/***************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Lubos Lunak You can Freely distribute this program under the GNU General Public License. See the file "COPYING" for the exact licensing terms. ******************************************************************/ #include "flame.h" #include namespace KWin { KWIN_EFFECT( flame, FlameEffect ) void FlameEffect::prePaintScreen( int* mask, QRegion* region, int time ) { if( !windows.isEmpty()) *mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(mask, region, time); } void FlameEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time ) { if( windows.contains( w )) { if( windows[ w ] < 1 ) { windows[ w ] += time / 500.; *mask |= PAINT_WINDOW_TRANSFORMED; w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE ); // Request the window to be divided into cells w->requestVertexGrid( qMax( w->height() / 50, 5 )); } else { windows.remove( w ); w->unrefWindow(); } } effects->prePaintWindow( w, mask, paint, clip, time ); } void FlameEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( windows.contains( w )) { QVector< Vertex >& vertices = w->vertices(); QVector< Vertex > new_vertices; double ylimit = windows[ w ] * w->height(); // parts above this are already away assert( vertices.count() % 4 == 0 ); for( int i = 0; i < vertices.count(); i += 4 ) { bool is_in = false; for( int j = 0; j < 4; ++j ) if( vertices[ i + j ].pos[ 1 ] >= ylimit ) is_in = true; if( !is_in ) continue; for( int j = 0; j < 4; ++j ) { Vertex vertex = vertices[ i + j ]; new_vertices.append( vertex ); } } if( new_vertices.isEmpty()) return; // nothing to paint w->vertices() = new_vertices; w->markVerticesDirty(); } effects->paintWindow( w, mask, region, data ); } void FlameEffect::postPaintWindow( EffectWindow* w ) { if( windows.contains( w )) effects->addRepaint( w->geometry()); // workspace, since the window under it will need painting too effects->postPaintScreen(); } void FlameEffect::windowClosed( EffectWindow* c ) { windows[ c ] = 0; c->refWindow(); } void FlameEffect::windowDeleted( EffectWindow* c ) { windows.remove( c ); } } // namespace