kwin/effects/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>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "demo_wavywindows.h"
#include <math.h>
namespace KWin
{
KWIN_EFFECT( demo_wavywindows, WavyWindowsEffect )
WavyWindowsEffect::WavyWindowsEffect()
{
mTimeElapsed = 0.0f;
}
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);
}
void WavyWindowsEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
// This window will be transformed by the effect
data.mask |= PAINT_WINDOW_TRANSFORMED;
// Check if OpenGL compositing is used
// Request the window to be divided into cells which are at most 30x30
// pixels big
data.quads = data.quads.makeGrid( 30 );
effects->prePaintWindow( w, data, time );
}
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
// 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
for( int i = 0;
i < data.quads.count();
++i )
for( int j = 0;
j < 4;
++j )
{
WindowVertex& v = data.quads[ i ][ j ];
v.move( v.x() + sin(mTimeElapsed + v.textureY() / 60 + 0.5f) * 10,
v.y() + sin(mTimeElapsed + v.textureX() / 80) * 10 );
}
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
}
void WavyWindowsEffect::postPaintScreen()
{
// Repaint the workspace so that everything would be repainted next time
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
}
} // namespace