8b5b40e4e8
everything should work. svn path=/branches/work/kwin_composite/; revision=646315
109 lines
3.5 KiB
C++
109 lines
3.5 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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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 "flame.h"
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#include <deleted.h>
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#include <scene_opengl.h>
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namespace KWinInternal
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{
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void FlameEffect::prePaintScreen( int* mask, QRegion* region, int time )
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{
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if( !windows.isEmpty())
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*mask |= Scene::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(mask, region, time);
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}
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void FlameEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
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{
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if( windows.contains( w ))
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{
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow());
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if( glwin )
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{
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if( windows[ w ] < 1 )
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{
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windows[ w ] += time / 500.;
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*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
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glwin->enablePainting( Scene::Window::PAINT_DISABLED_BY_DELETE );
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// Request the window to be divided into cells
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glwin->requestVertexGrid( qMax( glwin->height() / 50, 5 ));
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}
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else
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{
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windows.remove( w );
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static_cast< Deleted* >( w->window())->unrefWindow();
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}
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}
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}
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effects->prePaintWindow( w, mask, paint, clip, time );
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}
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void FlameEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
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{
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if( windows.contains( w ))
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{
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
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if( glwin )
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{
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QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices();
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QVector< SceneOpenGL::Window::Vertex > new_vertices;
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double ylimit = windows[ w ] * w->height(); // parts above this are already away
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assert( vertices.count() % 4 == 0 );
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for( int i = 0;
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i < vertices.count();
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i += 4 )
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{
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bool is_in = false;
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for( int j = 0;
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j < 4;
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++j )
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if( vertices[ i + j ].pos[ 1 ] >= ylimit )
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is_in = true;
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if( !is_in )
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continue;
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for( int j = 0;
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j < 4;
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++j )
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{
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SceneOpenGL::Window::Vertex vertex = vertices[ i + j ];
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new_vertices.append( vertex );
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}
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}
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if( new_vertices.isEmpty())
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return; // nothing to paint
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glwin->vertices() = new_vertices;
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glwin->markVerticesDirty();
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}
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}
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effects->paintWindow( w, mask, region, data );
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}
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void FlameEffect::postPaintWindow( EffectWindow* w )
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{
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if( windows.contains( w ))
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workspace()->addRepaint( w->geometry()); // workspace, since the window under it will need painting too
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effects->postPaintScreen();
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}
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void FlameEffect::windowClosed( EffectWindow* c )
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{
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windows[ c ] = 0;
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static_cast< Deleted* >( c->window())->refWindow();
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}
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void FlameEffect::windowDeleted( EffectWindow* c )
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{
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windows.remove( c );
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}
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} // namespace
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