95 lines
3 KiB
C++
95 lines
3 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 Rivo Laks <rivolaks@hot.ee>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "demo_wavywindows.h"
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#include <math.h>
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namespace KWin
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{
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KWIN_EFFECT(demo_wavywindows, WavyWindowsEffect)
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WavyWindowsEffect::WavyWindowsEffect()
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{
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mTimeElapsed = 0.0f;
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}
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void WavyWindowsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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// Adjust elapsed time
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mTimeElapsed += (time / 1000.0f);
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// We need to mark the screen windows as transformed. Otherwise the whole
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// screen won't be repainted, resulting in artefacts
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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 WavyWindowsEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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// This window will be transformed by the effect
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data.setTransformed();
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// Check if OpenGL compositing is used
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// Request the window to be divided into cells which are at most 30x30
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// pixels big
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data.quads = data.quads.makeGrid(30);
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effects->prePaintWindow(w, data, time);
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}
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void WavyWindowsEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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// Make sure we have OpenGL compositing and the window is vidible and not a
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// special window
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// TODO if ( w->isVisible() && !w->isSpecialWindow() )
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if (!w->isSpecialWindow()) {
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// We have OpenGL compositing and the window has been subdivided
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// because of our request (in pre-paint pass)
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// Transform all the vertices to create wavy effect
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for (int i = 0;
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i < data.quads.count();
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++i)
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for (int j = 0;
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j < 4;
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++j) {
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WindowVertex& v = data.quads[ i ][ j ];
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v.move(v.x() + sin(mTimeElapsed + v.originalY() / 60 + 0.5f) * 10,
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v.y() + sin(mTimeElapsed + v.originalX() / 80) * 10);
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}
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}
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// Call the next effect.
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effects->paintWindow(w, mask, region, data);
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}
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void WavyWindowsEffect::postPaintScreen()
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{
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// Repaint the workspace so that everything would be repainted next time
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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}
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} // namespace
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