Added initial implementation of Linear Blobs.

This commit is contained in:
23rd 2020-12-08 23:09:21 +03:00
parent 15ea9197cc
commit cffbdc7c58
6 changed files with 406 additions and 3 deletions

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@ -71,8 +71,12 @@ PRIVATE
ui/layers/layer_widget.h
ui/paint/blob.cpp
ui/paint/blob.h
ui/paint/blob_linear.cpp
ui/paint/blob_linear.h
ui/paint/blobs.cpp
ui/paint/blobs.h
ui/paint/blobs_linear.cpp
ui/paint/blobs_linear.h
ui/platform/linux/ui_window_linux.cpp
ui/platform/linux/ui_window_linux.h
ui/platform/linux/ui_utility_linux.cpp

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@ -30,9 +30,6 @@ public:
void update(float level, float speedScale);
void generateBlob();
void setMinRadius(float value);
void setMaxRadius(float value);
void setRadiuses(Radiuses values);
Radiuses radiuses() const;

153
ui/paint/blob_linear.cpp Normal file
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@ -0,0 +1,153 @@
// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#include "ui/paint/blob_linear.h"
#include "base/openssl_help.h"
#include "ui/painter.h"
#include <QtGui/QPainterPath>
#include <QtCore/QtMath>
namespace Ui::Paint {
namespace {
constexpr auto kMaxSpeed = 8.2;
constexpr auto kMinSpeed = 0.8;
float64 RandomAdditional() {
return (openssl::RandomValue<int>() % 100 / 100.);
}
} // namespace
LinearBlobBezier::LinearBlobBezier(
int n,
float minScale,
float minSpeed,
float maxSpeed)
: _segmentsCount(n)
, _minSpeed(minSpeed ? minSpeed : kMinSpeed)
, _maxSpeed(maxSpeed ? maxSpeed : kMaxSpeed)
, _pen(Qt::NoBrush, 0, Qt::SolidLine, Qt::RoundCap, Qt::RoundJoin)
, _segments(n + 1) {
}
void LinearBlobBezier::paint(
Painter &p,
const QBrush &brush,
const QRect &rect,
float pinnedTop,
float progressToPinned) {
auto path = QPainterPath();
auto m = QMatrix();
const auto left = rect.x();
const auto top = rect.y();
const auto right = rect.x() + rect.width();
const auto bottom = rect.y() + rect.height();
// path.moveTo(right, bottom);
// path.lineTo(left, bottom);
path.moveTo(right, top);
path.lineTo(left, top);
const auto &n = _segmentsCount;
p.save();
for (auto i = 0; i <= n; i++) {
const auto &segment = _segments[i];
if (!i) {
const auto progress = segment.progress;
const auto r1 = segment.radius * (1. - progress)
+ segment.radiusNext * progress;
const auto y = (bottom + r1);// * progressToPinned
// const auto y = (top - r1) * progressToPinned
// + pinnedTop * (1. - progressToPinned);
path.lineTo(left, y);
} else {
const auto &prevSegment = _segments[i - 1];
const auto progress = prevSegment.progress;
const auto r1 = prevSegment.radius * (1. - progress)
+ prevSegment.radiusNext * progress;
const auto progressNext = segment.progress;
const auto r2 = segment.radius * (1. - progressNext)
+ segment.radiusNext * progressNext;
const auto x1 = (right - left) / n * (i - 1);
const auto x2 = (right - left) / n * i;
const auto cx = x1 + (x2 - x1) / 2;
const auto y1 = (bottom + r1);// * progressToPinned
// const auto y1 = (top - r1) * progressToPinned
// + pinnedTop * (1. - progressToPinned);
const auto y2 = (bottom + r2);// * progressToPinned
// const auto y2 = (top - r2) * progressToPinned
// + pinnedTop * (1. - progressToPinned);
path.cubicTo(
QPointF(cx, y1),
QPointF(cx, y2),
QPointF(x2, y2)
);
if (i == n) {
path.lineTo(right, top);
// path.lineTo(right, bottom);
}
}
}
p.setBrush(Qt::NoBrush);
p.setPen(_pen);
p.fillPath(path, brush);
p.drawPath(path);
p.restore();
}
void LinearBlobBezier::generateBlob() {
for (auto i = 0; i < _segmentsCount; i++) {
auto &segment = _segments[i];
generateBlob(segment.radius, i);
generateBlob(segment.radiusNext, i);
segment.progress = 0.;
}
}
void LinearBlobBezier::generateBlob(float &radius, int i) {
const auto radDiff = _radiuses.max - _radiuses.min;
radius = _radiuses.min + std::abs(RandomAdditional()) * radDiff;
_segments[i].speed = 0.017 + 0.003 * std::abs(RandomAdditional());
}
void LinearBlobBezier::update(float level, float speedScale) {
_scale = level;
for (auto i = 0; i < _segmentsCount; i++) {
auto &segment = _segments[i];
segment.progress += (segment.speed * _minSpeed)
+ level * segment.speed * _maxSpeed * speedScale;
if (segment.progress >= 1) {
segment.progress = 0.;
segment.radius = segment.radiusNext;
generateBlob(segment.radiusNext, i);
}
}
}
void LinearBlobBezier::setRadiuses(Radiuses values) {
_radiuses = values;
}
LinearBlobBezier::Radiuses LinearBlobBezier::radiuses() const {
return _radiuses;
}
} // namespace Ui::Paint

67
ui/paint/blob_linear.h Normal file
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@ -0,0 +1,67 @@
// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#pragma once
class Painter;
namespace Ui::Paint {
class LinearBlobBezier final {
public:
struct Radiuses {
float min = 0.;
float max = 0.;
inline bool operator==(const Radiuses &other) const {
return (min == other.min) && (max == other.max);
}
inline bool operator!=(const Radiuses &other) const {
return !(min == other.min) && (max == other.max);
}
};
LinearBlobBezier(
int n,
float minScale,
float minSpeed = 0,
float maxSpeed = 0);
void paint(
Painter &p,
const QBrush &brush,
const QRect &rect,
float pinnedTop,
float progressToPinned);
void update(float level, float speedScale);
void generateBlob();
void setRadiuses(Radiuses values);
Radiuses radiuses() const;
private:
struct Segment {
float radius = 0.;
float radiusNext = 0.;
float progress = 0.;
float speed = 0.;
};
void generateBlob(float &radius, int i);
const int _segmentsCount;
const float _minSpeed;
const float _maxSpeed;
const QPen _pen;
std::vector<Segment> _segments;
float64 _scale = 0;
Radiuses _radiuses;
};
} // namespace Ui::Paint

113
ui/paint/blobs_linear.cpp Normal file
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@ -0,0 +1,113 @@
// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#include "ui/paint/blobs_linear.h"
#include "ui/painter.h"
namespace Ui::Paint {
LinearBlobs::LinearBlobs(
std::vector<BlobData> blobDatas,
float levelDuration,
float levelDuration2,
float maxLevel)
: _maxLevel(maxLevel)
, _blobDatas(std::move(blobDatas))
, _levelValue(levelDuration)
, _levelValue2(levelDuration2) {
init();
}
void LinearBlobs::init() {
for (const auto &data : _blobDatas) {
auto blob = Paint::LinearBlobBezier(
data.segmentsCount,
data.minScale);
blob.setRadiuses({ 0, data.minRadius });
blob.generateBlob();
_blobs.push_back(std::move(blob));
}
}
float LinearBlobs::maxRadius() const {
const auto maxOfRadiuses = [](const BlobData data) {
return std::max(data.maxRadius, data.minRadius);
};
const auto max = *ranges::max_element(
_blobDatas,
std::less<>(),
maxOfRadiuses);
return maxOfRadiuses(max);
}
int LinearBlobs::size() const {
return _blobs.size();
}
void LinearBlobs::setRadiusesAt(
rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
int index) {
Expects(index >= 0 && index < size());
std::move(
radiuses
) | rpl::start_with_next([=](LinearBlobBezier::Radiuses r) {
_blobs[index].setRadiuses(std::move(r));
}, _lifetime);
}
LinearBlobBezier::Radiuses LinearBlobs::radiusesAt(int index) {
Expects(index >= 0 && index < size());
return _blobs[index].radiuses();
}
void LinearBlobs::setLevel(float value) {
const auto to = std::min(_maxLevel, value) / _maxLevel;
_levelValue.start(to);
_levelValue2.start(to);
}
void LinearBlobs::paint(
Painter &p,
const QBrush &brush,
const QRect &rect,
float pinnedTop,
float progressToPinned) {
const auto opacity = p.opacity();
for (auto i = 0; i < _blobs.size(); i++) {
auto r = rect;
r.setTop(r.top() - _blobDatas[i].topOffset * _levelValue2.current());
_blobs[i].update(_levelValue.current(), _blobDatas[i].speedScale);
const auto alpha = _blobDatas[i].alpha;
if (alpha != 1.) {
p.setOpacity(opacity * alpha);
}
_blobs[i].paint(p, brush, r, pinnedTop, progressToPinned);
if (alpha != 1.) {
p.setOpacity(opacity);
}
}
}
void LinearBlobs::updateLevel(crl::time dt) {
const auto d = (dt > 20) ? 17 : dt;
_levelValue.update(d);
_levelValue2.update(d);
for (auto i = 0; i < _blobs.size(); i++) {
const auto &data = _blobDatas[i];
_blobs[i].setRadiuses({
0,
data.minRadius + data.maxRadius * (float)currentLevel() });
}
}
float64 LinearBlobs::currentLevel() const {
return _levelValue.current();
}
} // namespace Ui::Paint

69
ui/paint/blobs_linear.h Normal file
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@ -0,0 +1,69 @@
// This file is part of Desktop App Toolkit,
// a set of libraries for developing nice desktop applications.
//
// For license and copyright information please follow this link:
// https://github.com/desktop-app/legal/blob/master/LEGAL
//
#pragma once
#include "ui/effects/animation_value.h"
#include "ui/paint/blob_linear.h"
class Painter;
namespace Ui::Paint {
class LinearBlobs final {
public:
struct BlobData {
int segmentsCount = 0;
float minScale = 0;
float minRadius = 0;
float maxRadius = 0;
float speedScale = 0;
float alpha = 0;
int topOffset = 0;
};
LinearBlobs(
std::vector<BlobData> blobDatas,
float levelDuration,
float levelDuration2,
float maxLevel);
void setRadiusesAt(
rpl::producer<LinearBlobBezier::Radiuses> &&radiuses,
int index);
LinearBlobBezier::Radiuses radiusesAt(int index);
void setLevel(float value);
void paint(
Painter &p,
const QBrush &brush,
const QRect &rect,
float pinnedTop,
float progressToPinned);
void updateLevel(crl::time dt);
[[nodiscard]] float maxRadius() const;
[[nodiscard]] int size() const;
[[nodiscard]] float64 currentLevel() const;
static constexpr auto kHideBlobsDuration = 2000;
private:
void init();
const float _maxLevel;
std::vector<BlobData> _blobDatas;
std::vector<LinearBlobBezier> _blobs;
anim::continuous_value _levelValue;
anim::continuous_value _levelValue2;
rpl::lifetime _lifetime;
};
} // namespace Ui::Paint