kwin/effects/_test/demo_wavywindows.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "demo_wavywindows.h"
#include <math.h>
namespace KWin
{
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KWIN_EFFECT(demo_wavywindows, WavyWindowsEffect)
WavyWindowsEffect::WavyWindowsEffect()
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{
mTimeElapsed = 0.0f;
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}
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void WavyWindowsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
// Adjust elapsed time
mTimeElapsed += (time / 1000.0f);
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
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}
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void WavyWindowsEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
// This window will be transformed by the effect
data.setTransformed();
// Check if OpenGL compositing is used
// Request the window to be divided into cells which are at most 30x30
// pixels big
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data.quads = data.quads.makeGrid(30);
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effects->prePaintWindow(w, data, time);
}
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void WavyWindowsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
// Make sure we have OpenGL compositing and the window is vidible and not a
// special window
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// TODO if ( w->isVisible() && !w->isSpecialWindow() )
if (!w->isSpecialWindow()) {
// We have OpenGL compositing and the window has been subdivided
// because of our request (in pre-paint pass)
// Transform all the vertices to create wavy effect
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for (int i = 0;
i < data.quads.count();
++i)
for (int j = 0;
j < 4;
++j) {
WindowVertex& v = data.quads[ i ][ j ];
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v.move(v.x() + sin(mTimeElapsed + v.originalY() / 60 + 0.5f) * 10,
v.y() + sin(mTimeElapsed + v.originalX() / 80) * 10);
}
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}
// Call the next effect.
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effects->paintWindow(w, mask, region, data);
}
void WavyWindowsEffect::postPaintScreen()
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{
// Repaint the workspace so that everything would be repainted next time
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
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}
} // namespace