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/*
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2011 Thomas Lübking <thomas.luebking@web.de>
SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "effect/animationeffect.h"
#include "effect/anidata_p.h"
#include "effect/effecthandler.h"
#include "opengl/glshader.h"
#include "opengl/glshadermanager.h"
#include <QDateTime>
#include <QTimer>
#include <QVector3D>
#include <QtDebug>
namespace KWin
{
QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2)
{
dbg.nospace() << fpx2[0] << "," << fpx2[1] << QString(fpx2.isValid() ? QStringLiteral(" (valid)") : QStringLiteral(" (invalid)"));
return dbg.space();
}
QElapsedTimer AnimationEffect::s_clock;
class AnimationEffectPrivate
{
public:
AnimationEffectPrivate()
{
m_animationsTouched = m_isInitialized = false;
m_justEndedAnimation = 0;
}
AnimationEffect::AniMap m_animations;
static quint64 m_animCounter;
quint64 m_justEndedAnimation; // protect against cancel
std::weak_ptr<FullScreenEffectLock> m_fullScreenEffectLock;
bool m_needSceneRepaint, m_animationsTouched, m_isInitialized;
};
quint64 AnimationEffectPrivate::m_animCounter = 0;
AnimationEffect::AnimationEffect()
: CrossFadeEffect()
, d_ptr(std::make_unique<AnimationEffectPrivate>())
{
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, &AnimationEffect::init, Qt::QueuedConnection);
}
AnimationEffect::~AnimationEffect()
{
Q_D(AnimationEffect);
if (d->m_isInitialized) {
disconnect(effects, &EffectsHandler::windowDeleted, this, &AnimationEffect::_windowDeleted);
}
d->m_animations.clear();
}
void AnimationEffect::init()
{
Q_D(AnimationEffect);
if (d->m_isInitialized) {
return; // not more than once, please
}
d->m_isInitialized = true;
/* 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, &EffectsHandler::windowClosed, this, &AnimationEffect::_windowClosed);
connect(effects, &EffectsHandler::windowDeleted, this, &AnimationEffect::_windowDeleted);
}
bool AnimationEffect::isActive() const
{
Q_D(const AnimationEffect);
return !d->m_animations.isEmpty() && !effects->isScreenLocked();
}
#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::validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const
{
if (a < NonFloatBase) {
if (a == Scale) {
QRectF area = effects->clientArea(ScreenArea, w);
if (from && 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 && 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 && !from->isValid()) {
setMetaData(SourceAnchor, metaData(TargetAnchor, meta), meta);
from->set(0.0, 0.0);
}
if (to && !to->isValid()) {
setMetaData(TargetAnchor, metaData(SourceAnchor, meta), meta);
to->set(0.0, 0.0);
}
}
if (from && !from->isValid()) {
from->set(1.0, 1.0);
}
if (to && !to->isValid()) {
to->set(1.0, 1.0);
}
} else if (a == Position) {
QRectF area = effects->clientArea(ScreenArea, w);
QPointF pt = w->frameGeometry().bottomRight(); // cannot be < 0 ;-)
if (from) {
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) {
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) {
QRectF area = effects->clientArea(ScreenArea, w);
if (from) {
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) {
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().toRect();
if (from) {
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) {
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 && !from->isValid()) {
from->set(1.0, 1.0);
setMetaData(SourceAnchor, metaData(TargetAnchor, meta), meta);
}
if (to && !to->isValid()) {
to->set(1.0, 1.0);
setMetaData(TargetAnchor, metaData(SourceAnchor, meta), meta);
}
} else if (a == CrossFadePrevious) {
if (from && !from->isValid()) {
from->set(0.0);
}
if (to && !to->isValid()) {
to->set(1.0);
}
}
}
quint64 AnimationEffect::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, GLShader *shader)
{
const bool waitAtSource = from.isValid();
validate(a, meta, &from, &to, w);
Q_D(AnimationEffect);
if (!d->m_isInitialized) {
init(); // needs to ensure the window gets removed if deleted in the same event cycle
}
AniMap::iterator it = d->m_animations.find(w);
if (it == d->m_animations.end()) {
connect(w, &EffectWindow::windowExpandedGeometryChanged,
this, &AnimationEffect::_windowExpandedGeometryChanged);
it = d->m_animations.insert(w, QPair<QList<AniData>, QRect>(QList<AniData>(), QRect()));
}
std::shared_ptr<FullScreenEffectLock> fullscreen;
if (fullScreenEffect) {
fullscreen = d->m_fullScreenEffectLock.lock();
if (!fullscreen) {
fullscreen = std::make_shared<FullScreenEffectLock>(this);
d->m_fullScreenEffectLock = fullscreen;
}
}
if (a == CrossFadePrevious) {
CrossFadeEffect::redirect(w);
}
it->first.append(AniData(
a, // Attribute
meta, // Metadata
to, // Target
delay, // Delay
from, // Source
waitAtSource, // Whether the animation should be kept at source
fullscreen, // Full screen effect lock
keepAlive, // Keep alive flag
shader));
const quint64 ret_id = ++d->m_animCounter;
AniData &animation = it->first.last();
animation.id = ret_id;
animation.visibleRef = EffectWindowVisibleRef(w, EffectWindow::PAINT_DISABLED_BY_MINIMIZE | EffectWindow::PAINT_DISABLED_BY_DESKTOP | EffectWindow::PAINT_DISABLED);
animation.timeLine.setDirection(TimeLine::Forward);
animation.timeLine.setDuration(std::chrono::milliseconds(ms));
animation.timeLine.setEasingCurve(curve);
animation.timeLine.setSourceRedirectMode(TimeLine::RedirectMode::Strict);
animation.timeLine.setTargetRedirectMode(TimeLine::RedirectMode::Relaxed);
animation.terminationFlags = TerminateAtSource;
if (!keepAtTarget) {
animation.terminationFlags |= TerminateAtTarget;
}
it->second = QRect();
d->m_animationsTouched = true;
if (delay > 0) {
QTimer::singleShot(delay, this, &AnimationEffect::triggerRepaint);
const QSize &s = effects->virtualScreenSize();
if (waitAtSource) {
w->addLayerRepaint(0, 0, s.width(), s.height());
}
} else {
triggerRepaint();
}
if (shader) {
CrossFadeEffect::redirect(w);
}
return ret_id;
}
bool AnimationEffect::retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false; // this is just ending, do not try to retarget it
}
for (AniMap::iterator entry = d->m_animations.begin(),
mapEnd = d->m_animations.end();
entry != mapEnd; ++entry) {
for (QList<AniData>::iterator anim = entry->first.begin(),
animEnd = entry->first.end();
anim != animEnd; ++anim) {
if (anim->id == animationId) {
anim->from.set(interpolated(*anim, 0), interpolated(*anim, 1));
validate(anim->attribute, anim->meta, nullptr, &newTarget, entry.key());
anim->to.set(newTarget[0], newTarget[1]);
anim->timeLine.setDirection(TimeLine::Forward);
anim->timeLine.setDuration(std::chrono::milliseconds(newRemainingTime));
anim->timeLine.reset();
if (anim->attribute == CrossFadePrevious) {
CrossFadeEffect::redirect(entry.key());
}
return true;
}
}
}
return false; // no animation found
}
bool AnimationEffect::freezeInTime(quint64 animationId, qint64 frozenTime)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false; // this is just ending, do not try to retarget it
}
for (AniMap::iterator entry = d->m_animations.begin(),
mapEnd = d->m_animations.end();
entry != mapEnd; ++entry) {
for (QList<AniData>::iterator anim = entry->first.begin(),
animEnd = entry->first.end();
anim != animEnd; ++anim) {
if (anim->id == animationId) {
if (frozenTime >= 0) {
anim->timeLine.setElapsed(std::chrono::milliseconds(frozenTime));
}
anim->frozenTime = frozenTime;
return true;
}
}
}
return false; // no animation found
}
bool AnimationEffect::redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false;
}
for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
auto animIt = std::find_if(entryIt->first.begin(), entryIt->first.end(),
[animationId](AniData &anim) {
return anim.id == animationId;
});
if (animIt == entryIt->first.end()) {
continue;
}
switch (direction) {
case Backward:
animIt->timeLine.setDirection(TimeLine::Backward);
break;
case Forward:
animIt->timeLine.setDirection(TimeLine::Forward);
break;
}
animIt->terminationFlags = terminationFlags & ~TerminateAtTarget;
return true;
}
return false;
}
bool AnimationEffect::complete(quint64 animationId)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return false;
}
for (auto entryIt = d->m_animations.begin(); entryIt != d->m_animations.end(); ++entryIt) {
auto animIt = std::find_if(entryIt->first.begin(), entryIt->first.end(),
[animationId](AniData &anim) {
return anim.id == animationId;
});
if (animIt == entryIt->first.end()) {
continue;
}
animIt->timeLine.setElapsed(animIt->timeLine.duration());
unredirect(entryIt.key());
return true;
}
return false;
}
bool AnimationEffect::cancel(quint64 animationId)
{
Q_D(AnimationEffect);
if (animationId == d->m_justEndedAnimation) {
return true; // this is just ending, do not try to cancel it but fake success
}
for (AniMap::iterator entry = d->m_animations.begin(), mapEnd = d->m_animations.end(); entry != mapEnd; ++entry) {
for (QList<AniData>::iterator anim = entry->first.begin(), animEnd = entry->first.end(); anim != animEnd; ++anim) {
if (anim->id == animationId) {
EffectWindowDeletedRef ref = std::move(anim->deletedRef); // delete window once we're done updating m_animations
if (anim->shader && std::none_of(entry->first.begin(), entry->first.end(), [animationId](const auto &anim) {
return anim.id != animationId && anim.shader;
})) {
unredirect(entry.key());
}
entry->first.erase(anim); // remove the animation
if (entry->first.isEmpty()) { // no other animations on the window, release it.
disconnect(entry.key(), &EffectWindow::windowExpandedGeometryChanged,
this, &AnimationEffect::_windowExpandedGeometryChanged);
d->m_animations.erase(entry);
}
d->m_animationsTouched = true; // could be called from animationEnded
return true;
}
}
}
return false;
}
void AnimationEffect::animationEnded(EffectWindow *w, Attribute a, uint meta)
{
}
void AnimationEffect::genericAnimation(EffectWindow *w, WindowPaintData &data, float progress, uint meta)
{
}
static qreal xCoord(const QRectF &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 qreal yCoord(const QRectF &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 qreal x[2] = {xCoord(center, metaData(SourceAnchor, anim.meta)),
xCoord(center, metaData(TargetAnchor, anim.meta))};
const qreal 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::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std::chrono::milliseconds presentTime)
{
Q_D(AnimationEffect);
auto entry = d->m_animations.find(w);
if (entry != d->m_animations.end()) {
for (auto anim = entry->first.begin(); anim != entry->first.end(); ++anim) {
if (anim->startTime > clock() && !anim->waitAtSource) {
continue;
}
if (anim->frozenTime < 0) {
anim->timeLine.advance(presentTime);
}
if (anim->attribute == Opacity || anim->attribute == CrossFadePrevious) {
data.setTranslucent();
} else if (!(anim->attribute == Brightness || anim->attribute == Saturation)) {
data.setTransformed();
}
}
}
effects->prePaintWindow(w, data, presentTime);
}
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(const RenderTarget &renderTarget, const RenderViewport &viewport, EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
Q_D(AnimationEffect);
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 QSizeF sz = w->frameGeometry().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().toAlignedRect(), *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 QSizeF sz = w->frameGeometry().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 QRectF geo = w->frameGeometry();
const float prgrs = progress(*anim);
if (anim->from[0] >= 0.0 && anim->to[0] >= 0.0) {
float dest = interpolated(*anim, 0);
const qreal 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 qreal 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().toRect();
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;
case CrossFadePrevious:
data.setCrossFadeProgress(progress(*anim));
break;
case Shader:
if (anim->shader && anim->shader->isValid()) {
ShaderBinder binder{anim->shader};
anim->shader->setUniform("animationProgress", progress(*anim));
setShader(w, anim->shader);
}
break;
case ShaderUniform:
if (anim->shader && anim->shader->isValid()) {
ShaderBinder binder{anim->shader};
anim->shader->setUniform("animationProgress", progress(*anim));
anim->shader->setUniform(anim->meta, interpolated(*anim));
setShader(w, anim->shader);
}
break;
default:
break;
}
}
}
effects->paintWindow(renderTarget, viewport, w, mask, region, data);
}
void AnimationEffect::postPaintScreen()
{
Q_D(AnimationEffect);
d->m_animationsTouched = false;
bool damageDirty = false;
std::vector<EffectWindowDeletedRef> zombies;
for (auto entry = d->m_animations.begin(); entry != d->m_animations.end();) {
bool invalidateLayerRect = false;
int animCounter = 0;
for (auto anim = entry->first.begin(); anim != entry->first.end();) {
if (anim->isActive() || (anim->startTime > clock() && !anim->waitAtSource)) {
++anim;
++animCounter;
continue;
}
EffectWindow *window = entry.key();
d->m_justEndedAnimation = anim->id;
if (anim->shader && std::none_of(entry->first.begin(), entry->first.end(), [anim](const auto &other) {
return anim->id != other.id && other.shader;
})) {
unredirect(window);
}
unredirect(window);
animationEnded(window, anim->attribute, anim->meta);
d->m_justEndedAnimation = 0;
// 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();
while (entry.key() != window && entry != d->m_animations.end()) {
++entry;
}
Q_ASSERT(entry != d->m_animations.end()); // usercode should not delete animations from animationEnded (not even possible atm.)
anim = entry->first.begin();
Q_ASSERT(animCounter < entry->first.count());
for (int i = 0; i < animCounter; ++i) {
++anim;
}
}
// If it's a closed window, keep it alive for a little bit longer until we're done
// updating m_animations. Otherwise our windowDeleted slot can access m_animations
// while we still modify it.
if (!anim->deletedRef.isNull()) {
zombies.emplace_back(std::move(anim->deletedRef));
}
anim = entry->first.erase(anim);
invalidateLayerRect = damageDirty = true;
}
if (entry->first.isEmpty()) {
disconnect(entry.key(), &EffectWindow::windowExpandedGeometryChanged,
this, &AnimationEffect::_windowExpandedGeometryChanged);
effects->addRepaint(entry->second);
entry = d->m_animations.erase(entry);
} else {
if (invalidateLayerRect) {
*const_cast<QRect *>(&(entry->second)) = QRect(); // invalidate
}
++entry;
}
}
if (damageDirty) {
updateLayerRepaints();
}
if (d->m_needSceneRepaint) {
effects->addRepaintFull();
} else {
for (auto entry = d->m_animations.constBegin(); entry != d->m_animations.constEnd(); ++entry) {
for (auto anim = entry->first.constBegin(); anim != entry->first.constEnd(); ++anim) {
if (anim->startTime > clock()) {
continue;
}
if (!anim->timeLine.done()) {
entry.key()->addLayerRepaint(entry->second);
break;
}
}
}
}
effects->postPaintScreen();
}
float AnimationEffect::interpolated(const AniData &a, int i) const
{
return a.from[i] + a.timeLine.value() * (a.to[i] - a.from[i]);
}
float AnimationEffect::progress(const AniData &a) const
{
return a.startTime < clock() ? a.timeLine.value() : 0.0;
}
// 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.timeLine.easingCurve().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:
case CrossFadePrevious:
case Shader:
case ShaderUniform:
createRegion = true;
break;
case Rotation:
createRegion = false;
*layerRect = QRect(QPoint(0, 0), effects->virtualScreenSize());
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()->frameGeometry().toRect());
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().toRect();
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()->frameGeometry().size().toSize();
float fx = std::max(fixOvershoot(anim->from[0], *anim, 1), fixOvershoot(anim->to[0], *anim, 2));
// float fx = std::max(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 = std::max(interpolated(*anim,1), anim->to[1]);
float fy = std::max(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().toRect();
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;
}
}
}
void AnimationEffect::_windowExpandedGeometryChanged(KWin::EffectWindow *w)
{
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);
auto it = d->m_animations.find(w);
if (it == d->m_animations.end()) {
return;
}
QList<AniData> &animations = (*it).first;
for (auto animationIt = animations.begin(); animationIt != animations.end(); ++animationIt) {
if (animationIt->keepAlive) {
animationIt->deletedRef = EffectWindowDeletedRef(w);
}
}
}
void AnimationEffect::_windowDeleted(EffectWindow *w)
{
Q_D(AnimationEffect);
d->m_animations.remove(w);
}
QString AnimationEffect::debug(const QString & /*parameter*/) const
{
Q_D(const AnimationEffect);
QString dbg;
if (d->m_animations.isEmpty()) {
dbg = QStringLiteral("No window is animated");
} else {
AniMap::const_iterator entry = d->m_animations.constBegin(), mapEnd = d->m_animations.constEnd();
for (; entry != mapEnd; ++entry) {
QString caption = entry.key()->isDeleted() ? QStringLiteral("[Deleted]") : entry.key()->caption();
if (caption.isEmpty()) {
caption = QStringLiteral("[Untitled]");
}
dbg += QLatin1String("Animating window: ") + caption + QLatin1Char('\n');
QList<AniData>::const_iterator anim = entry->first.constBegin(), animEnd = entry->first.constEnd();
for (; anim != animEnd; ++anim) {
dbg += anim->debugInfo();
}
}
}
return dbg;
}
AnimationEffect::AniMap AnimationEffect::state() const
{
Q_D(const AnimationEffect);
return d->m_animations;
}
} // namespace KWin
#include "moc_animationeffect.cpp"