/* * 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: Roll Up ========================= void fxRollUpInitGrid(AnimScreen * as, AnimWindow *aw, int *gridWidth, int *gridHeight) { *gridWidth = 2; if (aw->curWindowEvent == WindowEventShade || aw->curWindowEvent == WindowEventUnshade) *gridHeight = 4; else *gridHeight = 2; } static void fxRollUpModelStepObject(CompWindow * w, Model * model, Object * object, float forwardProgress, Bool fixedInterior) { ANIM_WINDOW(w); float origx = WIN_X(w) + WIN_W(w) * object->gridPosition.x; 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; 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) * (WIN_Y(w) + WIN_H(w) * object->gridPosition.y) + forwardProgress * (WIN_Y(w) + model->topHeight + model->bottomHeight); } else { object->position.x = origx; if (relPosInWinContents > forwardProgress) { object->position.y = (1 - forwardProgress) * (WIN_Y(w) + WIN_H(w) * object->gridPosition.y) + forwardProgress * (WIN_Y(w) + model->topHeight); if (fixedInterior) object->offsetTexCoordForQuadBefore.y = -forwardProgress * w->height; } else { object->position.y = WIN_Y(w) + model->topHeight; if (!fixedInterior) object->offsetTexCoordForQuadAfter. y = (forwardProgress - relPosInWinContents) * w->height; } } } } Bool fxRollUpModelStep(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 = sigmoidAnimProgress(aw); int i; for (i = 0; i < model->numObjects; i++) fxRollUpModelStepObject (w, model, &model->objects[i], forwardProgress, animGetB(as, aw, ANIM_SCREEN_OPTION_ROLLUP_FIXED_INTERIOR)); return TRUE; } void fxRollUpAnimInit(CompScreen * s, CompWindow * w) { ANIM_WINDOW(w); aw->animTotalTime /= ROLLUP_PERCEIVED_T; aw->animRemainingTime = aw->animTotalTime; }