kwin/effects/fallapart/fallapart.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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 "fallapart.h"
#include <kdebug.h>
#include <assert.h>
#include <math.h>
#include <KDE/KConfigGroup>
namespace KWin
{
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KWIN_EFFECT(fallapart, FallApartEffect)
FallApartEffect::FallApartEffect()
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{
reconfigure(ReconfigureAll);
connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
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}
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void FallApartEffect::reconfigure(ReconfigureFlags)
{
KConfigGroup conf = effects->effectConfig("FallApart");
blockSize = qBound(1, conf.readEntry("BlockSize", 40), 100000);
}
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void FallApartEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (!windows.isEmpty())
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
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}
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void FallApartEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
if (windows.contains(w) && isRealWindow(w)) {
if (windows[ w ] < 1) {
windows[ w ] += time / animationTime(1000.);
data.setTransformed();
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w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DELETE);
// Request the window to be divided into cells
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data.quads = data.quads.makeGrid(blockSize);
} else {
windows.remove(w);
w->unrefWindow();
}
}
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effects->prePaintWindow(w, data, time);
}
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void FallApartEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
if (windows.contains(w) && isRealWindow(w)) {
WindowQuadList new_quads;
int cnt = 0;
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foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
// make fragments move in various directions, based on where
// they are (left pieces generally move to the left, etc.)
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QPointF p1(quad[ 0 ].x(), quad[ 0 ].y());
double xdiff = 0;
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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;
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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;
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srandom(cnt); // change direction randomly but consistently
xdiff += (rand() % 21 - 10);
ydiff += (rand() % 21 - 10);
for (int j = 0;
j < 4;
++j) {
quad[ j ].move(quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif);
}
// also make the fragments rotate around their center
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QPointF center((quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
(quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4);
double adiff = (rand() % 720 - 360) / 360. * 2 * M_PI; // spin randomly
for (int j = 0;
j < 4;
++j) {
double x = quad[ j ].x() - center.x();
double y = quad[ j ].y() - center.y();
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double angle = atan2(y, x);
angle += windows[ w ] * adiff;
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double dist = sqrt(x * x + y * y);
x = dist * cos(angle);
y = dist * sin(angle);
quad[ j ].move(center.x() + x, center.y() + y);
}
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new_quads.append(quad);
++cnt;
}
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data.quads = new_quads;
}
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effects->paintWindow(w, mask, region, data);
}
void FallApartEffect::postPaintScreen()
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{
if (!windows.isEmpty())
effects->addRepaintFull();
effects->postPaintScreen();
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}
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bool FallApartEffect::isRealWindow(EffectWindow* w)
{
// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
/*
kDebug(1212) << "--" << w->caption() << "--------------------------------";
kDebug(1212) << "Tooltip:" << w->isTooltip();
kDebug(1212) << "Toolbar:" << w->isToolbar();
kDebug(1212) << "Desktop:" << w->isDesktop();
kDebug(1212) << "Special:" << w->isSpecialWindow();
kDebug(1212) << "TopMenu:" << w->isTopMenu();
kDebug(1212) << "Notific:" << w->isNotification();
kDebug(1212) << "Splash:" << w->isSplash();
kDebug(1212) << "Normal:" << w->isNormalWindow();
*/
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if (!w->isNormalWindow())
return false;
return true;
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}
void FallApartEffect::slotWindowClosed(EffectWindow* c)
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{
if (!isRealWindow(c))
return;
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
if (e && e != this)
return;
windows[ c ] = 0;
c->refWindow();
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}
void FallApartEffect::slotWindowDeleted(EffectWindow* c)
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{
windows.remove(c);
}
bool FallApartEffect::isActive() const
{
return !windows.isEmpty();
}
} // namespace