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weston/src/animation.c

479 lines
13 KiB

/*
* Copyright © 2011 Intel Corporation
*
* 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 <string.h>
#include <stdio.h>
#include <math.h>
#include <unistd.h>
#include <fcntl.h>
#include "compositor.h"
WL_EXPORT void
weston_spring_init(struct weston_spring *spring,
double k, double current, double target)
{
spring->k = k;
spring->friction = 400.0;
spring->current = current;
spring->previous = current;
spring->target = target;
spring->clip = WESTON_SPRING_OVERSHOOT;
spring->min = 0.0;
spring->max = 1.0;
}
WL_EXPORT void
weston_spring_update(struct weston_spring *spring, uint32_t msec)
{
double force, v, current, step;
/* Limit the number of executions of the loop below by ensuring that
* the timestamp for last update of the spring is no more than 1s ago.
* This handles the case where time moves backwards or forwards in
* large jumps.
*/
if (msec - spring->timestamp > 1000) {
weston_log("unexpectedly large timestamp jump (from %u to %u)\n",
spring->timestamp, msec);
spring->timestamp = msec - 1000;
}
step = 0.01;
while (4 < msec - spring->timestamp) {
current = spring->current;
v = current - spring->previous;
force = spring->k * (spring->target - current) / 10.0 +
(spring->previous - current) - v * spring->friction;
spring->current =
current + (current - spring->previous) +
force * step * step;
spring->previous = current;
switch (spring->clip) {
case WESTON_SPRING_OVERSHOOT:
break;
case WESTON_SPRING_CLAMP:
if (spring->current > spring->max) {
spring->current = spring->max;
spring->previous = spring->max;
} else if (spring->current < 0.0) {
spring->current = spring->min;
spring->previous = spring->min;
}
break;
case WESTON_SPRING_BOUNCE:
if (spring->current > spring->max) {
spring->current =
2 * spring->max - spring->current;
spring->previous =
2 * spring->max - spring->previous;
} else if (spring->current < spring->min) {
spring->current =
2 * spring->min - spring->current;
spring->previous =
2 * spring->min - spring->previous;
}
break;
}
spring->timestamp += 4;
}
}
WL_EXPORT int
weston_spring_done(struct weston_spring *spring)
{
return fabs(spring->previous - spring->target) < 0.002 &&
fabs(spring->current - spring->target) < 0.002;
}
typedef void (*weston_view_animation_frame_func_t)(struct weston_view_animation *animation);
struct weston_view_animation {
struct weston_view *view;
struct weston_animation animation;
struct weston_spring spring;
struct weston_transform transform;
struct wl_listener listener;
float start, stop;
weston_view_animation_frame_func_t frame;
weston_view_animation_frame_func_t reset;
weston_view_animation_done_func_t done;
void *data;
void *private;
};
WL_EXPORT void
weston_view_animation_destroy(struct weston_view_animation *animation)
{
wl_list_remove(&animation->animation.link);
wl_list_remove(&animation->listener.link);
wl_list_remove(&animation->transform.link);
if (animation->reset)
animation->reset(animation);
weston_view_geometry_dirty(animation->view);
if (animation->done)
animation->done(animation, animation->data);
free(animation);
}
static void
handle_animation_view_destroy(struct wl_listener *listener, void *data)
{
struct weston_view_animation *animation =
container_of(listener,
struct weston_view_animation, listener);
weston_view_animation_destroy(animation);
}
static void
weston_view_animation_frame(struct weston_animation *base,
struct weston_output *output, uint32_t msecs)
{
struct weston_view_animation *animation =
container_of(base,
struct weston_view_animation, animation);
struct weston_compositor *compositor =
animation->view->surface->compositor;
if (base->frame_counter <= 1)
animation->spring.timestamp = msecs;
weston_spring_update(&animation->spring, msecs);
if (weston_spring_done(&animation->spring)) {
weston_view_schedule_repaint(animation->view);
weston_view_animation_destroy(animation);
return;
}
if (animation->frame)
animation->frame(animation);
weston_view_geometry_dirty(animation->view);
weston_view_schedule_repaint(animation->view);
/* The view's output_mask will be zero if its position is
* offscreen. Animations should always run but as they are also
* run off the repaint cycle, if there's nothing to repaint
* the animation stops running. Therefore if we catch this situation
* and schedule a repaint on all outputs it will be avoided.
*/
if (animation->view->output_mask == 0)
weston_compositor_schedule_repaint(compositor);
}
static struct weston_view_animation *
weston_view_animation_create(struct weston_view *view,
float start, float stop,
weston_view_animation_frame_func_t frame,
weston_view_animation_frame_func_t reset,
weston_view_animation_done_func_t done,
void *data,
void *private)
{
struct weston_view_animation *animation;
animation = malloc(sizeof *animation);
if (!animation)
return NULL;
animation->view = view;
animation->frame = frame;
animation->reset = reset;
animation->done = done;
animation->data = data;
animation->start = start;
animation->stop = stop;
animation->private = private;
weston_matrix_init(&animation->transform.matrix);
wl_list_insert(&view->geometry.transformation_list,
&animation->transform.link);
animation->animation.frame = weston_view_animation_frame;
animation->listener.notify = handle_animation_view_destroy;
wl_signal_add(&view->destroy_signal, &animation->listener);
wl_list_insert(&view->output->animation_list,
&animation->animation.link);
return animation;
}
static void
weston_view_animation_run(struct weston_view_animation *animation)
{
animation->animation.frame_counter = 0;
weston_view_animation_frame(&animation->animation, NULL, 0);
}
static void
reset_alpha(struct weston_view_animation *animation)
{
struct weston_view *view = animation->view;
view->alpha = animation->stop;
}
static void
zoom_frame(struct weston_view_animation *animation)
{
struct weston_view *es = animation->view;
float scale;
scale = animation->start +
(animation->stop - animation->start) *
animation->spring.current;
weston_matrix_init(&animation->transform.matrix);
weston_matrix_translate(&animation->transform.matrix,
-0.5f * es->surface->width,
-0.5f * es->surface->height, 0);
weston_matrix_scale(&animation->transform.matrix, scale, scale, scale);
weston_matrix_translate(&animation->transform.matrix,
0.5f * es->surface->width,
0.5f * es->surface->height, 0);
es->alpha = animation->spring.current;
if (es->alpha > 1.0)
es->alpha = 1.0;
}
WL_EXPORT struct weston_view_animation *
weston_zoom_run(struct weston_view *view, float start, float stop,
weston_view_animation_done_func_t done, void *data)
{
struct weston_view_animation *zoom;
zoom = weston_view_animation_create(view, start, stop,
zoom_frame, reset_alpha,
done, data, NULL);
if (zoom == NULL)
return NULL;
weston_spring_init(&zoom->spring, 300.0, start, stop);
zoom->spring.friction = 1400;
zoom->spring.previous = start - (stop - start) * 0.03;
weston_view_animation_run(zoom);
return zoom;
}
static void
fade_frame(struct weston_view_animation *animation)
{
if (animation->spring.current > 0.999)
animation->view->alpha = 1;
else if (animation->spring.current < 0.001 )
animation->view->alpha = 0;
else
animation->view->alpha = animation->spring.current;
}
WL_EXPORT struct weston_view_animation *
weston_fade_run(struct weston_view *view,
float start, float end, float k,
weston_view_animation_done_func_t done, void *data)
{
struct weston_view_animation *fade;
fade = weston_view_animation_create(view, start, end,
fade_frame, reset_alpha,
done, data, NULL);
if (fade == NULL)
return NULL;
weston_spring_init(&fade->spring, 1000.0, start, end);
fade->spring.friction = 4000;
fade->spring.previous = start - (end - start) * 0.1;
view->alpha = start;
weston_view_animation_run(fade);
return fade;
}
WL_EXPORT void
weston_fade_update(struct weston_view_animation *fade, float target)
{
fade->spring.target = target;
fade->stop = target;
}
static void
stable_fade_frame(struct weston_view_animation *animation)
{
struct weston_view *back_view;
if (animation->spring.current > 0.999)
animation->view->alpha = 1;
else if (animation->spring.current < 0.001 )
animation->view->alpha = 0;
else
animation->view->alpha = animation->spring.current;
back_view = (struct weston_view *) animation->private;
back_view->alpha =
(animation->spring.target - animation->view->alpha) /
(1.0 - animation->view->alpha);
weston_view_geometry_dirty(back_view);
}
WL_EXPORT struct weston_view_animation *
weston_stable_fade_run(struct weston_view *front_view, float start,
struct weston_view *back_view, float end,
weston_view_animation_done_func_t done, void *data)
{
struct weston_view_animation *fade;
fade = weston_view_animation_create(front_view, 0, 0,
stable_fade_frame, NULL,
done, data, back_view);
if (fade == NULL)
return NULL;
weston_spring_init(&fade->spring, 400, start, end);
fade->spring.friction = 1150;
front_view->alpha = start;
back_view->alpha = end;
weston_view_animation_run(fade);
return fade;
}
static void
slide_frame(struct weston_view_animation *animation)
{
float scale;
scale = animation->start +
(animation->stop - animation->start) *
animation->spring.current;
weston_matrix_init(&animation->transform.matrix);
weston_matrix_translate(&animation->transform.matrix, 0, scale, 0);
}
WL_EXPORT struct weston_view_animation *
weston_slide_run(struct weston_view *view, float start, float stop,
weston_view_animation_done_func_t done, void *data)
{
struct weston_view_animation *animation;
animation = weston_view_animation_create(view, start, stop,
slide_frame, NULL, done,
data, NULL);
if (!animation)
return NULL;
weston_spring_init(&animation->spring, 400.0, 0.0, 1.0);
animation->spring.friction = 600;
animation->spring.clip = WESTON_SPRING_BOUNCE;
weston_view_animation_run(animation);
return animation;
}
struct weston_move_animation {
int dx;
int dy;
int reverse;
weston_view_animation_done_func_t done;
};
static void
move_frame(struct weston_view_animation *animation)
{
struct weston_move_animation *move = animation->private;
float scale;
float progress = animation->spring.current;
if (move->reverse)
progress = 1.0 - progress;
scale = animation->start +
(animation->stop - animation->start) *
progress;
weston_matrix_init(&animation->transform.matrix);
weston_matrix_scale(&animation->transform.matrix, scale, scale, 1.0f);
weston_matrix_translate(&animation->transform.matrix,
move->dx * progress, move->dy * progress,
0);
}
static void
move_done(struct weston_view_animation *animation, void *data)
{
struct weston_move_animation *move = animation->private;
if (move->done)
move->done(animation, data);
free(move);
}
WL_EXPORT struct weston_view_animation *
weston_move_scale_run(struct weston_view *view, int dx, int dy,
float start, float end, int reverse,
weston_view_animation_done_func_t done, void *data)
{
struct weston_move_animation *move;
struct weston_view_animation *animation;
move = malloc(sizeof(*move));
if (!move)
return NULL;
move->dx = dx;
move->dy = dy;
move->reverse = reverse;
move->done = done;
animation = weston_view_animation_create(view, start, end, move_frame,
NULL, move_done, data, move);
if (animation == NULL)
return NULL;
weston_spring_init(&animation->spring, 400.0, 0.0, 1.0);
animation->spring.friction = 1150;
weston_view_animation_run(animation);
return animation;
}