2007-04-29 17:35:43 +00:00
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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 Lubos Lunak <l.lunak@kde.org>
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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 "fallapart.h"
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#include <assert.h>
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#include <math.h>
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namespace KWin
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{
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2007-05-28 11:16:18 +00:00
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KWIN_EFFECT( fallapart, FallApartEffect )
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2007-04-29 17:35:43 +00:00
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2007-07-07 14:01:32 +00:00
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void FallApartEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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2007-04-29 17:35:43 +00:00
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{
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if( !windows.isEmpty())
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2007-07-07 14:01:32 +00:00
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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2007-04-29 17:35:43 +00:00
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}
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2007-07-07 14:01:32 +00:00
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void FallApartEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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2007-04-29 17:35:43 +00:00
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{
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if( windows.contains( w ))
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{
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if( windows[ w ] < 1 )
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{
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windows[ w ] += time / 1000.;
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2007-07-19 14:05:59 +00:00
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data.setTransformed();
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2007-04-29 17:35:43 +00:00
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
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// Request the window to be divided into cells
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2007-07-07 14:01:32 +00:00
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data.quads = data.quads.makeGrid( 40 );
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2007-04-29 17:35:43 +00:00
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}
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else
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{
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windows.remove( w );
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w->unrefWindow();
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}
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}
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2007-07-07 14:01:32 +00:00
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effects->prePaintWindow( w, data, time );
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2007-04-29 17:35:43 +00:00
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}
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void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( windows.contains( w ))
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{
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2007-07-07 14:01:32 +00:00
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WindowQuadList new_quads;
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int cnt = 0;
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foreach( WindowQuad quad, data.quads )
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2007-04-29 17:35:43 +00:00
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{
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// make fragments move in various directions, based on where
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// they are (left pieces generally move to the left, etc.)
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2007-07-07 14:01:32 +00:00
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QPointF p1( quad[ 0 ].x(), quad[ 0 ].y());
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2007-08-14 15:22:23 +00:00
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float xdiff = 0;
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2007-04-29 17:35:43 +00:00
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if( p1.x() < w->width() / 2 )
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xdiff = -( w->width() / 2 - p1.x()) / w->width() * 100;
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if( p1.x() > w->width() / 2 )
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xdiff = ( p1.x() - w->width() / 2 ) / w->width() * 100;
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float ydiff = 0;
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2007-04-29 17:35:43 +00:00
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if( p1.y() < w->height() / 2 )
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ydiff = -( w->height() / 2 - p1.y()) / w->height() * 100;
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if( p1.y() > w->height() / 2 )
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ydiff = ( p1.y() - w->height() / 2 ) / w->height() * 100;
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2007-08-14 15:22:23 +00:00
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float modif = windows[ w ] * windows[ w ] * 64;
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srandom( cnt ); // change direction randomly but consistently
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2007-04-29 17:35:43 +00:00
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xdiff += ( rand() % 21 - 10 );
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ydiff += ( rand() % 21 - 10 );
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for( int j = 0;
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j < 4;
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++j )
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{
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2007-07-07 14:01:32 +00:00
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quad[ j ].move( quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif );
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2007-04-29 17:35:43 +00:00
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}
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// also make the fragments rotate around their center
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2007-07-07 14:01:32 +00:00
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QPointF center(( quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
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( quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4 );
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2007-08-14 15:22:23 +00:00
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float adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly
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2007-04-29 17:35:43 +00:00
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for( int j = 0;
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j < 4;
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++j )
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{
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2007-08-14 15:22:23 +00:00
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float x = quad[ j ].x() - center.x();
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float y = quad[ j ].y() - center.y();
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float angle = atan2( y, x );
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2007-04-29 17:35:43 +00:00
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angle += windows[ w ] * adiff;
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2007-08-14 15:22:23 +00:00
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float dist = sqrt( x * x + y * y );
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2007-04-29 17:35:43 +00:00
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x = dist * cos( angle );
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y = dist * sin( angle );
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2007-07-07 14:01:32 +00:00
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quad[ j ].move( center.x() + x, center.y() + y );
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2007-04-29 17:35:43 +00:00
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}
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2007-07-07 14:01:32 +00:00
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new_quads.append( quad );
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++cnt;
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2007-04-29 17:35:43 +00:00
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}
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2007-07-07 14:01:32 +00:00
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data.quads = new_quads;
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2007-04-29 17:35:43 +00:00
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}
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effects->paintWindow( w, mask, region, data );
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}
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void FallApartEffect::postPaintScreen()
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{
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if( !windows.isEmpty())
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effects->addRepaintFull();
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effects->postPaintScreen();
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}
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void FallApartEffect::windowClosed( EffectWindow* c )
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{
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::windowDeleted( EffectWindow* c )
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{
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windows.remove( c );
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}
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} // namespace
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