5faa397849
for use in effects (and not only). Now a list of window quads (=window areas) is created at the beginning of the paint pass, prepaint calls can modify the split itself (i.e. divide it into more parts). The actual paint calls can then modify these quads (i.e. transform their geometry). This will allow better control of how the split is done and also allow painting e.g. only the decoration differently. Still work in progress, but it works. Also pass data to prepaint functions in a struct, as there is already quite a number of them. svn path=/trunk/KDE/kdebase/workspace/; revision=684893
123 lines
4.1 KiB
C++
123 lines
4.1 KiB
C++
/*****************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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You can Freely distribute this program under the GNU General Public
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License. See the file "COPYING" for the exact licensing terms.
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******************************************************************/
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#include "fallapart.h"
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#include <assert.h>
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#include <math.h>
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namespace KWin
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{
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KWIN_EFFECT( fallapart, FallApartEffect )
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void FallApartEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( !windows.isEmpty())
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void FallApartEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
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{
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if( windows.contains( w ))
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{
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if( windows[ w ] < 1 )
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{
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windows[ w ] += time / 1000.;
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
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// Request the window to be divided into cells
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data.quads = data.quads.makeGrid( 40 );
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}
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else
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{
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windows.remove( w );
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w->unrefWindow();
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}
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}
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effects->prePaintWindow( w, data, time );
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}
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void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( windows.contains( w ))
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{
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WindowQuadList new_quads;
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int cnt = 0;
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foreach( WindowQuad quad, data.quads )
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{
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// make fragments move in various directions, based on where
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// they are (left pieces generally move to the left, etc.)
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QPointF p1( quad[ 0 ].x(), quad[ 0 ].y());
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double xdiff = 0;
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if( p1.x() < w->width() / 2 )
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xdiff = -( w->width() / 2 - p1.x()) / w->width() * 100;
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if( p1.x() > w->width() / 2 )
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xdiff = ( p1.x() - w->width() / 2 ) / w->width() * 100;
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double ydiff = 0;
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if( p1.y() < w->height() / 2 )
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ydiff = -( w->height() / 2 - p1.y()) / w->height() * 100;
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if( p1.y() > w->height() / 2 )
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ydiff = ( p1.y() - w->height() / 2 ) / w->height() * 100;
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double modif = windows[ w ] * windows[ w ] * 64;
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srandom( cnt ); // change direction randomly but consistently
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xdiff += ( rand() % 21 - 10 );
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ydiff += ( rand() % 21 - 10 );
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for( int j = 0;
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j < 4;
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++j )
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{
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quad[ j ].move( quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif );
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}
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// also make the fragments rotate around their center
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QPointF center(( quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
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( quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4 );
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double adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly
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for( int j = 0;
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j < 4;
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++j )
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{
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double x = quad[ j ].x() - center.x();
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double y = quad[ j ].y() - center.y();
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double angle = atan2( y, x );
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angle += windows[ w ] * adiff;
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double dist = sqrt( x * x + y * y );
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x = dist * cos( angle );
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y = dist * sin( angle );
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quad[ j ].move( center.x() + x, center.y() + y );
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}
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new_quads.append( quad );
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++cnt;
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}
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data.quads = new_quads;
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}
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effects->paintWindow( w, mask, region, data );
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}
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void FallApartEffect::postPaintScreen()
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{
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if( !windows.isEmpty())
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effects->addRepaintFull();
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effects->postPaintScreen();
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}
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void FallApartEffect::windowClosed( EffectWindow* c )
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{
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::windowDeleted( EffectWindow* c )
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{
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windows.remove( c );
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}
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} // namespace
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