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261 lines
12 KiB
261 lines
12 KiB
/******************************************************************** |
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KWin - the KDE window manager |
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This file is part of the KDE project. |
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com> |
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This program is free software; you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation; either version 2 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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*********************************************************************/ |
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// based on minimize animation by Rivo Laks <rivolaks@hot.ee> |
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#include "magiclamp.h" |
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namespace KWin |
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{ |
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KWIN_EFFECT( magiclamp, MagicLampEffect ) |
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MagicLampEffect::MagicLampEffect() |
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{ |
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mActiveAnimations = 0; |
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} |
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void MagicLampEffect::prePaintScreen( ScreenPrePaintData& data, int time ) |
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{ |
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mActiveAnimations = mTimeLineWindows.count(); |
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if( mActiveAnimations > 0 ) |
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// We need to mark the screen windows as transformed. Otherwise the |
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// whole screen won't be repainted, resulting in artefacts |
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; |
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effects->prePaintScreen(data, time); |
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} |
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void MagicLampEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ) |
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{ |
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if( mTimeLineWindows.contains( w )) |
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{ |
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if( w->isMinimized() ) |
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{ |
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mTimeLineWindows[w].addTime(time); |
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if( mTimeLineWindows[w].progress() >= 1.0f ) |
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mTimeLineWindows.remove( w ); |
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} |
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else |
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{ |
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mTimeLineWindows[w].removeTime(time); |
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if( mTimeLineWindows[w].progress() <= 0.0f ) |
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mTimeLineWindows.remove( w ); |
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} |
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// Schedule window for transformation if the animation is still in |
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// progress |
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if( mTimeLineWindows.contains( w )) |
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{ |
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// We'll transform this window |
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data.setTransformed(); |
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data.quads = data.quads.makeGrid( 40 ); |
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_MINIMIZE ); |
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} |
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} |
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effects->prePaintWindow( w, data, time ); |
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} |
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void MagicLampEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) |
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{ |
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if( mTimeLineWindows.contains( w )) |
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{ |
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// 0 = not minimized, 1 = fully minimized |
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float progress = mTimeLineWindows[w].value(); |
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QRect geo = w->geometry(); |
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QRect icon = w->iconGeometry(); |
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// If there's no icon geometry, minimize to the center of the screen |
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if( !icon.isValid() ) |
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icon = QRect( displayWidth() / 2, displayHeight(), 0, 0 ); |
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QRect area = effects->clientArea( PlacementArea, w ); |
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IconPosition position = Bottom; |
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// top |
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if( icon.y() + icon.height() <= area.y() ) |
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{ |
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position = Top; |
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} |
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// bottom |
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if( icon.y() >= area.y()+area.height() ) |
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{ |
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position = Bottom; |
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} |
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// left |
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if( icon.x() + icon.width() <= area.x() ) |
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{ |
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position = Left; |
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} |
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// right |
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if( icon.x() >= area.x()+ area.width() ) |
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{ |
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position = Right; |
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} |
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WindowQuadList newQuads; |
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foreach( WindowQuad quad, data.quads ) |
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{ |
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if( position == Top || position == Bottom ) |
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{ |
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// quadFactor defines how fast a quad is vertically moved: y coordinates near to window top are slowed down |
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// it is used as quadFactor^3/windowHeight^3 |
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// quadFactor is the y position of the quad but is changed towards becomming the window height |
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// by that the factor becomes 1 and has no influence any more |
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float quadFactor; |
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// how far has a quad to be moved? Distance between icon and window multiplied by the progress and by the quadFactor |
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float yOffsetTop; |
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float yOffsetBottom; |
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// top and bottom progress is the factor which defines how far the x values have to be changed |
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// factor is the current moved y value diveded by the distance between icon and window |
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float topProgress; |
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float bottomProgress; |
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if( position == Bottom ) |
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{ |
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quadFactor = quad[0].y() + (geo.height() - quad[0].y())*progress; |
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yOffsetTop = (icon.y() + quad[0].y() - geo.y())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height())); |
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quadFactor = quad[2].y() + (geo.height() - quad[2].y())*progress; |
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yOffsetBottom = (icon.y() + quad[2].y() - geo.y())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height())); |
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topProgress = qMin( yOffsetTop/(icon.y()+icon.height() - geo.y()-(float)(quad[0].y()/geo.height()*geo.height())), 1.0f ); |
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bottomProgress = qMin( yOffsetBottom/(icon.y()+icon.height() - geo.y()-(float)(quad[2].y()/geo.height()*geo.height())), 1.0f ); |
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} |
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else |
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{ |
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quadFactor = geo.height() - quad[0].y() + (quad[0].y())*progress; |
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yOffsetTop = (geo.y() - icon.height() + geo.height() + quad[0].y() - icon.y())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height())); |
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quadFactor = geo.height() - quad[2].y() + (quad[2].y())*progress; |
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yOffsetBottom = (geo.y() - icon.height() + geo.height() + quad[2].y() - icon.y())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.height()*geo.height()*geo.height())); |
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topProgress = qMin( yOffsetTop/(geo.y() - icon.height() + geo.height() - icon.y() - |
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(float)((geo.height()-quad[0].y())/geo.height()*geo.height())), 1.0f ); |
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bottomProgress = qMin( yOffsetBottom/(geo.y() - icon.height() + geo.height() - icon.y() - |
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(float)((geo.height()-quad[2].y())/geo.height()*geo.height())), 1.0f ); |
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} |
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if( position == Top ) |
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{ |
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yOffsetTop *= -1; |
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yOffsetBottom *= -1; |
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} |
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if( topProgress < 0 ) |
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topProgress *= -1; |
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if( bottomProgress < 0 ) |
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bottomProgress *= -1; |
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// x values are moved towards the center of the icon |
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quad[0].setX( (icon.x() + icon.width()*(quad[0].x()/geo.width()) - (quad[0].x() + geo.x()))*topProgress + quad[0].x() ); |
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quad[1].setX( (icon.x() + icon.width()*(quad[1].x()/geo.width()) - (quad[1].x() + geo.x()))*topProgress + quad[1].x() ); |
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quad[2].setX( (icon.x() + icon.width()*(quad[2].x()/geo.width()) - (quad[2].x() + geo.x()))*bottomProgress + quad[2].x() ); |
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quad[3].setX( (icon.x() + icon.width()*(quad[3].x()/geo.width()) - (quad[3].x() + geo.x()))*bottomProgress + quad[3].x() ); |
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quad[0].setY( quad[0].y() + yOffsetTop ); |
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quad[1].setY( quad[1].y() + yOffsetTop ); |
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quad[2].setY( quad[2].y() + yOffsetBottom ); |
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quad[3].setY( quad[3].y() + yOffsetBottom ); |
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} |
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else |
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{ |
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float quadFactor; |
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float xOffsetLeft; |
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float xOffsetRight; |
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float leftProgress; |
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float rightProgress; |
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if( position == Right ) |
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{ |
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quadFactor = quad[0].x() + (geo.width() - quad[0].x())*progress; |
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xOffsetLeft = (icon.x() + quad[0].x() - geo.x())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width())); |
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quadFactor = quad[1].x() + (geo.width() - quad[1].x())*progress; |
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xOffsetRight = (icon.x() + quad[1].x() - geo.x())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width())); |
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leftProgress = qMin( xOffsetLeft/(icon.x()+icon.width() - geo.x()-(float)(quad[0].x()/geo.width()*geo.width())), 1.0f ); |
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rightProgress = qMin( xOffsetRight/(icon.x()+icon.width() - geo.x()-(float)(quad[1].x()/geo.width()*geo.width())), 1.0f ); |
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} |
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else |
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{ |
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quadFactor = geo.width() - quad[0].x() + (quad[0].x())*progress; |
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xOffsetLeft = (geo.x() - icon.width() + geo.width() + quad[0].x() - icon.x())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width())); |
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quadFactor = geo.width() - quad[1].x() + (quad[1].x())*progress; |
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xOffsetRight = (geo.x() - icon.width() + geo.width() + quad[1].x() - icon.x())*progress* |
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((quadFactor*quadFactor*quadFactor)/(geo.width()*geo.width()*geo.width())); |
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leftProgress = qMin( xOffsetLeft/(geo.x() - icon.width() + geo.width() - icon.x() - |
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(float)((geo.width()-quad[0].x())/geo.width()*geo.width())), 1.0f ); |
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rightProgress = qMin( xOffsetRight/(geo.x() - icon.width() + geo.width() - icon.x() - |
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(float)((geo.width()-quad[1].x())/geo.width()*geo.width())), 1.0f ); |
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} |
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if( position == Left ) |
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{ |
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xOffsetLeft *= -1; |
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xOffsetRight *= -1; |
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} |
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if( leftProgress < 0 ) |
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leftProgress *= -1; |
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if( rightProgress < 0 ) |
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rightProgress *= -1; |
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quad[0].setY( (icon.y() + icon.height()*(quad[0].y()/geo.height()) - (quad[0].y() + geo.y()))*leftProgress + quad[0].y() ); |
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quad[1].setY( (icon.y() + icon.height()*(quad[1].y()/geo.height()) - (quad[1].y() + geo.y()))*rightProgress + quad[1].y() ); |
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quad[2].setY( (icon.y() + icon.height()*(quad[2].y()/geo.height()) - (quad[2].y() + geo.y()))*rightProgress + quad[2].y() ); |
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quad[3].setY( (icon.y() + icon.height()*(quad[3].y()/geo.height()) - (quad[3].y() + geo.y()))*leftProgress + quad[3].y() ); |
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quad[0].setX( quad[0].x() + xOffsetLeft ); |
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quad[1].setX( quad[1].x() + xOffsetRight ); |
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quad[2].setX( quad[2].x() + xOffsetRight ); |
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quad[3].setX( quad[3].x() + xOffsetLeft ); |
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} |
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newQuads.append( quad ); |
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} |
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data.quads = newQuads; |
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} |
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// Call the next effect. |
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effects->paintWindow( w, mask, region, data ); |
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} |
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void MagicLampEffect::postPaintScreen() |
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{ |
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if( mActiveAnimations > 0 ) |
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// Repaint the workspace so that everything would be repainted next time |
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effects->addRepaintFull(); |
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mActiveAnimations = mTimeLineWindows.count(); |
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// Call the next effect. |
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effects->postPaintScreen(); |
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} |
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void MagicLampEffect::windowMinimized( EffectWindow* w ) |
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{ |
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve); |
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mTimeLineWindows[w].setDuration( animationTime( 250 )); |
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mTimeLineWindows[w].setProgress(0.0f); |
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} |
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void MagicLampEffect::windowUnminimized( EffectWindow* w ) |
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{ |
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mTimeLineWindows[w].setCurveShape(TimeLine::LinearCurve); |
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mTimeLineWindows[w].setDuration( animationTime( 250 )); |
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mTimeLineWindows[w].setProgress(1.0f); |
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} |
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} // namespace
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