Bool fxDreamModelStep(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; if ((aw->curWindowEvent == WindowEventMinimize || aw->curWindowEvent == WindowEventUnminimize) && animGetB(as, aw, ANIM_SCREEN_OPTION_DREAM_Z2TOM)) { float dummy; fxZoomAnimProgress(as, aw, &forwardProgress, &dummy, TRUE); } else forwardProgress = defaultAnimProgress(aw); int i; for (i = 0; i < model->numObjects; i++) fxDreamModelStepObject(w, model, &model->objects[i], forwardProgress); return TRUE; }
void fxRollUpModelStep(CompWindow * w, float time) { defaultAnimStep(w, time); ANIM_WINDOW(w); Model *model = aw->com.model; float forwardProgress = sigmoidAnimProgress(w); Bool fixedInterior = animGetB(w, ANIM_SCREEN_OPTION_ROLLUP_FIXED_INTERIOR); Object *object = model->objects; int i; for (i = 0; i < model->numObjects; i++, object++) fxRollUpModelStepObject (w, model, object, forwardProgress, fixedInterior); }
Bool fxGlideAnimStep(CompScreen *s, CompWindow *w, float time) { ANIM_SCREEN(s); ANIM_WINDOW(w); if (fxGlideIsPolygonBased(as, aw)) return polygonsAnimStep(s, w, time); else { if (!defaultAnimStep(s, w, time)) return FALSE; applyGlideTransform (w, &aw->transform); return TRUE; } }
void fxDodgeAnimStep (CompWindow *w, float time) { XRectangle dodgeBox; defaultAnimStep (w, time); ANIM_WINDOW(w); aw->com.transformProgress = 0; float forwardProgress = defaultAnimProgress (w); if (forwardProgress > aw->com.transformStartProgress) { aw->com.transformProgress = (forwardProgress - aw->com.transformStartProgress) / (1 - aw->com.transformStartProgress); } if (!aw->isDodgeSubject && aw->com.transformProgress <= 0.5f && fxDodgeFindDodgeBox (w, &dodgeBox)) { // Update dodge amount if subject window has moved during dodge float newDodgeAmount = DODGE_AMOUNT_BOX(dodgeBox, w, aw->dodgeDirection); // Only update if amount got larger if (((newDodgeAmount > 0 && aw->dodgeMaxAmount > 0) || (newDodgeAmount < 0 && aw->dodgeMaxAmount < 0)) && abs(newDodgeAmount) > abs(aw->dodgeMaxAmount)) { aw->dodgeMaxAmount = newDodgeAmount; } } matrixGetIdentity (&aw->com.transform); applyDodgeTransform (w, &aw->com.transform); }
Bool fxCurvedFoldModelStep(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; if ((aw->curWindowEvent == WindowEventMinimize || aw->curWindowEvent == WindowEventUnminimize) && animGetB(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_Z2TOM)) { float dummy; fxZoomAnimProgress(as, aw, &forwardProgress, &dummy, TRUE); } else forwardProgress = defaultAnimProgress(aw); float curveMaxAmp = animGetF(as, aw, ANIM_SCREEN_OPTION_CURVED_FOLD_AMP) * WIN_W(w) * pow(WIN_H(w) / (s->height * 1.2f), 0.7); int i; for (i = 0; i < model->numObjects; i++) fxCurvedFoldModelStepObject (w, model, &model->objects[i], forwardProgress, curveMaxAmp); return TRUE; }
void fxHorizontalFoldsModelStep(CompWindow * w, float time) { defaultAnimStep(w, time); ANIM_WINDOW(w); Model *model = aw->com.model; float winHeight = 0; if (aw->com.curWindowEvent == WindowEventShade || aw->com.curWindowEvent == WindowEventUnshade) { winHeight = (w)->height; } else { winHeight = BORDER_H(w); } int nHalfFolds = 2.0 * animGetI(w, ANIM_SCREEN_OPTION_HORIZONTAL_FOLDS_NUM_FOLDS); float foldMaxAmp = 0.3 * pow((winHeight / nHalfFolds) / w->screen->height, 0.3) * animGetF(w, ANIM_SCREEN_OPTION_HORIZONTAL_FOLDS_AMP_MULT); float forwardProgress = getProgressAndCenter(w, NULL); float sinForProg = sin(forwardProgress * M_PI / 2); Object *object = model->objects; int i; for (i = 0; i < model->numObjects; i++, object++) fxHorizontalFoldsModelStepObject(w, model, object, forwardProgress, sinForProg, foldMaxAmp, i / model->gridWidth); }