/*
* 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
}
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