kwin/effects/fallapart.cpp

136 lines
5 KiB
C++
Raw Normal View History

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "fallapart.h"
#include <math.h>
#include <deleted.h>
#include <scene_opengl.h>
namespace KWinInternal
{
void FallApartEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
if( !windows.isEmpty())
*mask |= Scene::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(mask, region, time);
}
void FallApartEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
{
if( windows.contains( w ))
{
SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow());
if( glwin )
{
if( windows[ w ] < 1 )
{
windows[ w ] += time / 1000.;
*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
glwin->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE );
// Request the window to be divided into cells
glwin->requestVertexGrid( 40 );
}
else
{
windows.remove( w );
static_cast< Deleted* >( w->window())->unrefWindow();
}
}
}
effects->prePaintWindow( w, mask, region, time );
}
void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
if( glwin )
{
QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices();
assert( vertices.count() % 4 == 0 );
for( int i = 0;
i < vertices.count();
i += 4 )
{
// make fragments move in various directions, based on where
// they are (left pieces generally move to the left, etc.)
QPointF p1( vertices[ i ].pos[ 0 ], vertices[ i ].pos[ 1 ] );
double xdiff = 0;
if( p1.x() < w->width() / 2 )
xdiff = -( w->width() / 2 - p1.x()) / w->width() * 100;
if( p1.x() > w->width() / 2 )
xdiff = ( p1.x() - w->width() / 2 ) / w->width() * 100;
double ydiff = 0;
if( p1.y() < w->height() / 2 )
ydiff = -( w->height() / 2 - p1.y()) / w->height() * 100;
if( p1.y() > w->height() / 2 )
ydiff = ( p1.y() - w->height() / 2 ) / w->height() * 100;
double modif = windows[ w ] * windows[ w ] * 64;
srandom( i ); // change direction randomly but consistently
xdiff += ( rand() % 21 - 10 );
ydiff += ( rand() % 21 - 10 );
for( int j = 0;
j < 4;
++j )
{
vertices[ i + j ].pos[ 0 ] += xdiff * modif;
vertices[ i + j ].pos[ 1 ] += ydiff * modif;
}
// also make the fragments rotate around their center
QPointF center(( vertices[ i ].pos[ 0 ] + vertices[ i + 1 ].pos[ 0 ]
+ vertices[ i + 2 ].pos[ 0 ] + vertices[ i + 3 ].pos[ 0 ] ) / 4,
( vertices[ i ].pos[ 1 ] + vertices[ i + 1 ].pos[ 1 ]
+ vertices[ i + 2 ].pos[ 1 ] + vertices[ i + 3 ].pos[ 1 ] ) / 4 );
double adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly
for( int j = 0;
j < 4;
++j )
{
double x = vertices[ i + j ].pos[ 0 ] - center.x();
double y = vertices[ i + j ].pos[ 1 ] - center.y();
double angle = atan2( y, x );
angle += windows[ w ] * adiff;
double dist = sqrt( x * x + y * y );
x = dist * cos( angle );
y = dist * sin( angle );
vertices[ i + j ].pos[ 0 ] = center.x() + x;
vertices[ i + j ].pos[ 1 ] = center.y() + y;
}
}
glwin->markVerticesDirty();
}
}
effects->paintWindow( w, mask, region, data );
}
void FallApartEffect::postPaintScreen()
{
if( !windows.isEmpty())
workspace()->addRepaintFull();
effects->postPaintScreen();
}
void FallApartEffect::windowClosed( EffectWindow* c )
{
windows[ c ] = 0;
static_cast< Deleted* >( c->window())->refWindow();
}
void FallApartEffect::windowDeleted( EffectWindow* c )
{
windows.remove( c );
}
} // namespace