/******************************************************************** 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" // KConfigSkeleton #include "fallapartconfig.h" #include #include namespace KWin { bool FallApartEffect::supported() { return effects->isOpenGLCompositing() && effects->animationsSupported(); } FallApartEffect::FallApartEffect() { initConfig(); reconfigure(ReconfigureAll); connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*))); connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*))); connect(effects, SIGNAL(windowDataChanged(KWin::EffectWindow*,int)), this, SLOT(slotWindowDataChanged(KWin::EffectWindow*,int))); } void FallApartEffect::reconfigure(ReconfigureFlags) { FallApartConfig::self()->read(); blockSize = FallApartConfig::blockSize(); } 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(blockSize); } 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)) { const qreal t = windows[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 = t * t * 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; data.multiplyOpacity(interpolate(1.0, 0.0, t)); } 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? /* qCDebug(KWINEFFECTS) << "--" << w->caption() << "--------------------------------"; qCDebug(KWINEFFECTS) << "Tooltip:" << w->isTooltip(); qCDebug(KWINEFFECTS) << "Toolbar:" << w->isToolbar(); qCDebug(KWINEFFECTS) << "Desktop:" << w->isDesktop(); qCDebug(KWINEFFECTS) << "Special:" << w->isSpecialWindow(); qCDebug(KWINEFFECTS) << "TopMenu:" << w->isTopMenu(); qCDebug(KWINEFFECTS) << "Notific:" << w->isNotification(); qCDebug(KWINEFFECTS) << "Splash:" << w->isSplash(); qCDebug(KWINEFFECTS) << "Normal:" << w->isNormalWindow(); */ if (!w->isNormalWindow()) return false; return true; } void FallApartEffect::slotWindowClosed(EffectWindow* c) { if (!isRealWindow(c)) return; if (!c->isVisible()) return; const void* e = c->data(WindowClosedGrabRole).value(); if (e && e != this) return; c->setData(WindowClosedGrabRole, QVariant::fromValue(static_cast(this))); windows[ c ] = 0; c->refWindow(); } void FallApartEffect::slotWindowDeleted(EffectWindow* c) { windows.remove(c); } void FallApartEffect::slotWindowDataChanged(EffectWindow* w, int role) { if (role != WindowClosedGrabRole) { return; } if (w->data(role).value() == this) { return; } auto it = windows.find(w); if (it == windows.end()) { return; } it.key()->unrefWindow(); windows.erase(it); } bool FallApartEffect::isActive() const { return !windows.isEmpty(); } } // namespace