diff --git a/libkwineffects/kwinanimationeffect.h b/libkwineffects/kwinanimationeffect.h index c63592822..1efe4eb62 100644 --- a/libkwineffects/kwinanimationeffect.h +++ b/libkwineffects/kwinanimationeffect.h @@ -1,302 +1,411 @@ /******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2011 Thomas Lübking Copyright (C) 2018 Vlad Zagorodniy 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 . *********************************************************************/ #ifndef ANIMATION_EFFECT_H #define ANIMATION_EFFECT_H #include #include #include #include #include namespace KWin { class KWINEFFECTS_EXPORT FPx2 { public: FPx2() { f[0] = f[1] = 0.0; valid = false; } explicit FPx2(float v) { f[0] = f[1] = v; valid = true; } FPx2(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } FPx2(const FPx2 &other) { f[0] = other.f[0]; f[1] = other.f[1]; valid = other.valid; } explicit FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } explicit FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; } explicit FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } explicit FPx2(const QSizeF &other) { f[0] = other.width(); f[1] = other.height(); valid = true; } inline void invalidate() { valid = false; } inline bool isValid() const { return valid; } inline float operator[](int n) const { return f[n]; } inline QString toString() const { QString ret; if (valid) ret = QString::number(f[0]) + QLatin1Char(',') + QString::number(f[1]); else ret = QString(); return ret; } inline FPx2 &operator+=(const FPx2 &other) { f[0] += other[0]; f[1] += other[1]; return *this; } inline FPx2 &operator-=(const FPx2 &other) { f[0] -= other[0]; f[1] -= other[1]; return *this; } inline FPx2 &operator*=(float fl) { f[0] *= fl; f[1] *= fl; return *this; } inline FPx2 &operator/=(float fl) { f[0] /= fl; f[1] /= fl; return *this; } friend inline bool operator==(const FPx2 &f1, const FPx2 &f2) { return f1[0] == f2[0] && f1[1] == f2[1]; } friend inline bool operator!=(const FPx2 &f1, const FPx2 &f2) { return f1[0] != f2[0] || f1[1] != f2[1]; } friend inline const FPx2 operator+(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] + f2[0], f1[1] + f2[1] ); } friend inline const FPx2 operator-(const FPx2 &f1, const FPx2 &f2) { return FPx2( f1[0] - f2[0], f1[1] - f2[1] ); } friend inline const FPx2 operator*(const FPx2 &f, float fl) { return FPx2( f[0] * fl, f[1] * fl ); } friend inline const FPx2 operator*(float fl, const FPx2 &f) { return FPx2( f[0] * fl, f[1] *fl ); } friend inline const FPx2 operator-(const FPx2 &f) { return FPx2( -f[0], -f[1] ); } friend inline const FPx2 operator/(const FPx2 &f, float fl) { return FPx2( f[0] / fl, f[1] / fl ); } inline void set(float v) { f[0] = v; valid = true; } inline void set(float v1, float v2) { f[0] = v1; f[1] = v2; valid = true; } private: float f[2]; bool valid; }; class AniData; class AnimationEffectPrivate; + +/** + * Base class for animation effects. + * + * AnimationEffect serves as a base class for animation effects. It makes easier + * implementing animated transitions, without having to worry about low-level + * specific stuff, e.g. referencing and unreferencing deleted windows, scheduling + * repaints for the next frame, etc. + * + * Each animation animates one specific attribute, e.g. size, position, scale, etc. + * You can provide your own implementation of the Generic attribute if none of the + * standard attributes(e.g. size, position, etc) satisfy your requirements. + * + * @since 4.8 + **/ class KWINEFFECTS_EXPORT AnimationEffect : public Effect { Q_OBJECT public: typedef QMap< EffectWindow*, QPair, QRect> > AniMap; enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3, Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 }; Q_ENUM(Anchor) enum Attribute { Opacity = 0, Brightness, Saturation, Scale, Rotation, Position, Size, Translation, Clip, Generic, CrossFadePrevious, NonFloatBase = Position }; Q_ENUM(Attribute) enum MetaType { SourceAnchor, TargetAnchor, RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis }; Q_ENUM(MetaType) /** * This enum type is used to specify the direction of the animation. + * + * @since 5.15 **/ enum Direction { Forward, ///< The animation goes from source to target. Backward ///< The animation goes from target to source. }; Q_ENUM(Direction) /** * This enum type is used to specify when the animation should be terminated. * - * @value DontTerminate Don't terminate the animation when it reaches the source - * or the target position. - * - * @value TerminateAtSource Terminate the animation when it reaches the source - * position. An animation can reach the source position if its direction was - * changed to go backward (from target to source). - * - * @value TerminateAtTarget Terminate the animation when it reaches the target - * position. If this flag is not set, then the animation will be persistent. + * @since 5.15 **/ enum TerminationFlag { + /** + * Don't terminate the animation when it reaches source or target position. + **/ DontTerminate = 0x00, + /** + * Terminate the animation when it reaches the source position. An animation + * can reach the source position if its direction was changed to go backward + * (from target to source). + **/ TerminateAtSource = 0x01, + /** + * Terminate the animation when it reaches the target position. If this flag + * is not set, then the animation will be persistent. + **/ TerminateAtTarget = 0x02 }; Q_FLAGS(TerminationFlag) Q_DECLARE_FLAGS(TerminationFlags, TerminationFlag) /** - * Whenever you intend to connect to the EffectsHandler::windowClosed() signal, do so when reimplementing the constructor. - * Do *not* add private slots named _windowClosed( EffectWindow* w ) or _windowDeleted( EffectWindow* w ) !! - * The AnimationEffect connects them right *after* the construction. - * If you shadow the _windowDeleted slot (it doesn't matter that it's a private slot!), this will lead to segfaults. - * If you shadow _windowClosed() or connect your slot to EffectsHandler::windowClosed() after _windowClosed() was connected, animations for closing windows will fail. - */ + * Constructs AnimationEffect. + * + * Whenever you intend to connect to the EffectsHandler::windowClosed() signal, + * do so when reimplementing the constructor. Do not add private slots named + * _windowClosed or _windowDeleted! The AnimationEffect connects them right after + * the construction. + * + * If you shadow the _windowDeleted slot (it doesn't matter that it's a private + * slot), this will lead to segfaults. + * + * If you shadow _windowClosed or connect your slot to EffectsHandler::windowClosed() + * after _windowClosed was connected, animations for closing windows will fail. + **/ AnimationEffect(); ~AnimationEffect(); bool isActive() const; + /** - * Set and get predefined metatypes. - * The first 24 bits are reserved for the AnimationEffect class - you can use the last 8 bits for custom hints. - * In case you transform a Generic attribute, all 32 bits are yours and you can use them as you want and read them in your genericAnimation() implementation. - */ + * Gets stored metadata. + * + * Metadata can be used to store some extra information, for example rotation axis, + * etc. The first 24 bits are reserved for the AnimationEffect class, you can use + * the last 8 bits for custom hints. In case when you transform a Generic attribute, + * all 32 bits are yours and you can use them as you want and read them in your + * genericAnimation() implementation. + * + * @param type The type of the metadata. + * @param meta Where the metadata is stored. + * @returns Stored metadata. + * @since 4.8 + **/ static int metaData(MetaType type, uint meta ); - static void setMetaData(MetaType type, uint value, uint &meta ); /** - * Reimplemented from KWIn::Effect - */ + * Sets metadata. + * + * @param type The type of the metadata. + * @param value The data to be stored. + * @param meta Where the metadata will be stored. + * @since 4.8 + **/ + static void setMetaData(MetaType type, uint value, uint &meta ); + + // Reimplemented from KWin::Effect. QString debug(const QString ¶meter) const; virtual void prePaintScreen( ScreenPrePaintData& data, int time ); virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time ); virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ); virtual void postPaintScreen(); /** - * Gaussian (bumper) animation curve for QEasingCurve - */ + * Gaussian (bumper) animation curve for QEasingCurve. + * + * @since 4.8 + **/ static qreal qecGaussian(qreal progress) { progress = 2*progress - 1; progress *= -5*progress; return qExp(progress); } + /** + * @since 4.8 + **/ static inline qint64 clock() { return s_clock.elapsed(); } protected: /** - * The central function of this class - call it to create an animated transition of any supported attribute - * @param w - The EffectWindow to manipulate - * @param a - The @enum Attribute to manipulate - * @param meta - Basically a wildcard to carry various extra information, eg. the anchor, relativity or rotation axis. You will probably use require it when performing Generic animations. - * @param ms - How long the transition will last - * @param to - The target value. FPx2 is an agnostic two component float type (like QPointF or QSizeF, but without requiring to be either and supporting an invalid state) - * @param shape - How the animation progresses, eg. Linear progresses constantly while Exponential start slow and becomes very fast in the end - * @param delay - When the animation will start compared to "now" (the window will remain at the "from" position until then) - * @param from - The starting value, the default is invalid, ie. the attribute for the window is not transformed in the beginning - * @param fullScreen - Sets this effect as the active full screen effect for the duration of the animation - * @param keepAlive - Whether closed windows should be kept alive during animation - * @return an ID that you can use to cancel a running animation - */ + * Starts an animated transition of any supported attribute. + * + * @param w The animated window. + * @param a The animated attribute. + * @param meta Basically a wildcard to carry various extra information, e.g. + * the anchor, relativity or rotation axis. You will probably use it when + * performing Generic animations. + * @param ms How long the transition will last. + * @param to The target value. FPx2 is an agnostic two component float type + * (like QPointF or QSizeF, but without requiring to be either and supporting + * an invalid state). + * @param shape How the animation progresses, e.g. Linear progresses constantly + * while Exponential start slow and becomes very fast in the end. + * @param delay When the animation will start compared to "now" (the window will + * remain at the "from" position until then). + * @param from The starting value, the default is invalid, ie. the attribute for + * the window is not transformed in the beginning. + * @param fullScreen Sets this effect as the active full screen effect for the + * duration of the animation. + * @param keepAlive Whether closed windows should be kept alive during animation. + * @returns An ID that you can use to cancel a running animation. + * @since 4.8 + **/ quint64 animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true) { return p_animate(w, a, meta, ms, to, curve, delay, from, false, fullScreen, keepAlive); } /** - * Equal to ::animate() with one important difference: - * The target value for the attribute is kept until you ::cancel() this animation - * @return an ID that you need to use to cancel this manipulation - */ + * Starts a persistent animated transition of any supported attribute. + * + * This method is equal to animate() with one important difference: + * the target value for the attribute is kept until you call cancel(). + * + * @param w The animated window. + * @param a The animated attribute. + * @param meta Basically a wildcard to carry various extra information, e.g. + * the anchor, relativity or rotation axis. You will probably use it when + * performing Generic animations. + * @param ms How long the transition will last. + * @param to The target value. FPx2 is an agnostic two component float type + * (like QPointF or QSizeF, but without requiring to be either and supporting + * an invalid state). + * @param shape How the animation progresses, e.g. Linear progresses constantly + * while Exponential start slow and becomes very fast in the end. + * @param delay When the animation will start compared to "now" (the window will + * remain at the "from" position until then). + * @param from The starting value, the default is invalid, ie. the attribute for + * the window is not transformed in the beginning. + * @param fullScreen Sets this effect as the active full screen effect for the + * duration of the animation. + * @param keepAlive Whether closed windows should be kept alive during animation. + * @returns An ID that you need to use to cancel this manipulation. + * @since 4.11 + **/ quint64 set( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2(), bool fullScreen = false, bool keepAlive = true) { return p_animate(w, a, meta, ms, to, curve, delay, from, true, fullScreen, keepAlive); } /** - * this allows to alter the target (but not type or curve) of a running animation - * with the ID @param animationId - * @param newTarget alters the "to" parameter of the animation - * If @param newRemainingTime allows to lengthen (or shorten) the remaining time - * of the animation. By default (-1) the remaining time remains unchanged + * Changes the target (but not type or curve) of a running animation. + * + * Please use cancel() to cancel an animation rather than altering it. * - * Please use @function cancel to cancel an animation rather than altering it. - * NOTICE that you can NOT retarget an animation that just has just @function animationEnded ! - * @return whether there was such animation and it could be altered - */ + * @param animationId The id of the animation to be retargetted. + * @param newTarget The new target. + * @param newRemainingTime The new duration of the transition. By default (-1), + * the remaining time remains unchanged. + * @returns @c true if the animation was retargetted successfully, @c false otherwise. + * @note You can NOT retarget an animation that just has just ended! + * @since 5.6 + **/ bool retarget(quint64 animationId, FPx2 newTarget, int newRemainingTime = -1); /** * Changes the direction of the animation. * * @param animationId The id of the animation. * @param direction The new direction of the animation. * @param terminationPolicy Whether the animation should be terminated when it * reaches the source position after its direction was changed to go backward. * Currently, TerminationFlag::TerminateAtTarget has no effect. * @returns @c true if the direction of the animation was changed successfully, * otherwise @c false. + * @since 5.15 **/ bool redirect(quint64 animationId, Direction direction, TerminationFlags terminationFlags = TerminateAtSource); /** * Fast-forwards the animation to the target position. * * @param animationId The id of the animation. * @returns @c true if the animation was fast-forwarded successfully, otherwise * @c false. + * @since 5.15 **/ bool complete(quint64 animationId); /** - * Called whenever an animation end, passes the transformed @class EffectWindow @enum Attribute and originally supplied @param meta - * You can reimplement it to keep a constant transformation for the window (ie. keep it a this opacity or position) or to start another animation - */ - virtual void animationEnded( EffectWindow *, Attribute, uint meta ) {Q_UNUSED(meta);} + * Called whenever an animation ends. + * + * You can reimplement this method to keep a constant transformation for the window + * (i.e. keep it at some opacity or position) or to start another animation. + * + * @param w The animated window. + * @param a The animated attribute. + * @param meta Originally supplied metadata to animate() or set(). + * @since 4.8 + **/ + virtual void animationEnded(EffectWindow *w, Attribute a, uint meta) + {Q_UNUSED(w); Q_UNUSED(a); Q_UNUSED(meta);} /** - * Cancel a running animation. @return true if an animation for @p animationId was found (and canceled) - * NOTICE that there is NO animated reset of the original value. You'll have to provide that with a second animation - * NOTICE as well that this will eventually release a Deleted window. - * If you intend to run another animation on the (Deleted) window, you have to do that before cancelling the old animation (to keep the window around) - */ + * Cancels a running animation. + * + * @param animationId The id of the animation. + * @returns @c true if the animation was found (and canceled), @c false otherwise. + * @note There is NO animated reset of the original value. You'll have to provide + * that with a second animation. + * @note This will eventually release a Deleted window as well. + * @note If you intend to run another animation on the (Deleted) window, you have + * to do that before cancelling the old animation (to keep the window around). + * @since 4.11 + **/ bool cancel(quint64 animationId); + /** - * Called if the transformed @enum Attribute is Generic. You should reimplement it if you transform this "Attribute". - * You could use the meta information to eg. support more than one additional animations - */ + * Called whenever animation that transforms Generic attribute needs to be painted. + * + * You should reimplement this method if you transform Generic attribute. @p meta + * can be used to support more than one additional animations. + * + * @param w The animated window. + * @param data The paint data. + * @param progress Current progress value. + * @param meta The metadata. + * @since 4.8 + **/ virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta ) {Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);} //Internal for unit tests AniMap state() const; private: quint64 p_animate(EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve, int delay, FPx2 from, bool keepAtTarget, bool fullScreenEffect, bool keepAlive); QRect clipRect(const QRect &windowRect, const AniData&) const; void clipWindow(const EffectWindow *, const AniData &, WindowQuadList &) const; float interpolated( const AniData&, int i = 0 ) const; float progress( const AniData& ) const; void disconnectGeometryChanges(); void updateLayerRepaints(); void validate(Attribute a, uint &meta, FPx2 *from, FPx2 *to, const EffectWindow *w) const; private Q_SLOTS: void init(); void triggerRepaint(); void _windowClosed( KWin::EffectWindow* w ); void _windowDeleted( KWin::EffectWindow* w ); void _expandedGeometryChanged(KWin::EffectWindow *w, const QRect &old); private: static QElapsedTimer s_clock; AnimationEffectPrivate * const d_ptr; Q_DECLARE_PRIVATE(AnimationEffect) }; } // namespace QDebug operator<<(QDebug dbg, const KWin::FPx2 &fpx2); Q_DECLARE_METATYPE(KWin::FPx2) Q_DECLARE_OPERATORS_FOR_FLAGS(KWin::AnimationEffect::TerminationFlags) #endif // ANIMATION_EFFECT_H