87 lines
2.6 KiB
C++
87 lines
2.6 KiB
C++
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/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "wavywindows.h"
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#include <math.h>
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namespace KWin
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{
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KWIN_EFFECT( WavyWindows, WavyWindowsEffect )
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WavyWindowsEffect::WavyWindowsEffect()
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{
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mTimeElapsed = 0.0f;
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}
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void WavyWindowsEffect::prePaintScreen( int* mask, QRegion* region, int time )
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{
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// Adjust elapsed time
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mTimeElapsed += (time / 1000.0f);
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// We need to mark the screen windows as transformed. Otherwise the whole
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// screen won't be repainted, resulting in artefacts
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*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(mask, region, time);
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}
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void WavyWindowsEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
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{
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// This window will be transformed by the effect
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*mask |= PAINT_WINDOW_TRANSFORMED;
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// Check if OpenGL compositing is used
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// Request the window to be divided into cells which are at most 30x30
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// pixels big
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w->requestVertexGrid(30);
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effects->prePaintWindow( w, mask, paint, clip, time );
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}
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void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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// Make sure we have OpenGL compositing and the window is vidible and not a
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// special window
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// TODO if( w->isVisible() && !w->isSpecialWindow() )
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if( !w->isSpecialWindow() )
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{
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// We have OpenGL compositing and the window has been subdivided
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// because of our request (in pre-paint pass)
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// Transform all the vertices to create wavy effect
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QVector< Vertex >& vertices = w->vertices();
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for(int i = 0; i < vertices.count(); i++)
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{
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vertices[i].pos[0] += sin(mTimeElapsed + vertices[i].texcoord[1] / 60 + 0.5f) * 10;
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vertices[i].pos[1] += sin(mTimeElapsed + vertices[i].texcoord[0] / 80) * 10;
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}
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// We have changed the vertices, so they will have to be reset before
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// the next paint pass
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w->markVerticesDirty();
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}
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// Call the next effect.
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effects->paintWindow( w, mask, region, data );
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}
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void WavyWindowsEffect::postPaintScreen()
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{
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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} // namespace
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