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479 lines
13 KiB
479 lines
13 KiB
/*
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* Copyright © 2011 Intel Corporation
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*
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* Permission to use, copy, modify, distribute, and sell this software and
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* its documentation for any purpose is hereby granted without fee, provided
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* that the above copyright notice appear in all copies and that both that
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* copyright notice and this permission notice appear in supporting
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* documentation, and that the name of the copyright holders not be used in
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* advertising or publicity pertaining to distribution of the software
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* without specific, written prior permission. The copyright holders make
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* no representations about the suitability of this software for any
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* purpose. It is provided "as is" without express or implied warranty.
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*
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* THE COPYRIGHT HOLDERS DISCLAIM ALL WARRANTIES WITH REGARD TO THIS
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* SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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* FITNESS, IN NO EVENT SHALL THE COPYRIGHT HOLDERS BE LIABLE FOR ANY
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* SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER
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* RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF
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* CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN
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* CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "config.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <math.h>
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#include <unistd.h>
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#include <fcntl.h>
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#include "compositor.h"
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WL_EXPORT void
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weston_spring_init(struct weston_spring *spring,
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double k, double current, double target)
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{
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spring->k = k;
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spring->friction = 400.0;
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spring->current = current;
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spring->previous = current;
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spring->target = target;
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spring->clip = WESTON_SPRING_OVERSHOOT;
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spring->min = 0.0;
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spring->max = 1.0;
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}
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WL_EXPORT void
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weston_spring_update(struct weston_spring *spring, uint32_t msec)
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{
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double force, v, current, step;
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/* Limit the number of executions of the loop below by ensuring that
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* the timestamp for last update of the spring is no more than 1s ago.
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* This handles the case where time moves backwards or forwards in
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* large jumps.
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*/
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if (msec - spring->timestamp > 1000) {
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weston_log("unexpectedly large timestamp jump (from %u to %u)\n",
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spring->timestamp, msec);
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spring->timestamp = msec - 1000;
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}
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step = 0.01;
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while (4 < msec - spring->timestamp) {
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current = spring->current;
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v = current - spring->previous;
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force = spring->k * (spring->target - current) / 10.0 +
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(spring->previous - current) - v * spring->friction;
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spring->current =
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current + (current - spring->previous) +
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force * step * step;
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spring->previous = current;
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switch (spring->clip) {
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case WESTON_SPRING_OVERSHOOT:
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break;
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case WESTON_SPRING_CLAMP:
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if (spring->current > spring->max) {
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spring->current = spring->max;
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spring->previous = spring->max;
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} else if (spring->current < 0.0) {
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spring->current = spring->min;
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spring->previous = spring->min;
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}
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break;
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case WESTON_SPRING_BOUNCE:
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if (spring->current > spring->max) {
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spring->current =
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2 * spring->max - spring->current;
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spring->previous =
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2 * spring->max - spring->previous;
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} else if (spring->current < spring->min) {
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spring->current =
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2 * spring->min - spring->current;
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spring->previous =
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2 * spring->min - spring->previous;
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}
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break;
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}
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spring->timestamp += 4;
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}
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}
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WL_EXPORT int
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weston_spring_done(struct weston_spring *spring)
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{
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return fabs(spring->previous - spring->target) < 0.002 &&
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fabs(spring->current - spring->target) < 0.002;
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}
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typedef void (*weston_view_animation_frame_func_t)(struct weston_view_animation *animation);
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struct weston_view_animation {
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struct weston_view *view;
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struct weston_animation animation;
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struct weston_spring spring;
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struct weston_transform transform;
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struct wl_listener listener;
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float start, stop;
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weston_view_animation_frame_func_t frame;
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weston_view_animation_frame_func_t reset;
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weston_view_animation_done_func_t done;
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void *data;
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void *private;
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};
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WL_EXPORT void
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weston_view_animation_destroy(struct weston_view_animation *animation)
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{
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wl_list_remove(&animation->animation.link);
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wl_list_remove(&animation->listener.link);
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wl_list_remove(&animation->transform.link);
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if (animation->reset)
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animation->reset(animation);
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weston_view_geometry_dirty(animation->view);
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if (animation->done)
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animation->done(animation, animation->data);
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free(animation);
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}
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static void
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handle_animation_view_destroy(struct wl_listener *listener, void *data)
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{
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struct weston_view_animation *animation =
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container_of(listener,
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struct weston_view_animation, listener);
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weston_view_animation_destroy(animation);
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}
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static void
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weston_view_animation_frame(struct weston_animation *base,
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struct weston_output *output, uint32_t msecs)
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{
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struct weston_view_animation *animation =
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container_of(base,
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struct weston_view_animation, animation);
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struct weston_compositor *compositor =
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animation->view->surface->compositor;
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if (base->frame_counter <= 1)
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animation->spring.timestamp = msecs;
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weston_spring_update(&animation->spring, msecs);
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if (weston_spring_done(&animation->spring)) {
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weston_view_schedule_repaint(animation->view);
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weston_view_animation_destroy(animation);
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return;
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}
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if (animation->frame)
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animation->frame(animation);
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weston_view_geometry_dirty(animation->view);
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weston_view_schedule_repaint(animation->view);
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/* The view's output_mask will be zero if its position is
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* offscreen. Animations should always run but as they are also
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* run off the repaint cycle, if there's nothing to repaint
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* the animation stops running. Therefore if we catch this situation
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* and schedule a repaint on all outputs it will be avoided.
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*/
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if (animation->view->output_mask == 0)
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weston_compositor_schedule_repaint(compositor);
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}
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static struct weston_view_animation *
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weston_view_animation_create(struct weston_view *view,
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float start, float stop,
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weston_view_animation_frame_func_t frame,
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weston_view_animation_frame_func_t reset,
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weston_view_animation_done_func_t done,
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void *data,
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void *private)
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{
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struct weston_view_animation *animation;
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animation = malloc(sizeof *animation);
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if (!animation)
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return NULL;
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animation->view = view;
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animation->frame = frame;
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animation->reset = reset;
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animation->done = done;
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animation->data = data;
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animation->start = start;
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animation->stop = stop;
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animation->private = private;
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weston_matrix_init(&animation->transform.matrix);
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wl_list_insert(&view->geometry.transformation_list,
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&animation->transform.link);
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animation->animation.frame = weston_view_animation_frame;
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animation->listener.notify = handle_animation_view_destroy;
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wl_signal_add(&view->destroy_signal, &animation->listener);
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wl_list_insert(&view->output->animation_list,
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&animation->animation.link);
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return animation;
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}
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static void
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weston_view_animation_run(struct weston_view_animation *animation)
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{
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animation->animation.frame_counter = 0;
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weston_view_animation_frame(&animation->animation, NULL, 0);
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}
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static void
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reset_alpha(struct weston_view_animation *animation)
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{
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struct weston_view *view = animation->view;
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view->alpha = animation->stop;
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}
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static void
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zoom_frame(struct weston_view_animation *animation)
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{
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struct weston_view *es = animation->view;
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float scale;
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scale = animation->start +
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(animation->stop - animation->start) *
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animation->spring.current;
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weston_matrix_init(&animation->transform.matrix);
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weston_matrix_translate(&animation->transform.matrix,
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-0.5f * es->surface->width,
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-0.5f * es->surface->height, 0);
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weston_matrix_scale(&animation->transform.matrix, scale, scale, scale);
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weston_matrix_translate(&animation->transform.matrix,
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0.5f * es->surface->width,
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0.5f * es->surface->height, 0);
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es->alpha = animation->spring.current;
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if (es->alpha > 1.0)
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es->alpha = 1.0;
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}
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WL_EXPORT struct weston_view_animation *
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weston_zoom_run(struct weston_view *view, float start, float stop,
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weston_view_animation_done_func_t done, void *data)
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{
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struct weston_view_animation *zoom;
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zoom = weston_view_animation_create(view, start, stop,
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zoom_frame, reset_alpha,
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done, data, NULL);
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if (zoom == NULL)
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return NULL;
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weston_spring_init(&zoom->spring, 300.0, start, stop);
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zoom->spring.friction = 1400;
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zoom->spring.previous = start - (stop - start) * 0.03;
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weston_view_animation_run(zoom);
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return zoom;
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}
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static void
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fade_frame(struct weston_view_animation *animation)
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{
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if (animation->spring.current > 0.999)
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animation->view->alpha = 1;
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else if (animation->spring.current < 0.001 )
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animation->view->alpha = 0;
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else
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animation->view->alpha = animation->spring.current;
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}
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WL_EXPORT struct weston_view_animation *
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weston_fade_run(struct weston_view *view,
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float start, float end, float k,
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weston_view_animation_done_func_t done, void *data)
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{
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struct weston_view_animation *fade;
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fade = weston_view_animation_create(view, start, end,
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fade_frame, reset_alpha,
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done, data, NULL);
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if (fade == NULL)
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return NULL;
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weston_spring_init(&fade->spring, 1000.0, start, end);
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fade->spring.friction = 4000;
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fade->spring.previous = start - (end - start) * 0.1;
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view->alpha = start;
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weston_view_animation_run(fade);
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return fade;
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}
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WL_EXPORT void
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weston_fade_update(struct weston_view_animation *fade, float target)
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{
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fade->spring.target = target;
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fade->stop = target;
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}
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static void
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stable_fade_frame(struct weston_view_animation *animation)
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{
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struct weston_view *back_view;
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if (animation->spring.current > 0.999)
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animation->view->alpha = 1;
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else if (animation->spring.current < 0.001 )
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animation->view->alpha = 0;
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else
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animation->view->alpha = animation->spring.current;
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back_view = (struct weston_view *) animation->private;
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back_view->alpha =
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(animation->spring.target - animation->view->alpha) /
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(1.0 - animation->view->alpha);
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weston_view_geometry_dirty(back_view);
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}
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WL_EXPORT struct weston_view_animation *
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weston_stable_fade_run(struct weston_view *front_view, float start,
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struct weston_view *back_view, float end,
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weston_view_animation_done_func_t done, void *data)
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{
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struct weston_view_animation *fade;
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fade = weston_view_animation_create(front_view, 0, 0,
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stable_fade_frame, NULL,
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done, data, back_view);
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if (fade == NULL)
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return NULL;
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weston_spring_init(&fade->spring, 400, start, end);
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fade->spring.friction = 1150;
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front_view->alpha = start;
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back_view->alpha = end;
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weston_view_animation_run(fade);
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return fade;
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}
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static void
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slide_frame(struct weston_view_animation *animation)
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{
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float scale;
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scale = animation->start +
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(animation->stop - animation->start) *
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animation->spring.current;
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weston_matrix_init(&animation->transform.matrix);
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weston_matrix_translate(&animation->transform.matrix, 0, scale, 0);
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}
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WL_EXPORT struct weston_view_animation *
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weston_slide_run(struct weston_view *view, float start, float stop,
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weston_view_animation_done_func_t done, void *data)
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{
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struct weston_view_animation *animation;
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animation = weston_view_animation_create(view, start, stop,
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slide_frame, NULL, done,
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data, NULL);
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if (!animation)
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return NULL;
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weston_spring_init(&animation->spring, 400.0, 0.0, 1.0);
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animation->spring.friction = 600;
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animation->spring.clip = WESTON_SPRING_BOUNCE;
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weston_view_animation_run(animation);
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return animation;
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}
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struct weston_move_animation {
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int dx;
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int dy;
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int reverse;
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weston_view_animation_done_func_t done;
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};
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static void
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move_frame(struct weston_view_animation *animation)
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{
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struct weston_move_animation *move = animation->private;
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float scale;
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float progress = animation->spring.current;
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if (move->reverse)
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progress = 1.0 - progress;
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scale = animation->start +
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(animation->stop - animation->start) *
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progress;
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weston_matrix_init(&animation->transform.matrix);
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weston_matrix_scale(&animation->transform.matrix, scale, scale, 1.0f);
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weston_matrix_translate(&animation->transform.matrix,
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move->dx * progress, move->dy * progress,
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0);
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}
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static void
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move_done(struct weston_view_animation *animation, void *data)
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{
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struct weston_move_animation *move = animation->private;
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if (move->done)
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move->done(animation, data);
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free(move);
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}
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WL_EXPORT struct weston_view_animation *
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weston_move_scale_run(struct weston_view *view, int dx, int dy,
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float start, float end, int reverse,
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weston_view_animation_done_func_t done, void *data)
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{
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struct weston_move_animation *move;
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struct weston_view_animation *animation;
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move = malloc(sizeof(*move));
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if (!move)
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return NULL;
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move->dx = dx;
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move->dy = dy;
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move->reverse = reverse;
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move->done = done;
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animation = weston_view_animation_create(view, start, end, move_frame,
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NULL, move_done, data, move);
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if (animation == NULL)
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return NULL;
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weston_spring_init(&animation->spring, 400.0, 0.0, 1.0);
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animation->spring.friction = 1150;
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weston_view_animation_run(animation);
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return animation;
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}
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