx;
t[0] += geometryCompensation( anim->meta & AnimationEffect::Horizontal, fx ) * sz.width();
}
// float fy = qMax(interpolated(*anim,1), anim->to[1]);
float fy = qMax(fixOvershoot(anim->from[1], *anim, 1), fixOvershoot(anim->to[1], *anim, 2));
if (fy >= 0.0) {
if (anim->attribute == Size)
fy /= sz.height();
if (!anim->isOneDimensional()) {
f[1] *= fy;
t[1] += geometryCompensation( anim->meta & AnimationEffect::Vertical, fy ) * sz.height();
} else if ( ((anim->meta & AnimationEffect::Vertical)>>1) != (anim->meta & AnimationEffect::Horizontal) ) {
f[1] *= fx;
t[1] += geometryCompensation( anim->meta & AnimationEffect::Vertical, fx ) * sz.height();
}
}
break;
}
}
}
region_creation:
if (createRegion) {
const QRect geo = entry.key()->expandedGeometry();
if (rects.isEmpty())
rects << geo;
QList<QRect>::const_iterator r, rEnd = rects.constEnd();
for ( r = rects.constBegin(); r != rEnd; ++r) { // transform
const_cast<QRect*>(&(*r))->setSize(QSize(qRound(r->width()*f[0]), qRound(r->height()*f[1])));
const_cast<QRect*>(&(*r))->translate(t[0], t[1]); // "const_cast" - don't do that at home, kids ;-)
}
QRect rect = rects.at(0);
if (rects.count() > 1) {
for ( r = rects.constBegin() + 1; r != rEnd; ++r) // unite
rect |= *r;
const int dx = 110*(rect.width() - geo.width())/100 + 1 - rect.width() + geo.width();
const int dy = 110*(rect.height() - geo.height())/100 + 1 - rect.height() + geo.height();
rect.adjust(-dx,-dy,dx,dy); // fix pot. overshoot
}
*layerRect = rect;
}
}
d->m_damageDirty = false;
}
void AnimationEffect::_expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old)
{
Q_UNUSED(old)
Q_D(AnimationEffect);
AniMap::const_iterator entry = d->m_animations.constFind(w);
if (entry != d->m_animations.constEnd()) {
*const_cast<QRect*>(&(entry->second)) = QRect();
updateLayerRepaints();
if (!entry->second.isNull()) // actually got updated, ie. is in use - ensure it get's a repaint
w->addLayerRepaint(entry->second);
}
}
void AnimationEffect::_windowClosed( EffectWindow* w )
{
Q_D(AnimationEffect);
if (d->m_animations.contains(w) && !d->m_zombies.contains(w)) {
w->refWindow();
d->m_zombies << w;
}
}
void AnimationEffect::_windowDeleted( EffectWindow* w )
{
Q_D(AnimationEffect);
d->m_zombies.removeAll( w ); // TODO this line is a workaround for a bug in KWin 4.8.0 & 4.8.1
d->m_animations.remove( w );
}
#include "moc_kwinanimationeffect.cpp"