/* * 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: Wave ========================= static void fxWaveModelStepObject(CompWindow * w, Model * model, Object * object, float forwardProgress, float waveAmp, float waveHalfWidth) { 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; float wavePosition = WIN_Y(w) - waveHalfWidth + forwardProgress * (WIN_H(w) * model->scale.y + 2 * waveHalfWidth); object->position.y = origy; object->position.x = origx; if (fabs(object->position.y - wavePosition) < waveHalfWidth) object->position.x += (object->gridPosition.x - 0.5) * waveAmp * (cos ((object->position.y - wavePosition) * M_PI / waveHalfWidth) + 1) / 2; } Bool fxWaveModelStep(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 = 1 - defaultAnimProgress(aw); int i; for (i = 0; i < model->numObjects; i++) fxWaveModelStepObject(w, model, &model->objects[i], forwardProgress, WIN_H(w) * model->scale.y * animGetF(as, aw, ANIM_SCREEN_OPTION_WAVE_AMP), WIN_H(w) * model->scale.y * animGetF(as, aw, ANIM_SCREEN_OPTION_WAVE_WIDTH) / 2); return TRUE; }