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c38c80fd43
This patch fixes the corner case where an animated geometry changes its destination mid-way while an animation is already in progress. The '_trigger_animated_geometry' method used to back out early in this case, which was intended as an optimization. Fixes #3296
120 lines
2.6 KiB
C++
120 lines
2.6 KiB
C++
/*
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* \brief Helper for implementing geometric transitions
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* \author Norman Feske
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* \date 2017-08-17
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*/
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/*
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* Copyright (C) 2017 Genode Labs GmbH
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*
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* This file is part of the Genode OS framework, which is distributed
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* under the terms of the GNU Affero General Public License version 3.
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*/
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#ifndef _INCLUDE__GEMS__ANIMATED_GEOMETRY_H_
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#define _INCLUDE__GEMS__ANIMATED_GEOMETRY_H_
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/* demo includes */
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#include <util/lazy_value.h>
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#include <gems/animator.h>
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#include <os/surface.h>
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namespace Genode { class Animated_rect; }
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class Genode::Animated_rect : private Animator::Item, Noncopyable
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{
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public:
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struct Steps { unsigned value; };
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typedef Surface_base::Rect Rect;
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typedef Surface_base::Area Area;
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typedef Surface_base::Point Point;
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private:
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Rect _rect { };
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struct Animated_point
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{
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bool _initial = true;
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Lazy_value<int> _x { }, _y { };
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void animate() { _x.animate(); _y.animate(); }
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bool animated() const { return _x != _x.dst() || _y != _y.dst(); }
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void move_to(Point p, Steps steps)
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{
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if (_initial) {
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_x = Lazy_value<int>(p.x() << 10);
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_y = Lazy_value<int>(p.y() << 10);
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_initial = false;
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} else {
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_x.dst(p.x() << 10, steps.value);
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_y.dst(p.y() << 10, steps.value);
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}
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}
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int x() const { return _x >> 10; }
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int y() const { return _y >> 10; }
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};
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Animated_point _p1 { }, _p2 { };
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Steps _remaining { 0 };
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public:
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Animated_rect(Animator &animator) : Animator::Item(animator) { }
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/**
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* Animator::Item interface
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*/
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void animate() override
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{
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_p1.animate(); _p2.animate();
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_rect = Rect(Point(_p1.x(), _p1.y()), Point(_p2.x(), _p2.y()));
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if (_remaining.value > 1)
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_remaining.value--;
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/* schedule / de-schedule animation */
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Animator::Item::animated(_p1.animated() || _p2.animated());
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}
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/**
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* Assign new target coordinates
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*
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* The first assignment moves the rectangle directly to the target
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* position without animation. All subsequent assignments result in an
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* animated movement.
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*/
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void move_to(Rect rect, Steps steps)
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{
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/* retarget animation while already in progress */
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if (animated())
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steps.value = max(_remaining.value, 1U);
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_remaining = steps;
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_p1.move_to(rect.p1(), steps);
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_p2.move_to(rect.p2(), steps);
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animate();
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}
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bool animated() const { return Animator::Item::animated(); }
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bool initialized() const { return _p1._initial == false; }
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Rect rect() const { return _rect; }
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Area area() const { return _rect.area(); }
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Point p1() const { return _rect.p1(); }
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Point p2() const { return _rect.p2(); }
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};
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#endif /* _INCLUDE__GEMS__ANIMATED_GEOMETRY_H_ */
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