/*
* 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;
}
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