weston/libweston/animation.c
Alexandros Frantzis 8250a61de1 build,libweston: Use struct timespec for animations
Change code related to animations to use struct timespec to represent
time.

This commit is part of a larger effort to transition the Weston codebase
to struct timespec.

Signed-off-by: Alexandros Frantzis <alexandros.frantzis@collabora.com>
Reviewed-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>

This bumps the libweston major version due to breakage in the animation
ABI. The commits following this one break more ABI in other parts.

Signed-off-by: Pekka Paalanen <pekka.paalanen@collabora.co.uk>
2017-11-27 11:41:17 +02:00

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 "compositor.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);
}