041673bf86
without kwin4_effect_ prefix, so change the name in those macros to lowercase. Some modifications to the macros themselves as well. Effect loading via dcop might work again now. svn path=/trunk/KDE/kdebase/workspace/; revision=669033
127 lines
4.4 KiB
C++
127 lines
4.4 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 "fallapart.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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KWIN_EFFECT( fallapart, FallApartEffect )
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void FallApartEffect::prePaintScreen( int* mask, QRegion* region, int time )
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{
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if( !windows.isEmpty())
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*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(mask, region, time);
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}
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void FallApartEffect::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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if( windows[ w ] < 1 )
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{
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windows[ w ] += time / 1000.;
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*mask |= PAINT_WINDOW_TRANSFORMED;
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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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w->requestVertexGrid( 40 );
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}
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else
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{
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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, mask, paint, clip, 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 ))
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{
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QVector< Vertex >& vertices = w->vertices();
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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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// 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( vertices[ i ].pos[ 0 ], vertices[ i ].pos[ 1 ] );
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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 = windows[ w ] * windows[ w ] * 64;
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srandom( i ); // 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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{
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vertices[ i + j ].pos[ 0 ] += xdiff * modif;
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vertices[ i + j ].pos[ 1 ] += ydiff * modif;
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}
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// also make the fragments rotate around their center
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QPointF center(( vertices[ i ].pos[ 0 ] + vertices[ i + 1 ].pos[ 0 ]
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+ vertices[ i + 2 ].pos[ 0 ] + vertices[ i + 3 ].pos[ 0 ] ) / 4,
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( vertices[ i ].pos[ 1 ] + vertices[ i + 1 ].pos[ 1 ]
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+ vertices[ i + 2 ].pos[ 1 ] + vertices[ i + 3 ].pos[ 1 ] ) / 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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{
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double x = vertices[ i + j ].pos[ 0 ] - center.x();
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double y = vertices[ i + j ].pos[ 1 ] - 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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vertices[ i + j ].pos[ 0 ] = center.x() + x;
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vertices[ i + j ].pos[ 1 ] = center.y() + y;
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}
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w->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 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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void FallApartEffect::windowClosed( EffectWindow* c )
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{
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::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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