kwin/effects/magiclamp.cpp

262 lines
12 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"
namespace KWin
{
KWIN_EFFECT( magiclamp, MagicLampEffect )
MagicLampEffect::MagicLampEffect()
{
mActiveAnimations = 0;
}
void MagicLampEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
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 )
{
if( mTimeLineWindows.contains( w ))
{
if( w->isMinimized() )
{
mTimeLineWindows[w].addTime(time);
if( mTimeLineWindows[w].progress() >= 1.0f )
mTimeLineWindows.remove( w );
}
else
{
mTimeLineWindows[w].removeTime(time);
if( mTimeLineWindows[w].progress() <= 0.0f )
mTimeLineWindows.remove( w );
}
// 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();
// If there's no icon geometry, minimize to the center of the screen
if( !icon.isValid() )
icon = QRect( displayWidth() / 2, displayHeight(), 0, 0 );
QRect area = effects->clientArea( PlacementArea, w );
IconPosition position = Bottom;
// top
if( icon.y() + icon.height() <= area.y() )
{
position = Top;
}
// bottom
if( icon.y() >= area.y()+area.height() )
{
position = Bottom;
}
// left
if( icon.x() + icon.width() <= area.x() )
{
position = Left;
}
// right
if( icon.x() >= area.x()+ area.width() )
{
position = Right;
}
WindowQuadList newQuads;
foreach( WindowQuad quad, data.quads )
{
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::windowMinimized( EffectWindow* w )
{
mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
mTimeLineWindows[w].setDuration( animationTime( 250 ));
mTimeLineWindows[w].setProgress(0.0f);
}
void MagicLampEffect::windowUnminimized( EffectWindow* w )
{
mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve);
mTimeLineWindows[w].setDuration( animationTime( 250 ));
mTimeLineWindows[w].setProgress(1.0f);
}
} // namespace