/***************************************************************** 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 "fallapart.h" #include #include #include namespace KWinInternal { void FallApartEffect::prePaintScreen( int* mask, QRegion* region, int time ) { if( !windows.isEmpty()) *mask |= Scene::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; effects->prePaintScreen(mask, region, time); } void FallApartEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time ) { if( windows.contains( w )) { SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow()); if( glwin ) { if( windows[ w ] < 1 ) { windows[ w ] += time / 1000.; *mask |= Scene::PAINT_WINDOW_TRANSFORMED; glwin->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE ); // Request the window to be divided into cells glwin->requestVertexGrid( 40 ); } else { windows.remove( w ); static_cast< Deleted* >( w->window())->unrefWindow(); } } } effects->prePaintWindow( w, mask, paint, clip, time ); } void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { if( windows.contains( w )) { SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() ); if( glwin ) { QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices(); assert( vertices.count() % 4 == 0 ); for( int i = 0; i < vertices.count(); i += 4 ) { // make fragments move in various directions, based on where // they are (left pieces generally move to the left, etc.) QPointF p1( vertices[ i ].pos[ 0 ], vertices[ i ].pos[ 1 ] ); 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( i ); // change direction randomly but consistently xdiff += ( rand() % 21 - 10 ); ydiff += ( rand() % 21 - 10 ); for( int j = 0; j < 4; ++j ) { vertices[ i + j ].pos[ 0 ] += xdiff * modif; vertices[ i + j ].pos[ 1 ] += ydiff * modif; } // also make the fragments rotate around their center QPointF center(( vertices[ i ].pos[ 0 ] + vertices[ i + 1 ].pos[ 0 ] + vertices[ i + 2 ].pos[ 0 ] + vertices[ i + 3 ].pos[ 0 ] ) / 4, ( vertices[ i ].pos[ 1 ] + vertices[ i + 1 ].pos[ 1 ] + vertices[ i + 2 ].pos[ 1 ] + vertices[ i + 3 ].pos[ 1 ] ) / 4 ); double adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly for( int j = 0; j < 4; ++j ) { double x = vertices[ i + j ].pos[ 0 ] - center.x(); double y = vertices[ i + j ].pos[ 1 ] - 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 ); vertices[ i + j ].pos[ 0 ] = center.x() + x; vertices[ i + j ].pos[ 1 ] = center.y() + y; } } glwin->markVerticesDirty(); } } effects->paintWindow( w, mask, region, data ); } void FallApartEffect::postPaintScreen() { if( !windows.isEmpty()) workspace()->addRepaintFull(); effects->postPaintScreen(); } void FallApartEffect::windowClosed( EffectWindow* c ) { windows[ c ] = 0; static_cast< Deleted* >( c->window())->refWindow(); } void FallApartEffect::windowDeleted( EffectWindow* c ) { windows.remove( c ); } } // namespace