/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Lubos Lunak 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 . *********************************************************************/ #include "fallapart.h" #include #include #include namespace KWin { KWIN_EFFECT( fallapart, FallApartEffect ) void FallApartEffect::prePaintScreen( ScreenPrePaintData& data, int time ) { if( !windows.isEmpty()) data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(data, time); } 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(); w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE ); // Request the window to be divided into cells data.quads = data.quads.makeGrid( 40 ); } else { windows.remove( w ); w->unrefWindow(); } } effects->prePaintWindow( w, data, time ); } void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( windows.contains( w ) && isRealWindow( w ) ) { WindowQuadList new_quads; int cnt = 0; 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.) QPointF p1( quad[ 0 ].x(), quad[ 0 ].y()); double xdiff = 0; 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; 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; 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 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(); double angle = atan2( y, x ); angle += windows[ w ] * adiff; double dist = sqrt( x * x + y * y ); x = dist * cos( angle ); y = dist * sin( angle ); quad[ j ].move( center.x() + x, center.y() + y ); } new_quads.append( quad ); ++cnt; } data.quads = new_quads; } effects->paintWindow( w, mask, region, data ); } void FallApartEffect::postPaintScreen() { if( !windows.isEmpty()) effects->addRepaintFull(); effects->postPaintScreen(); } 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(); */ if ( !w->isNormalWindow() ) return false; return true; } void FallApartEffect::windowClosed( EffectWindow* c ) { if ( !isRealWindow( c ) ) return; windows[ c ] = 0; c->refWindow(); } void FallApartEffect::windowDeleted( EffectWindow* c ) { windows.remove( c ); } } // namespace