void GridAnim::updateBB (CompOutput &output) { GridModel::GridObject *object = mModel->mObjects; for (unsigned int i = 0; i < mModel->mNumObjects; i++, object++) { mAWindow->expandBBWithPoint (object->position ().x () + 0.5, object->position ().y () + 0.5); } }
void GhostAnim::step () { float t = 1. - progressLinear (); if (mCurWindowEvent == WindowEventClose) t = 1. - t; CompRect winRect (mAWindow->savedRectsValid () ? mAWindow->saveWinRect () : mWindow->geometry ()); CompRect outRect (mAWindow->savedRectsValid () ? mAWindow->savedOutRect () : mWindow->outputRect ()); CompWindowExtents outExtents (mAWindow->savedRectsValid () ? mAWindow->savedOutExtents () : mWindow->output ()); int wx = winRect.x (); int wy = winRect.y (); int owidth = outRect.width (); int oheight = outRect.height (); AnimJCScreen *ajs = AnimJCScreen::get (screen); float waveAmp = 3 * ajs->optionGetGhostAmplitude (); float waveLengthX1 = 0.4; float waveLengthX2 = 0.3; float waveLengthY1 = 0.45; float waveLengthY2 = 0.35; float wavePositionX1 = 0.25 * t * ajs->optionGetGhostWaveSpeed (); float wavePositionX2 = -0.25 * t * ajs->optionGetGhostWaveSpeed (); float wavePositionY1 = 0.25 * t * ajs->optionGetGhostWaveSpeed (); float wavePositionY2 = -0.25 * t * ajs->optionGetGhostWaveSpeed (); GridModel::GridObject *object = mModel->objects (); unsigned int n = mModel->numObjects (); for (unsigned int i = 0; i < n; i++, object++) { Point3d &objPos = object->position (); float origx = wx + mModel->scale ().x () * (owidth * object->gridPosition ().x () - outExtents.left); float origy = wy + mModel->scale ().y () * (oheight * object->gridPosition ().y () - outExtents.top); float x = object->gridPosition ().x (); float y = object->gridPosition ().y (); float distFromWaveX1 = x - wavePositionX1; float distFromWaveX2 = x - wavePositionX2; float distFromWaveY1 = y - wavePositionY1; float distFromWaveY2 = y - wavePositionY2; objPos.setX (origx + waveAmp * sin (distFromWaveX1 / waveLengthX1 * 2 * M_PI) + waveAmp * sin (distFromWaveX2 / waveLengthX2 * 2 * M_PI)); objPos.setY (origy + waveAmp * sin (distFromWaveY1 / waveLengthY1 * 2 * M_PI) + waveAmp * sin (distFromWaveY2 / waveLengthY2 * 2 * M_PI)); objPos.setZ (0); } }
void RollUpAnim::step () { float forwardProgress = progressEaseInEaseOut (); bool fixedInterior = optValB (AnimationOptions::RollupFixedInterior); CompRect outRect (mAWindow->savedRectsValid () ? mAWindow->savedOutRect () : mWindow->outputRect ()); int ox = outRect.x (); int oy = outRect.y (); int owidth = outRect.width (); int oheight = outRect.height (); GridModel::GridObject *object = mModel->objects (); unsigned int n = mModel->numObjects (); for (unsigned int i = 0; i < n; i++, object++) { // Executing shade mode Point3d &objPos = object->position (); if (i % 2 == 0) // object is at the left side { float objGridY = object->gridPosition ().y (); if (objGridY == 0) { objPos.setY (oy); } else if (objGridY == 1) { objPos.setY ( (1 - forwardProgress) * (oy + oheight * objGridY) + forwardProgress * (oy + mDecorTopHeight + mDecorBottomHeight)); } else { // find position in window contents // (window contents correspond to 0.0-1.0 range) float relPosInWinContents = (objGridY * oheight - mDecorTopHeight) / mWindow->height (); if (relPosInWinContents > forwardProgress) { objPos.setY ( (1 - forwardProgress) * (oy + oheight * objGridY) + forwardProgress * (oy + mDecorTopHeight)); if (fixedInterior) object->offsetTexCoordForQuadBefore (). setY (-forwardProgress * mWindow->height ()); } else { objPos.setY (oy + mDecorTopHeight); if (!fixedInterior) object->offsetTexCoordForQuadAfter (). setY ((forwardProgress - relPosInWinContents) * mWindow->height ()); } } } else // object is at the right side { // Set y position to the y position of the object at the left // on the same row (previous object) objPos.setY ((object - 1)->position ().y ()); // Also copy offset texture y coordinates object->offsetTexCoordForQuadBefore (). setY ((object - 1)->offsetTexCoordForQuadBefore ().y ()); object->offsetTexCoordForQuadAfter (). setY ((object - 1)->offsetTexCoordForQuadAfter ().y ()); } float origx = ox + owidth * object->gridPosition ().x (); objPos.setX (origx); } }
void HorizontalFoldsAnim::step () { GridZoomAnim::step (); CompRect winRect (mAWindow->savedRectsValid () ? mAWindow->saveWinRect () : mWindow->geometry ()); CompRect inRect (mAWindow->savedRectsValid () ? mAWindow->savedInRect () : mWindow->inputRect ()); CompRect outRect (mAWindow->savedRectsValid () ? mAWindow->savedOutRect () : mWindow->outputRect ()); CompWindowExtents outExtents (mAWindow->savedRectsValid () ? mAWindow->savedOutExtents () : mWindow->output ()); int wx = winRect.x (); int wy = winRect.y (); int oy = outRect.y (); int owidth = outRect.width (); int oheight = outRect.height (); float winHeight = 0; if (mCurWindowEvent == WindowEventShade || mCurWindowEvent == WindowEventUnshade) { winHeight = winRect.height (); } else { winHeight = inRect.height (); } int nHalfFolds = 2.0 * optValI (AnimationOptions::HorizontalFoldsNumFolds); float foldMaxAmp = 0.3 * pow ((winHeight / nHalfFolds) / ::screen->height (), 0.3) * optValF (AnimationOptions::HorizontalFoldsAmpMult); float forwardProgress = getActualProgress (); float sinForProg = sin (forwardProgress * M_PI / 2); GridModel::GridObject *object = mModel->objects (); unsigned int n = mModel->numObjects (); for (unsigned int i = 0; i < n; ++i, ++object) { Point3d &objPos = object->position (); if (i % 2 == 0) // object is at the left side { float objGridY = object->gridPosition ().y (); int rowNo = (int)i / mGridWidth; float origy = (wy + (oheight * objGridY - outExtents.top) * mModel->scale ().y ()); if (mCurWindowEvent == WindowEventShade || mCurWindowEvent == WindowEventUnshade) { // Execute shade mode if (objGridY == 0) { objPos.setY (oy); objPos.setZ (0); } else if (objGridY == 1) { objPos.setY ( (1 - forwardProgress) * origy + forwardProgress * (oy + mDecorTopHeight + mDecorBottomHeight)); objPos.setZ (0); } else { float relDistToFoldCenter = (rowNo % 2 == 1 ? 0.5 : 0); objPos.setY ( (1 - forwardProgress) * origy + forwardProgress * (oy + mDecorTopHeight)); objPos.setZ ( getObjectZ (mModel, forwardProgress, sinForProg, relDistToFoldCenter, foldMaxAmp)); } } else { // Execute normal mode float relDistToFoldCenter = (rowNo % 2 == 0 ? 0.5 : 0); objPos.setY ( (1 - forwardProgress) * origy + forwardProgress * (inRect.y () + inRect.height () / 2.0)); objPos.setZ ( getObjectZ (mModel, forwardProgress, sinForProg, relDistToFoldCenter, foldMaxAmp)); } } else // object is at the right side { // Set y/z position to the y/z position of the object at the left // on the same row (previous object) Point3d &leftObjPos = (object - 1)->position (); objPos.setY (leftObjPos.y ()); objPos.setZ (leftObjPos.z ()); } float origx = (wx + (owidth * object->gridPosition ().x () - outExtents.left) * mModel->scale ().x ()); objPos.setX (origx); } }
void RaindropAnim::step () { float t = 1. - progressLinear (); if (mCurWindowEvent == WindowEventClose) t = 1. - t; CompRect winRect (mAWindow->savedRectsValid () ? mAWindow->saveWinRect () : mWindow->geometry ()); CompRect outRect (mAWindow->savedRectsValid () ? mAWindow->savedOutRect () : mWindow->outputRect ()); CompWindowExtents outExtents (mAWindow->savedRectsValid () ? mAWindow->savedOutExtents () : mWindow->output ()); int wx = winRect.x (); int wy = winRect.y (); int owidth = outRect.width (); int oheight = outRect.height (); AnimJCScreen *ajs = AnimJCScreen::get (screen); float waveLength = ajs->optionGetRaindropWavelength (); int numWaves = ajs->optionGetRaindropNumWaves (); float waveAmp = (pow ((float)oheight / ::screen->height (), 0.4) * 0.08) * ajs->optionGetRaindropAmplitude (); float wavePosition = -waveLength * numWaves + (1. + waveLength * numWaves) * t; GridModel::GridObject *object = mModel->objects (); unsigned int n = mModel->numObjects (); for (unsigned int i = 0; i < n; i++, object++) { Point3d &objPos = object->position (); float origx = wx + mModel->scale ().x () * (owidth * object->gridPosition ().x () - outExtents.left); objPos.setX (origx); float origy = wy + mModel->scale ().y () * (oheight * object->gridPosition ().y () - outExtents.top); objPos.setY (origy); // find distance to center in grid terms float gridDistance = sqrt (pow (object->gridPosition ().x ()-0.5, 2) + pow (object->gridPosition ().y ()-0.5, 2)) * sqrt (2); float distFromWave = gridDistance - wavePosition; if (distFromWave < waveLength*numWaves && distFromWave > 0) objPos.setZ (waveAmp * sin (3.14159265 * distFromWave / waveLength / numWaves) * pow (sin (3.14159265 * distFromWave / waveLength), 2)); else objPos.setZ (0); } }
void FlickerSingleAnim::step () { int layer = MultiAnim <FlickerSingleAnim,5>::getCurrAnimNumber (mAWindow); CompRect winRect (mAWindow->savedRectsValid () ? mAWindow->saveWinRect () : mWindow->geometry ()); CompRect outRect (mAWindow->savedRectsValid () ? mAWindow->savedOutRect () : mWindow->outputRect ()); CompWindowExtents outExtents (mAWindow->savedRectsValid () ? mAWindow->savedOutExtents () : mWindow->output ()); int wx = winRect.x (); int wy = winRect.y (); int owidth = outRect.width (); int oheight = outRect.height (); float t = 1 - progressLinear (); if (mCurWindowEvent == WindowEventClose) t = 1 - t; float amplitude = AnimJCScreen::get (screen)->optionGetFlickerAmplitude (); float waveLength = 0.4; float wavePosition = -waveLength + (1. + waveLength) * t; float displacement = 0; GridModel::GridObject *object = mModel->objects (); unsigned int n = mModel->numObjects (); for (unsigned int i = 0; i < n; i++, object++) { Point3d &objPos = object->position (); if (i % 2 == 0) // left side; reuse old displacement on right side { float distFromWave = object->gridPosition ().y () - wavePosition; if (distFromWave > 0 && distFromWave <= waveLength) { displacement = amplitude * sin (distFromWave/waveLength * M_PI); } else { displacement = 0; } } float x = wx + mModel->scale ().x () * (owidth * object->gridPosition ().x () - outExtents.left); float y = wy + mModel->scale ().y () * (oheight * object->gridPosition ().y () - outExtents.top); switch (layer) { case 1: x -= displacement; break; case 2: x += displacement; break; case 3: y -= displacement; break; case 4: y += displacement; break; default: break; } objPos.setX (x); objPos.setY (y); objPos.setZ (0); } }