/usr/include/kwinanimationeffect.h is in kde-workspace-dev 4:4.8.4-6.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 | /********************************************************************
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/>.
*********************************************************************/
#ifndef ANIMATION_EFFECT_H
#define ANIMATION_EFFECT_H
#include <QEasingCurve>
#include <QtCore/qmath.h>
#include <kwineffects.h>
namespace KWin
{
class KWIN_EXPORT FPx2 {
public:
FPx2() { f[0] = f[1] = 0.0; valid = false; }
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; }
FPx2(const QPoint &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
FPx2(const QPointF &other) { f[0] = other.x(); f[1] = other.y(); valid = true; }
FPx2(const QSize &other) { f[0] = other.width(); f[1] = other.height(); valid = true; }
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]) + ',' + 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;
class KWIN_EXPORT AnimationEffect : public Effect
{
Q_OBJECT
public:
enum Anchor { Left = 1<<0, Top = 1<<1, Right = 1<<2, Bottom = 1<<3,
Horizontal = Left|Right, Vertical = Top|Bottom, Mouse = 1<<4 };
enum Attribute {
Opacity = 0, Brightness, Saturation, Scale, Rotation,
Position, Size, Translation, Generic,
NonFloatBase = Position
};
enum MetaType { SourceAnchor, TargetAnchor,
RelativeSourceX, RelativeSourceY, RelativeTargetX, RelativeTargetY, Axis };
/**
* 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.
*/
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.
*/
static int metaData(MetaType type, uint meta );
static void setMetaData(MetaType type, uint value, uint &meta );
/**
* Reimplemented from KWIn::Effect
*/
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
*/
static qreal qecGaussian(qreal progress)
{
progress = 2*progress - 1;
progress *= -5*progress;
return qExp(progress);
}
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 informations, 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
*/
void animate( EffectWindow *w, Attribute a, uint meta, int ms, FPx2 to, QEasingCurve curve = QEasingCurve(), int delay = 0, FPx2 from = FPx2() );
/**
* Called whenever an animation end, passes the transformed @class EffectWindow and @enum Attribute
* 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 ) {}
/**
* 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
*/
virtual void genericAnimation( EffectWindow *w, WindowPaintData &data, float progress, uint meta )
{Q_UNUSED(w); Q_UNUSED(data); Q_UNUSED(progress); Q_UNUSED(meta);}
private:
float interpolated( const AniData&, int i = 0 ) const;
float progress( const AniData& ) const;
private slots:
void init();
void triggerRepaint();
void _windowClosed( EffectWindow* w );
void _windowDeleted( EffectWindow* w );
private:
typedef QMap< EffectWindow*, QList<AniData> > AniMap;
AnimationEffectPrivate * const d_ptr;
Q_DECLARE_PRIVATE(AnimationEffect)
};
} // namespace
#endif // ANIMATION_EFFECT_H
|