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#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <core/core.h>
#include <composite/composite.h>
#include <opengl/opengl.h>
#include <boost/foreach.hpp>
#define foreach BOOST_FOREACH
#include <animation/animation.h>
#include "animation_options.h"
typedef std::vector<CompWindow *> CompWindowVector;
typedef std::vector<ExtensionPluginInfo *> ExtensionPluginVector;
typedef std::vector<AnimEffect> AnimEffectVector;
class RestackInfo
{
public:
RestackInfo (CompWindow *wRestacked,
CompWindow *wStart,
CompWindow *wEnd,
CompWindow *wOldAbove,
bool raised);
CompWindow *wRestacked, *wStart, *wEnd, *wOldAbove;
bool raised;
};
class IdValuePair
{
public:
IdValuePair () : pluginInfo (0), optionId (-1), value () {}
bool matchesPluginOption (ExtensionPluginInfo *pluginInfo,
int optionId) const;
const ExtensionPluginInfo *pluginInfo;
int optionId;
CompOption::Value value;
};
typedef std::vector<IdValuePair> IdValuePairVector;
class OptionSet
{
public:
OptionSet () {}
IdValuePairVector pairs;
};
typedef std::vector<OptionSet> OptionSetVector;
class OptionSets
{
public:
OptionSets () {}
OptionSetVector sets;
};
class EffectSet
{
public:
EffectSet () {}
AnimEffectVector effects;
};
extern AnimEffect AnimEffectNone;
extern AnimEffect AnimEffectRandom;
extern AnimEffect AnimEffectCurvedFold;
extern AnimEffect AnimEffectDodge;
extern AnimEffect AnimEffectDream;
extern AnimEffect AnimEffectFade;
extern AnimEffect AnimEffectFocusFade;
extern AnimEffect AnimEffectGlide1;
extern AnimEffect AnimEffectGlide2;
extern AnimEffect AnimEffectHorizontalFolds;
extern AnimEffect AnimEffectMagicLamp;
extern AnimEffect AnimEffectMagicLampWavy;
extern AnimEffect AnimEffectRollUp;
extern AnimEffect AnimEffectSidekick;
extern AnimEffect AnimEffectWave;
extern AnimEffect AnimEffectZoom;
#define NUM_EFFECTS 16
extern int customOptionOptionIds[AnimEventNum];
typedef struct _PluginEventInfo
{
const char *pluginName;
const char *activateEventName;
} PluginEventInfo;
typedef enum
{
WatchedPluginSwitcher = 0,
WatchedPluginRing,
WatchedPluginShift,
WatchedPluginScale,
WatchedPluginGroup,
WatchedPluginFadedesktop,
WatchedScreenPluginNum
} WatchedScreenPlugin;
typedef enum
{
WatchedPluginKDECompat,
WatchedWindowPluginNum
} WatchedWindowPlugin;
// This must have the value of the first "effect setting" above
// in PrivateAnimScreenOptions
#define NUM_NONEFFECT_OPTIONS AnimationOptions::CurvedFoldAmpMult
class ExtensionPluginAnimation : public ExtensionPluginInfo
{
public:
ExtensionPluginAnimation (const CompString &name,
unsigned int nEffects,
AnimEffect *effects,
CompOption::Vector *effectOptions,
unsigned int firstEffectOptionIndex);
~ExtensionPluginAnimation ();
// Overriden methods from ExtensionPluginInfo
void postPreparePaintGeneral ();
void prePreparePaintGeneral ();
void handleRestackNotify (AnimWindow *aw);
// Always reset stacking related info when a window is opened, closed,
// minimized, or unminimized.
void preInitiateOpenAnim (AnimWindow *aw);
void preInitiateCloseAnim (AnimWindow *aw);
void preInitiateMinimizeAnim (AnimWindow *aw);
void preInitiateUnminimizeAnim (AnimWindow *aw);
void initPersistentData (AnimWindow *aw);
void destroyPersistentData (AnimWindow *aw);
void postUpdateEventEffects (AnimEvent e,
bool forRandom);
void cleanUpAnimation (bool closing,
bool destructing);
void postStartupCountdown ();
// Other methods
void handleSingleRestack (AnimWindow *aw);
void prePaintWindowsBackToFront ();
bool paintShouldSkipWindow (CompWindow *w);
const CompWindowList & getWindowPaintList ();
void resetStackingInfo ();
static CompWindow *getBottommostInExtendedFocusChain (CompWindow *wStartPoint);
static CompWindow *getBottommostInRestackChain (CompWindow *wStartPoint);
void resetMarks ();
bool markNewCopy (CompWindow *w);
CompWindow * walkFirst ();
CompWindow * walkNext (CompWindow *w);
void incrementCurRestackAnimCount ();
void decrementCurRestackAnimCount ();
bool wontCreateCircularChain (CompWindow *wCur, CompWindow *wNext);
static void cleanUpParentChildChainItem (AnimWindow *aw);
static bool relevantForRestackAnim (CompWindow *w);
/// Is restackInfo still good?
static bool restackInfoStillGood (RestackInfo *restackInfo);
void updateLastClientList ();
/// A window was restacked this paint round.
bool mAWinWasRestackedJustNow;
private:
CompWindowVector mLastClientList; ///< Last known stacking order
CompWindowVector mPrevClientList; ///< The stacking order before mLastClientList
int mRestackAnimCount; ///< Count of how many windows are currently involved in
///< animations that require walker (dodge & focus fade).
std::vector<AnimWindow *> mRestackedWindows;
CompWindowList mWindowList;
};
class PrivateAnimScreen :
public ScreenInterface,
public CompositeScreenInterface,
public GLScreenInterface,
public AnimationOptions
{
friend class PrivateAnimWindow;
friend class AnimWindow;
public:
CompositeScreen *cScreen;
GLScreen *gScreen;
AnimScreen *aScreen;
private:
struct timeval mLastRedrawTime;
bool mLastRedrawTimeFresh;
bool mPluginActive[WatchedScreenPluginNum];
int mSwitcherPostWait;
int mStartCountdown;
///< To mark windows as "created" if they were opened before compiz
///< was started and to prevent already opened windows from doing
///< open animation.
Window mLastActiveWindow; ///< Last known active window
bool mAnimInProgress; ///< Is an animation currently being played?
bool mStartingNewPaintRound; ///< Is a new round of glPaints starting?
bool mPrePaintWindowsBackToFrontEnabled;
EffectSet mRandomEffects[AnimEventNum];
OptionSets mEventOptionSets[AnimEventNum];
// Effect extension plugins
ExtensionPluginVector mExtensionPlugins;
// Possible effects for each event
AnimEffectVector mEventEffectsAllowed[AnimEventNum];
// List of chosen effects for each event
EffectSet mEventEffects[AnimEventNum];
CompOutput *mOutput;
Window mActiveWindow;
CompMatch mNeverAnimateMatch;
void updateEventEffects (AnimEvent e,
bool forRandom,
bool callPost = true);
void updateAllEventEffects ();
void updateOptionSets (AnimEvent e);
void updateOptionSet (OptionSet *os, const char *optNamesValuesOrig);
void activateEvent (bool activating);
bool isWinVisible (CompWindow *w);
AnimEvent getCorrespondingAnimEvent (AnimationOptions::Options optionId);
void eventMatchesChanged (CompOption *opt, AnimationOptions::Options num);
void eventOptionsChanged (CompOption *opt, AnimationOptions::Options num);
void eventEffectsChanged (CompOption *opt, AnimationOptions::Options num);
void eventRandomEffectsChanged (CompOption *opt, AnimationOptions::Options num);
CompRect getIcon (CompWindow *w, bool alwaysUseMouse);
void updateAnimStillInProgress ();
bool isAnimEffectInList (AnimEffect theEffect,
EffectSet &effectList);
bool isAnimEffectPossibleForEvent (AnimEffect theEffect,
AnimEvent event);
public:
PrivateAnimScreen (CompScreen *s, AnimScreen *);
~PrivateAnimScreen ();
// Utility methods
void initiateOpenAnim (PrivateAnimWindow *aw);
void initiateCloseAnim (PrivateAnimWindow *aw);
void initiateMinimizeAnim (PrivateAnimWindow *aw);
void initiateUnminimizeAnim (PrivateAnimWindow *aw);
void initiateShadeAnim (PrivateAnimWindow *aw);
void initiateUnshadeAnim (PrivateAnimWindow *aw);
bool initiateFocusAnim (PrivateAnimWindow *aw);
/// Is a restacking animation currently possible?
bool isRestackAnimPossible ();
void initAnimationList ();
bool isAnimEffectPossible (AnimEffect theEffect);
inline CompOutput &output () { return *mOutput; }
AnimEffect getActualEffect (AnimEffect effect,
AnimEvent animEvent);
bool shouldIgnoreWindowForAnim (CompWindow *w, bool checkPixmap);
OptionSet *getOptionSetForSelectedRow (PrivateAnimWindow *aw,
Animation *anim);
void addExtension (ExtensionPluginInfo *extensionPluginInfo,
bool shouldInitPersistentData);
void removeExtension (ExtensionPluginInfo *extensionPluginInfo);
AnimEffect getMatchingAnimSelection (CompWindow *w,
AnimEvent e,
int *duration);
bool otherPluginsActive ();
void enablePrePaintWindowsBackToFront (bool enabled);
void prePaintWindowsBackToFront ();
// CompositeScreenInterface methods
void preparePaint (int);
void donePaint ();
const CompWindowList & getWindowPaintList ();
// GLScreenInterface methods
bool glPaintOutput (const GLScreenPaintAttrib &,
const GLMatrix &,
const CompRegion &,
CompOutput *,
unsigned int);
// ScreenInterface methods
void handleCompizEvent (const char * plugin, const char *event,
CompOption::Vector &options);
};
class PrivateAnimWindow :
public WindowInterface,
public GLWindowInterface
{
friend class PrivateAnimScreen;
friend class AnimWindow;
public:
PrivateAnimWindow (CompWindow *, AnimWindow *aw);
~PrivateAnimWindow ();
void createFocusAnimation (AnimEffect effect, int duration);
inline void setShaded (bool shaded) { mNowShaded = shaded; }
inline Animation *curAnimation () { return mCurAnimation; }
inline PrivateAnimScreen *paScreen () { return mPAScreen; }
inline AnimWindow *aWindow () { return mAWindow; }
inline Box &BB () { return mBB; }
inline int curAnimSelectionRow () { return mCurAnimSelectionRow; }
void damageThisAndLastStepRegion ();
void postAnimationCleanUp ();
void copyResetStepRegion ();
GLWindow *gWindow;
private:
CompWindow *mWindow;
AnimWindow *mAWindow;
PrivateAnimScreen *mPAScreen;
unsigned int mState;
unsigned int mNewState;
Animation *mCurAnimation;
bool mUnshadePending;
bool mEventNotOpenClose;
bool mNowShaded;
bool mGrabbed;
int mUnmapCnt;
int mDestroyCnt;
bool mIgnoreDamage;
bool mFinishingAnim;
int mCurAnimSelectionRow;
int mPrevAnimSelectionRow; ///< For the case when one event interrupts another
Box mBB; ///< Bounding box of area to be damaged
CompRegion mStepRegion; ///< Region to damage this step
CompRegion mLastStepRegion; ///< Region damaged last step
bool mPluginActive[WatchedWindowPluginNum];
// Utility methods
unsigned int getState ();
void updateSelectionRow (unsigned int i);
void postAnimationCleanUpPrev (bool closing, bool clearMatchingRow);
void postAnimationCleanUpCustom (bool closing,
bool destructing,
bool clearMatchingRow);
void reverseAnimation ();
void enablePainting (bool enabling);
void notifyAnimation (bool activation);
// WindowInterface methods
void resizeNotify (int dx, int dy, int dwidth, int dheight);
void moveNotify (int dx, int dy, bool immediate);
void windowNotify (CompWindowNotify n);
void grabNotify (int x, int y, unsigned int state, unsigned int mask);
void ungrabNotify ();
// GLWindowInterface methods
bool glPaint (const GLWindowPaintAttrib &, const GLMatrix &,
const CompRegion &, unsigned int);
void glAddGeometry (const GLTexture::MatrixList &,
const CompRegion &, const CompRegion &,
unsigned int = MAXSHORT, unsigned int = MAXSHORT);
void glDrawTexture (GLTexture *texture, GLFragment::Attrib &,
unsigned int);
void glDrawGeometry ();
};
class RollUpAnim :
public GridAnim
{
public:
RollUpAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
static const float kDurationFactor;
void initGrid ();
void step ();
};
class MagicLampAnim :
public GridAnim
{
public:
MagicLampAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
virtual ~MagicLampAnim ();
protected:
bool mTargetTop;
GridModel::GridObject *mTopLeftCornerObject;
GridModel::GridObject *mBottomLeftCornerObject;
void initGrid ();
void step ();
void updateBB (CompOutput &output);
inline bool stepRegionUsed () { return true; }
void adjustPointerIconSize ();
virtual bool hasMovingEnd ();
virtual void filterTargetX (float &targetX, float x) { }
};
class MagicLampWavyAnim :
public MagicLampAnim
{
public:
MagicLampWavyAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
~MagicLampWavyAnim ();
protected:
struct WaveParam
{
float halfWidth;
float amp;
float pos;
};
unsigned int mNumWaves;
WaveParam *mWaves;
void initGrid ();
void updateBB (CompOutput &output);
inline bool stepRegionUsed () { return false; }
void adjustPointerIconSize ();
bool hasMovingEnd ();
void filterTargetX (float &targetX, float x);
};
class SidekickAnim :
public ZoomAnim
{
public:
SidekickAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
float mNumRotations;
float getSpringiness ();
bool isZoomFromCenter ();
inline bool hasExtraTransform () { return true; }
void applyExtraTransform (float progress);
inline bool shouldAvoidParallelogramLook () { return true; }
};
class WaveAnim :
public GridTransformAnim
{
public:
WaveAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
void adjustDuration ();
void initGrid ();
inline bool using3D () { return true; }
void step ();
static const float kMinDuration;
};
class GlideAnim :
public ZoomAnim
{
public:
GlideAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
void prePaintWindow ();
inline bool postPaintWindowUsed () { return true; }
void postPaintWindow ();
void adjustDuration ();
bool zoomToIcon ();
void applyTransform ();
float getFadeProgress ();
float getProgress ();
virtual void getParams (float *finalDistFac,
float *finalRotAng,
float *thickness);
float glideModRotAngle; ///< The angle of rotation, modulo 360.
};
class Glide2Anim :
public GlideAnim
{
public:
Glide2Anim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
bool zoomToIcon ();
void getParams (float *finalDistFac,
float *finalRotAng,
float *thickness);
};
class RestackPersistentData;
class RestackAnim :
virtual public Animation
{
public:
RestackAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
void cleanUp (bool closing,
bool destructing);
bool initiateRestackAnim (int duration);
inline bool moveUpdate () { return false; }
static bool onSameRestackChain (CompWindow *wSubject, CompWindow *wOther);
/// Find union of restack chain (group)
static CompRegion unionRestackChain (CompWindow *w);
virtual bool paintedElsewhere () { return false; }
protected:
// Overridable methods
virtual void processCandidate (CompWindow *candidateWin,
CompWindow *subjectWin,
CompRegion &candidateAndSubjectIntersection,
int &numSelectedCandidates) {}
virtual void postInitiateRestackAnim (int numSelectedCandidates,
int duration,
CompWindow *wStart,
CompWindow *wEnd,
bool raised) {}
// Other methods
bool overNewCopy (); ///< Is glPaint on the copy at the new position?
RestackPersistentData *mRestackData;
};
class RestackPersistentData :
public PersistentData
{
friend class ExtensionPluginAnimation;
friend class RestackAnim;
friend class FocusFadeAnim;
friend class DodgeAnim;
public:
RestackPersistentData ();
~RestackPersistentData ();
protected:
inline RestackInfo *restackInfo () { return mRestackInfo; }
void resetRestackInfo (bool alsoResetChain = false);
void setRestackInfo (CompWindow *wRestacked,
CompWindow *wStart,
CompWindow *wEnd,
CompWindow *wOldAbove,
bool raised);
void getHostedOnWin (CompWindow *wGuest, CompWindow *wHost);
RestackInfo *mRestackInfo; ///< restack info if window was restacked this paint round
CompWindow *mWinToBePaintedBeforeThis; ///< Window which should be painted before this
CompWindow *mWinThisIsPaintedBefore; ///< the inverse relation of mWinToBePaintedBeforeThis
CompWindow *mMoreToBePaintedPrev;
CompWindow *mMoreToBePaintedNext; ///< doubly linked list for windows underneath that
///< raise together with this one
bool mConfigureNotified; ///< was mConfigureNotified before restack check
CompWindow *mWinPassingThrough; ///< win. passing through this one during focus effect
bool mWalkerOverNewCopy; ///< whether walker is on the copy at the new pos.
int mVisitCount; ///< how many times walker/glPaint has visited this window
bool mIsSecondary; ///< whether this is one of the secondary (non-topmost) in its restack chain
};
class FocusFadeAnim :
public RestackAnim,
public FadeAnim
{
public:
FocusFadeAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
void updateAttrib (GLWindowPaintAttrib &attrib);
void cleanUp (bool closing,
bool destructing);
protected:
void processCandidate (CompWindow *candidateWin,
CompWindow *subjectWin,
CompRegion &candidateAndSubjectIntersection,
int &numSelectedCandidates);
GLushort computeOpacity (GLushort opacityInt);
};
typedef enum
{
DodgeDirectionUp = 0,
DodgeDirectionRight,
DodgeDirectionDown,
DodgeDirectionLeft,
DodgeDirectionXY, // movement possibly in both X and Y (for subjects)
DodgeDirectionNone
} DodgeDirection;
class DodgePersistentData;
class DodgeAnim :
public RestackAnim,
public TransformAnim
{
public:
DodgeAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
void cleanUp (bool closing,
bool destructing);
static int getDodgeAmount (CompRect &rect,
CompWindow *dw,
DodgeDirection dir);
void step ();
void updateTransform (GLMatrix &wTransform);
bool shouldDamageWindowOnStart ();
void updateBB (CompOutput &output);
void postPreparePaint ();
void calculateDodgeAmounts ();
bool moveUpdate ();
protected:
void processCandidate (CompWindow *candidateWin,
CompWindow *subjectWin,
CompRegion &candidateAndSubjectIntersection,
int &numSelectedCandidates);
void postInitiateRestackAnim (int numSelectedCandidates,
int duration,
CompWindow *wStart,
CompWindow *wEnd,
bool raised);
bool paintedElsewhere ();
void applyDodgeTransform ();
float dodgeProgress ();
void updateDodgerDodgeAmount ();
DodgePersistentData *mDodgeData;
CompWindow *mDodgeSubjectWin;///< The window being dodged
float mDodgeMaxAmountX; ///< max # pixels it should dodge
///< (neg. value dodges leftward)
float mDodgeMaxAmountY; ///< max # pixels it should dodge
///< (neg. value dodges upward)
DodgeDirection mDodgeDirection;
int mDodgeMode;
};
class DodgePersistentData :
public PersistentData
{
friend class ExtensionPluginAnimation;
friend class DodgeAnim;
public:
DodgePersistentData ();
private:
int dodgeOrder; ///< dodge order (used temporarily)
// TODO mov the below members into DodgeAnim
bool isDodgeSubject; ///< true if this window is the cause of dodging
bool skipPostPrepareScreen;
CompWindow *dodgeChainStart;///< for the subject window
CompWindow *dodgeChainPrev; ///< for dodging windows
CompWindow *dodgeChainNext; ///< for dodging windows
};
class DreamAnim :
public GridZoomAnim
{
public:
DreamAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
void init ();
void initGrid ();
void step ();
void adjustDuration ();
float getFadeProgress ();
bool zoomToIcon ();
static const float kDurationFactor;
};
class FoldAnim :
public GridZoomAnim
{
public:
FoldAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
inline bool using3D () { return true; }
float getFadeProgress ();
void updateWindowAttrib (GLWindowPaintAttrib &attrib);
};
class CurvedFoldAnim :
public FoldAnim
{
public:
CurvedFoldAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
void initGrid ();
void step ();
void updateBB (CompOutput &output);
bool zoomToIcon ();
float getObjectZ (GridAnim::GridModel *mModel,
float forwardProgress,
float sinForProg,
float relDistToCenter,
float curveMaxAmp);
};
class HorizontalFoldsAnim :
public FoldAnim
{
public:
HorizontalFoldsAnim (CompWindow *w,
WindowEvent curWindowEvent,
float duration,
const AnimEffect info,
const CompRect &icon);
protected:
void initGrid ();
void step ();
bool zoomToIcon ();
float getObjectZ (GridAnim::GridModel *mModel,
float forwardProgress,
float sinForProg,
float relDistToFoldCenter,
float foldMaxAmp);
};
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