253ff428a7
Summary: The new connect syntax has several advantages over the old syntax: (a) Connecting with the new syntax is faster; (b) It is compile time checked. There are still a few places where the old connect syntax is used, e.g. connecting to QML buttons in the Desktop Grid effect. Test Plan: Have been testing this patch for ~2 weeks, haven't noticed any regressions. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, broulik, graesslin, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18368
197 lines
6.6 KiB
C++
197 lines
6.6 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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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 "fallapart.h"
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// KConfigSkeleton
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#include "fallapartconfig.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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bool FallApartEffect::supported()
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{
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return effects->isOpenGLCompositing() && effects->animationsSupported();
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}
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FallApartEffect::FallApartEffect()
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{
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initConfig<FallApartConfig>();
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reconfigure(ReconfigureAll);
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connect(effects, &EffectsHandler::windowClosed, this, &FallApartEffect::slotWindowClosed);
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connect(effects, &EffectsHandler::windowDeleted, this, &FallApartEffect::slotWindowDeleted);
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connect(effects, &EffectsHandler::windowDataChanged, this, &FallApartEffect::slotWindowDataChanged);
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}
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void FallApartEffect::reconfigure(ReconfigureFlags)
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{
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FallApartConfig::self()->read();
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blockSize = FallApartConfig::blockSize();
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}
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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) && isRealWindow(w)) {
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if (windows[ w ] < 1) {
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windows[ w ] += time / animationTime(1000.);
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data.setTransformed();
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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(blockSize);
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} else {
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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) && isRealWindow(w)) {
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const qreal t = windows[w];
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WindowQuadList new_quads;
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int cnt = 0;
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foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
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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 = t * t * 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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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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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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data.multiplyOpacity(interpolate(1.0, 0.0, t));
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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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bool FallApartEffect::isRealWindow(EffectWindow* w)
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{
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// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
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/*
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qCDebug(KWINEFFECTS) << "--" << w->caption() << "--------------------------------";
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qCDebug(KWINEFFECTS) << "Tooltip:" << w->isTooltip();
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qCDebug(KWINEFFECTS) << "Toolbar:" << w->isToolbar();
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qCDebug(KWINEFFECTS) << "Desktop:" << w->isDesktop();
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qCDebug(KWINEFFECTS) << "Special:" << w->isSpecialWindow();
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qCDebug(KWINEFFECTS) << "TopMenu:" << w->isTopMenu();
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qCDebug(KWINEFFECTS) << "Notific:" << w->isNotification();
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qCDebug(KWINEFFECTS) << "Splash:" << w->isSplash();
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qCDebug(KWINEFFECTS) << "Normal:" << w->isNormalWindow();
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*/
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if (!w->isNormalWindow())
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return false;
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return true;
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}
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void FallApartEffect::slotWindowClosed(EffectWindow* c)
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{
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if (!isRealWindow(c))
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return;
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if (!c->isVisible())
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return;
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
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if (e && e != this)
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return;
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c->setData(WindowClosedGrabRole, QVariant::fromValue(static_cast<void*>(this)));
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::slotWindowDeleted(EffectWindow* c)
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{
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windows.remove(c);
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}
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void FallApartEffect::slotWindowDataChanged(EffectWindow* w, int role)
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{
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if (role != WindowClosedGrabRole) {
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return;
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}
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if (w->data(role).value<void*>() == this) {
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return;
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}
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auto it = windows.find(w);
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if (it == windows.end()) {
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return;
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}
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it.key()->unrefWindow();
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windows.erase(it);
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}
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bool FallApartEffect::isActive() const
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{
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return !windows.isEmpty();
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}
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} // namespace
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