weston/libweston/animation.c
Pekka Paalanen 3d5d9476e3 Rename compositor.h to libweston/libweston.h
The main idea is to make libweston users use the form

 #include <libweston/libweston.h>

instead of the plain

 #include <compositor.h>

which is prone to name conflicts. This is reflected both in the installed
files, and the internal header search paths so that Weston would use the exact
same form as an external project using libweston would.

The public headers are moved under a new top-level directory include/ to make
them clearly stand out as special (public API).

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.com>
2019-04-18 12:31:46 +03:00

533 lines
14 KiB
C

/*
* Copyright © 2011 Intel Corporation
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial
* portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS
* BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
* ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "config.h"
#include <stdlib.h>
#include <string.h>
#include <stdint.h>
#include <stdio.h>
#include <math.h>
#include <inttypes.h>
#include <unistd.h>
#include <fcntl.h>
#include <libweston/libweston.h>
#include "shared/helpers.h"
#include "shared/timespec-util.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, const struct timespec *time)
{
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 (timespec_sub_to_msec(time, &spring->timestamp) > 1000) {
weston_log("unexpectedly large timestamp jump "
"(from %" PRId64 " to %" PRId64 ")\n",
timespec_to_msec(&spring->timestamp),
timespec_to_msec(time));
timespec_add_msec(&spring->timestamp, time, -1000);
}
step = 0.01;
while (4 < timespec_sub_to_msec(time, &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;
}
timespec_add_msec(&spring->timestamp, &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,
const struct timespec *time)
{
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 = *time;
weston_spring_update(&animation->spring, time);
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 void
idle_animation_destroy(void *data)
{
struct weston_view_animation *animation = data;
weston_view_animation_destroy(animation);
}
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;
struct weston_compositor *ec = view->surface->compositor;
struct wl_event_loop *loop;
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);
if (view->output) {
wl_list_insert(&view->output->animation_list,
&animation->animation.link);
} else {
wl_list_init(&animation->animation.link);
loop = wl_display_get_event_loop(ec->wl_display);
wl_event_loop_add_idle(loop, idle_animation_destroy, animation);
}
return animation;
}
static void
weston_view_animation_run(struct weston_view_animation *animation)
{
struct timespec zero_time = { 0 };
animation->animation.frame_counter = 0;
weston_view_animation_frame(&animation->animation, NULL, &zero_time);
}
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;
bool reverse;
bool scale;
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);
if (move->scale)
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);
}
static struct weston_view_animation *
weston_move_scale_run_internal(struct weston_view *view, int dx, int dy,
float start, float end, bool reverse, bool scale,
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->scale = scale;
move->done = done;
animation = weston_view_animation_create(view, start, end, move_frame,
NULL, move_done, data, move);
if (animation == NULL){
free(move);
return NULL;
}
weston_spring_init(&animation->spring, 400.0, 0.0, 1.0);
animation->spring.friction = 1150;
weston_view_animation_run(animation);
return animation;
}
WL_EXPORT struct weston_view_animation *
weston_move_scale_run(struct weston_view *view, int dx, int dy,
float start, float end, bool reverse,
weston_view_animation_done_func_t done, void *data)
{
return weston_move_scale_run_internal(view, dx, dy, start, end, reverse,
true, done, data);
}
WL_EXPORT struct weston_view_animation *
weston_move_run(struct weston_view *view, int dx, int dy,
float start, float end, bool reverse,
weston_view_animation_done_func_t done, void *data)
{
return weston_move_scale_run_internal(view, dx, dy, start, end, reverse,
false, done, data);
}