/* * Animation plugin for compiz/beryl * * animation.c * * Copyright : (C) 2006 Erkin Bahceci * E-mail : erkinbah@gmail.com * * Based on Wobbly and Minimize plugins by * : David Reveman * E-mail : davidr@novell.com> * * Particle system added by : (C) 2006 Dennis Kasprzyk * E-mail : onestone@beryl-project.org * * Beam-Up added by : Florencio Guimaraes * E-mail : florencio@nexcorp.com.br * * Hexagon tessellator added by : Mike Slegeir * E-mail : mikeslegeir@mail.utexas.edu> * * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #include "animation-internal.h" // ===================== Effect: Curved Fold ========================= static void fxCurvedFoldModelStepObject(CompWindow * w, Model * model, Object * object, float forwardProgress, float curveMaxAmp) { ANIM_WINDOW(w); float origx = w->attrib.x + (WIN_W(w) * object->gridPosition.x - w->output.left) * model->scale.x; float origy = w->attrib.y + (WIN_H(w) * object->gridPosition.y - w->output.top) * model->scale.y; if (aw->curWindowEvent == WindowEventShade || aw->curWindowEvent == WindowEventUnshade) { // Execute shade mode // find position in window contents // (window contents correspond to 0.0-1.0 range) float relPosInWinContents = (object->gridPosition.y * WIN_H(w) - model->topHeight) / w->height; float relDistToCenter = fabs(relPosInWinContents - 0.5); if (object->gridPosition.y == 0) { object->position.x = origx; object->position.y = WIN_Y(w); } else if (object->gridPosition.y == 1) { object->position.x = origx; object->position.y = (1 - forwardProgress) * origy + forwardProgress * (WIN_Y(w) + model->topHeight + model->bottomHeight); } else { object->position.x = origx + sin(forwardProgress * M_PI / 2) * (0.5 - object->gridPosition.x) * 2 * model->scale.x * curveMaxAmp * (1 - pow (pow(2 * relDistToCenter, 1.3), 2)); object->position.y = (1 - forwardProgress) * origy + forwardProgress * (WIN_Y(w) + model->topHeight); } } else { // Execute normal mode // find position within window borders // (border contents correspond to 0.0-1.0 range) float relPosInWinBorders = (object->gridPosition.y * WIN_H(w) - (w->output.top - w->input.top)) / BORDER_H(w); float relDistToCenter = fabs(relPosInWinBorders - 0.5); // prevent top & bottom shadows from extending too much if (relDistToCenter > 0.5) relDistToCenter = 0.5; object->position.x = origx + sin(forwardProgress * M_PI / 2) * (0.5 - object->gridPosition.x) * 2 * model->scale.x * curveMaxAmp * (1 - pow (pow(2 * relDistToCenter, 1.3), 2)); object->position.y = (1 - forwardProgress) * origy + forwardProgress * (BORDER_Y(w) + BORDER_H(w) / 2.0); } } Bool fxCurvedFoldModelStep(CompScreen * s, CompWindow * w, float time) { if (!defaultAnimStep(s, w, time)) return FALSE; ANIM_SCREEN(s); ANIM_WINDOW(w); Model *model = aw->model; float forwardProgress; if ((aw->curWindowEvent == WindowEventMinimize || aw->curWindowEvent == WindowEventUnminimize) && animGetB(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_Z2TOM)) { float dummy; fxZoomAnimProgress(as, aw, &forwardProgress, &dummy, TRUE); } else forwardProgress = defaultAnimProgress(aw); float curveMaxAmp = animGetF(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_AMP) * WIN_W(w) * pow(WIN_H(w) / (s->height * 1.2f), 0.7); int i; for (i = 0; i < model->numObjects; i++) fxCurvedFoldModelStepObject (w, model, &model->objects[i], forwardProgress, curveMaxAmp); return TRUE; } void fxFoldUpdateWindowAttrib(AnimScreen * as, CompWindow * w, WindowPaintAttrib * wAttrib) { ANIM_WINDOW(w); if (aw->curWindowEvent == WindowEventOpen || aw->curWindowEvent == WindowEventClose || ((aw->curWindowEvent == WindowEventMinimize || aw->curWindowEvent == WindowEventUnminimize) && ((aw->curAnimEffect == AnimEffectCurvedFold && !animGetB(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_Z2TOM)) || (aw->curAnimEffect == AnimEffectHorizontalFolds && !animGetB(as, aw, ANIM_SCREEN_OPTION_HORIZONTAL_FOLDS_Z2TOM))))) { float forwardProgress = defaultAnimProgress(aw); wAttrib->opacity = (GLushort) (aw->storedOpacity * (1 - forwardProgress)); } else if ((aw->curWindowEvent == WindowEventMinimize || aw->curWindowEvent == WindowEventUnminimize) && ((aw->curAnimEffect == AnimEffectCurvedFold && animGetB(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_Z2TOM)) || (aw->curAnimEffect == AnimEffectHorizontalFolds && animGetB(as, aw, ANIM_SCREEN_OPTION_HORIZONTAL_FOLDS_Z2TOM)))) { fxZoomUpdateWindowAttrib(as, w, wAttrib); } // if shade/unshade don't do anything }