00136f014f
svn path=/branches/work/kwin_composite/; revision=630276
94 lines
3 KiB
C++
94 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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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 "wavywindows.h"
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#include <scene_opengl.h>
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#include <workspace.h>
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#include <client.h>
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#include <math.h>
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// Note that currently effects need to be manually enabled in the EffectsHandler
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// class constructor (in effects.cpp).
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namespace KWinInternal
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{
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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( int* mask, QRegion* region, 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 as transformed. Otherwise the whole screen
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// won't be repainted, resulting in artefacts
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*mask |= Scene::PAINT_SCREEN_TRANSFORMED;
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effects->prePaintScreen(mask, region, time);
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}
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void WavyWindowsEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* region, int time )
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{
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// This window will be transformed by the effect
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*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
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// Check if OpenGL compositing is used
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window *>( w->sceneWindow() );
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if(glwin)
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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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glwin->requestVertexGrid(30);
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effects->prePaintWindow( w, mask, region, 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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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
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Client* c = qobject_cast< Client* >( w->window() );
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if( glwin && glwin->isVisible() && c && !c->isSpecialWindow() )
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{
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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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QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices();
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for(int i = 0; i < vertices.count(); i++)
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{
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vertices[i].pos[0] += sin(mTimeElapsed + vertices[i].texcoord[1] / 60 + 0.5f) * 10;
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vertices[i].pos[1] += sin(mTimeElapsed + vertices[i].texcoord[0] / 80) * 10;
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}
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// We have changed the vertices, so they will have to be reset before
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// the next paint pass
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glwin->markVerticesDirty();
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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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// Damage the workspace so that everything would be repainted next time
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workspace()->addDamageFull();
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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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