kwin/effects/flame.cpp
Luboš Luňák 8b5b40e4e8 Shadows. Right not it's only flat black rectangle, but otherwise
everything should work.


svn path=/branches/work/kwin_composite/; revision=646315
2007-03-25 10:48:07 +00:00

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