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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "animation-internal.h"
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// ===================== Effect: Roll Up =========================
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const float RollUpAnim::kDurationFactor = 1.67;
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RollUpAnim::RollUpAnim (CompWindow *w,
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WindowEvent curWindowEvent,
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const AnimEffect info,
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const CompRect &icon) :
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Animation::Animation (w, curWindowEvent, kDurationFactor * duration, info,
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GridAnim::GridAnim (w, curWindowEvent, kDurationFactor * duration, info,
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fxRollUpInitGrid(CompWindow *w,
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int *gridWidth, int *gridHeight)
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RollUpAnim::initGrid ()
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if (aw->com.curWindowEvent == WindowEventShade ||
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aw->com.curWindowEvent == WindowEventUnshade)
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if (mCurWindowEvent == WindowEventShade ||
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mCurWindowEvent == WindowEventUnshade)
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fxRollUpModelStepObject(CompWindow * w,
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float forwardProgress, Bool fixedInterior)
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float origx = WIN_X(w) + WIN_W(w) * object->gridPosition.x;
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if (aw->com.curWindowEvent == WindowEventShade ||
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aw->com.curWindowEvent == WindowEventUnshade)
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float forwardProgress = progressEaseInEaseOut ();
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bool fixedInterior = optValB (AnimationOptions::RollupFixedInterior);
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CompRect outRect (mAWindow->savedRectsValid () ?
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mAWindow->savedOutRect () :
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mWindow->outputRect ());
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GridModel::GridObject *object = mModel->objects ();
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for (int i = 0; i < mModel->numObjects (); i++, object++)
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float origx = outRect.x () + outRect.width () * object->gridPosition ().x ();
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// Executing shade mode
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// find position in window contents
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// (window contents correspond to 0.0-1.0 range)
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float relPosInWinContents =
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(object->gridPosition.y * WIN_H(w) -
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model->topHeight) / w->height;
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if (object->gridPosition.y == 0)
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(object->gridPosition ().y () * outRect.height () -
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mDecorTopHeight) / mWindow->height ();
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object->position ().setX (origx);
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if (object->gridPosition ().y () == 0)
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object->position.x = origx;
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object->position.y = WIN_Y(w);
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object->position ().setY (outRect.y ());
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else if (object->gridPosition.y == 1)
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else if (object->gridPosition ().y () == 1)
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object->position.x = origx;
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object->position ().setY (
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(1 - forwardProgress) *
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WIN_H(w) * object->gridPosition.y) +
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forwardProgress * (WIN_Y(w) +
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outRect.height () * object->gridPosition ().y ()) +
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forwardProgress * (outRect.y () +
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mDecorTopHeight + mDecorBottomHeight));
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object->position.x = origx;
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if (relPosInWinContents > forwardProgress)
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object->position ().setY (
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(1 - forwardProgress) *
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WIN_H(w) * object->gridPosition.y) +
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forwardProgress * (WIN_Y(w) + model->topHeight);
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outRect.height () * object->gridPosition ().y ()) +
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forwardProgress * (outRect.y () + mDecorTopHeight));
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if (fixedInterior)
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object->offsetTexCoordForQuadBefore.y =
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-forwardProgress * w->height;
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object->offsetTexCoordForQuadBefore ().
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setY (-forwardProgress * mWindow->height ());
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object->position.y = WIN_Y(w) + model->topHeight;
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object->position ().setY (outRect.y () + mDecorTopHeight);
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if (!fixedInterior)
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object->offsetTexCoordForQuadAfter.
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relPosInWinContents) * w->height;
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object->offsetTexCoordForQuadAfter ().
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setY ((forwardProgress - relPosInWinContents) *
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fxRollUpModelStep (CompWindow *w, float time)
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defaultAnimStep (w, time);
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Model *model = aw->com.model;
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float forwardProgress = sigmoidAnimProgress (w);
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Bool fixedInterior = animGetB (w, ANIM_SCREEN_OPTION_ROLLUP_FIXED_INTERIOR);
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Object *object = model->objects;
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for (i = 0; i < model->numObjects; i++, object++)
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fxRollUpModelStepObject
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fxRollUpAnimInit (CompWindow * w)
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aw->com.animTotalTime /= ROLLUP_PERCEIVED_T;
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aw->com.animRemainingTime = aw->com.animTotalTime;