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weston/src/zoom.c

237 lines
7.2 KiB

/*
* Copyright © 2012 Scott Moreau
*
* Permission to use, copy, modify, distribute, and sell this software and
* its documentation for any purpose is hereby granted without fee, provided
* that the above copyright notice appear in all copies and that both that
* copyright notice and this permission notice appear in supporting
* documentation, and that the name of the copyright holders not be used in
* advertising or publicity pertaining to distribution of the software
* without specific, written prior permission. The copyright holders make
* no representations about the suitability of this software for any
* purpose. It is provided "as is" without express or implied warranty.
*
* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include "compositor.h"
#include "text-cursor-position-server-protocol.h"
static void
weston_zoom_frame_z(struct weston_animation *animation,
struct weston_output *output, uint32_t msecs)
{
if (animation->frame_counter <= 1)
output->zoom.spring_z.timestamp = msecs;
weston_spring_update(&output->zoom.spring_z, msecs);
if (output->zoom.spring_z.current > output->zoom.max_level)
output->zoom.spring_z.current = output->zoom.max_level;
else if (output->zoom.spring_z.current < 0.0)
output->zoom.spring_z.current = 0.0;
if (weston_spring_done(&output->zoom.spring_z)) {
if (output->zoom.active && output->zoom.level <= 0.0) {
output->zoom.active = 0;
output->disable_planes--;
wl_list_remove(&output->zoom.motion_listener.link);
}
output->zoom.spring_z.current = output->zoom.level;
wl_list_remove(&animation->link);
wl_list_init(&animation->link);
}
output->dirty = 1;
weston_output_damage(output);
}
static struct weston_seat *
weston_zoom_pick_seat(struct weston_compositor *compositor)
{
return container_of(compositor->seat_list.next,
struct weston_seat, link);
}
static void
weston_zoom_frame_xy(struct weston_animation *animation,
struct weston_output *output, uint32_t msecs)
{
struct weston_seat *seat = weston_zoom_pick_seat(output->compositor);
wl_fixed_t x, y;
if (animation->frame_counter <= 1)
output->zoom.spring_xy.timestamp = msecs;
weston_spring_update(&output->zoom.spring_xy, msecs);
x = output->zoom.from.x - ((output->zoom.from.x - output->zoom.to.x) *
output->zoom.spring_xy.current);
y = output->zoom.from.y - ((output->zoom.from.y - output->zoom.to.y) *
output->zoom.spring_xy.current);
output->zoom.current.x = x;
output->zoom.current.y = y;
if (weston_spring_done(&output->zoom.spring_xy)) {
output->zoom.spring_xy.current = output->zoom.spring_xy.target;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
output->zoom.current.x = seat->pointer->x;
output->zoom.current.y = seat->pointer->y;
wl_list_remove(&animation->link);
wl_list_init(&animation->link);
}
output->dirty = 1;
weston_output_damage(output);
}
static void
zoom_area_center_from_pointer(struct weston_output *output,
wl_fixed_t *x, wl_fixed_t *y)
{
float level = output->zoom.spring_z.current;
wl_fixed_t offset_x = wl_fixed_from_int(output->x);
wl_fixed_t offset_y = wl_fixed_from_int(output->y);
wl_fixed_t w = wl_fixed_from_int(output->width);
wl_fixed_t h = wl_fixed_from_int(output->height);
*x -= ((((*x - offset_x) / (float) w) - 0.5) * (w * (1.0 - level)));
*y -= ((((*y - offset_y) / (float) h) - 0.5) * (h * (1.0 - level)));
}
static void
weston_output_update_zoom_transform(struct weston_output *output)
{
float global_x, global_y;
wl_fixed_t x = output->zoom.current.x;
wl_fixed_t y = output->zoom.current.y;
float trans_min, trans_max;
float ratio, level;
level = output->zoom.spring_z.current;
ratio = 1 / level;
if (!output->zoom.active || level > output->zoom.max_level ||
level == 0.0f)
return;
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_list_empty(&output->zoom.animation_xy.link))
zoom_area_center_from_pointer(output, &x, &y);
global_x = wl_fixed_to_double(x);
global_y = wl_fixed_to_double(y);
output->zoom.trans_x =
((((global_x - output->x) / output->width) *
(level * 2)) - level) * ratio;
output->zoom.trans_y =
((((global_y - output->y) / output->height) *
(level * 2)) - level) * ratio;
trans_max = level * 2 - level;
trans_min = -trans_max;
/* Clip zoom area to output */
if (output->zoom.trans_x > trans_max)
output->zoom.trans_x = trans_max;
else if (output->zoom.trans_x < trans_min)
output->zoom.trans_x = trans_min;
if (output->zoom.trans_y > trans_max)
output->zoom.trans_y = trans_max;
else if (output->zoom.trans_y < trans_min)
output->zoom.trans_y = trans_min;
}
static void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_zoom_transition(struct weston_output *output, wl_fixed_t x, wl_fixed_t y)
{
if (output->zoom.level != output->zoom.spring_z.current) {
output->zoom.spring_z.target = output->zoom.level;
if (wl_list_empty(&output->zoom.animation_z.link)) {
output->zoom.animation_z.frame_counter = 0;
wl_list_insert(output->animation_list.prev,
&output->zoom.animation_z.link);
}
}
output->dirty = 1;
weston_output_damage(output);
}
WL_EXPORT void
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_output_update_zoom(struct weston_output *output)
{
struct weston_seat *seat = weston_zoom_pick_seat(output->compositor);
wl_fixed_t x = seat->pointer->x;
wl_fixed_t y = seat->pointer->y;
zoom_area_center_from_pointer(output, &x, &y);
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
if (wl_list_empty(&output->zoom.animation_xy.link)) {
output->zoom.current.x = seat->pointer->x;
output->zoom.current.y = seat->pointer->y;
} else {
output->zoom.to.x = x;
output->zoom.to.y = y;
}
Split the geometry information from weston_surface out into weston_view The weston_surface structure is split into two structures: * The weston_surface structure storres everything required for a client-side or server-side surface. This includes buffers; callbacks; backend private data; input, damage, and opaque regions; and a few other bookkeeping bits. * The weston_view structure represents an entity in the scenegraph and storres all of the geometry information. This includes clip region, alpha, position, and the transformation list as well as all of the temporary information derived from the geometry state. Because a view, and not a surface, is a scenegraph element, the view is what is placed in layers and planes. There are a few things worth noting about the surface/view split: 1. This is *not* a modification to the protocol. It is, instead, a modification to Weston's internal scenegraph to allow a single surface to exist in multiple places at a time. Clients are completely unaware of how many views to a particular surface exist. 2. A view is considered a direct child of a surface and is destroyed when the surface is destroyed. Because of this, the view.surface pointer is always valid and non-null. 3. The compositor's surface_list is replaced with a view_list. Due to subsurfaces, building the view list is a little more complicated than it used to be and involves building a tree of views on the fly whenever subsurfaces are used. However, this means that backends can remain completely subsurface-agnostic. 4. Surfaces and views both keep track of which outputs they are on. 5. The weston_surface structure now has width and height fields. These are populated when a new buffer is attached before surface.configure is called. This is because there are many surface-based operations that really require the width and height and digging through the views didn't work well. Signed-off-by: Jason Ekstrand <jason@jlekstrand.net>
11 years ago
weston_zoom_transition(output, x, y);
weston_output_update_zoom_transform(output);
}
static void
motion(struct wl_listener *listener, void *data)
{
struct weston_output_zoom *zoom =
container_of(listener, struct weston_output_zoom, motion_listener);
struct weston_output *output =
container_of(zoom, struct weston_output, zoom);
weston_output_update_zoom(output);
}
WL_EXPORT void
weston_output_activate_zoom(struct weston_output *output)
{
struct weston_seat *seat = weston_zoom_pick_seat(output->compositor);
if (output->zoom.active)
return;
output->zoom.active = 1;
output->disable_planes++;
wl_signal_add(&seat->pointer->motion_signal,
&output->zoom.motion_listener);
}
WL_EXPORT void
weston_output_init_zoom(struct weston_output *output)
{
output->zoom.active = 0;
output->zoom.increment = 0.07;
output->zoom.max_level = 0.95;
output->zoom.level = 0.0;
output->zoom.trans_x = 0.0;
output->zoom.trans_y = 0.0;
weston_spring_init(&output->zoom.spring_z, 250.0, 0.0, 0.0);
output->zoom.spring_z.friction = 1000;
output->zoom.animation_z.frame = weston_zoom_frame_z;
wl_list_init(&output->zoom.animation_z.link);
weston_spring_init(&output->zoom.spring_xy, 250.0, 0.0, 0.0);
output->zoom.spring_xy.friction = 1000;
output->zoom.animation_xy.frame = weston_zoom_frame_xy;
wl_list_init(&output->zoom.animation_xy.link);
output->zoom.motion_listener.notify = motion;
}