kwin/effects/flame.cpp
Luboš Luňák d09096a784 The window-burning-down effect (gee), except that there's no actual
flame, since I'm lame at graphics. Should be easy to add anyway.
Besides the apparent unusefulness this effect should be for testing
some new changes to the core.


svn path=/branches/work/kwin_composite/; revision=645111
2007-03-21 17:35:48 +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* region, 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, region, 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