kwin/effects/fallapart.cpp
Sebastian Kügler 48912dd264 Don't explode all windows (i.e. also menues)
The window type doesn't seem to be accurate, i.e.
pretty much all windows are normal and special.
kickoff for example isn't a PopupMenu or something
that enables us to not animate it.

Well, at least this way tooltips and applicationmenues
do not explode anymore.

svn path=/trunk/KDE/kdebase/workspace/; revision=826321
2008-06-30 12:52:06 +00:00

154 lines
5.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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 <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "fallapart.h"
#include <kdebug.h>
#include <assert.h>
#include <math.h>
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 / 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 )
{
// 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() << "--" << w->caption() << "--------------------------------";
kDebug() << "Tooltip:" << w->isTooltip();
kDebug() << "Toolbar:" << w->isToolbar();
kDebug() << "Desktop:" << w->isDesktop();
kDebug() << "Special:" << w->isSpecialWindow();
kDebug() << "TopMenu:" << w->isTopMenu();
kDebug() << "Notific:" << w->isNotification();
kDebug() << "Splash:" << w->isSplash();
kDebug() << "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