kwin/effects/flame.cpp
Luboš Luňák e6069e9cf6 Arghl. Again a stupid bug caused by float having poor precision.
Reverting r700026 and changing floats to doubles again. I'd probably like
to change even the ones interfacing with OpenGL which I've left for now.


svn path=/trunk/KDE/kdebase/workspace/; revision=707987
2007-09-03 15:00:43 +00:00

85 lines
2.3 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "flame.h"
#include <assert.h>
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( flame, FlameEffect )
void FlameEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( !windows.isEmpty())
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void FlameEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( windows.contains( w ))
{
if( windows[ w ] < 1 )
{
windows[ w ] += time / 500.;
data.setTransformed();
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
data.quads = data.quads.splitAtY( windows[ w ] * w->height());
}
else
{
windows.remove( w );
w->unrefWindow();
}
}
effects->prePaintWindow( w, data, time );
}
void FlameEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
WindowQuadList new_quads;
double ylimit = windows[ w ] * w->height(); // parts above this are already away
foreach( WindowQuad quad, data.quads )
{
if( quad.bottom() <= ylimit )
continue;
new_quads.append( quad );
}
if( new_quads.isEmpty())
return; // nothing to paint
data.quads = new_quads;
}
effects->paintWindow( w, mask, region, data );
}
void FlameEffect::postPaintWindow( EffectWindow* w )
{
if( windows.contains( w ))
effects->addRepaint( w->geometry()); // workspace, since the window under it will need painting too
effects->postPaintScreen();
}
void FlameEffect::windowClosed( EffectWindow* c )
{
windows[ c ] = 0;
c->refWindow();
}
void FlameEffect::windowDeleted( EffectWindow* c )
{
windows.remove( c );
}
} // namespace