/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "wavywindows.h" #include #include #include #include // Note that currently effects need to be manually enabled in the EffectsHandler // class constructor (in effects.cpp). namespace KWinInternal { WavyWindowsEffect::WavyWindowsEffect( Workspace* ws ) : Effect() { mWorkspace = ws; mTimeElapsed = 0.0f; } void WavyWindowsEffect::prePaintScreen( int* mask, QRegion* region, int time ) { // Adjust elapsed time mTimeElapsed += (time / 1000.0f); // We need to mark the screen as transformed. Otherwise the whole screen // won't be repainted, resulting in artefacts *mask |= Scene::PAINT_SCREEN_TRANSFORMED; effects->prePaintScreen(mask, region, time); } void WavyWindowsEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time ) { // This window will be transformed by the effect *mask |= Scene::PAINT_WINDOW_TRANSFORMED; // Check if OpenGL compositing is used SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window *>( w->sceneWindow() ); if(glwin) // Request the window to be divided into cells which are at most 30x30 // pixels big glwin->requestVertexGrid(30); effects->prePaintWindow( w, mask, region, 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 SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() ); Client* c = qobject_cast< Client* >( w->window() ); if( glwin && glwin->isVisible() && c && !c->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 QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices(); for(int i = 0; i < vertices.count(); i++) { vertices[i].pos[0] += sin(mTimeElapsed + vertices[i].texcoord[1] / 60 + 0.5f) * 10; vertices[i].pos[1] += sin(mTimeElapsed + vertices[i].texcoord[0] / 80) * 10; } // We have changed the vertices, so they will have to be reset before // the next paint pass glwin->markVerticesDirty(); } // Call the next effect. effects->paintWindow( w, mask, region, data ); } void WavyWindowsEffect::postPaintScreen() { // Damage the workspace so that everything would be repainted next time mWorkspace->addDamageFull(); // Call the next effect. effects->postPaintScreen(); } } // namespace