kwin/effects/snow.h
Martin Gräßlin b9fd1e6d10 * Update the snow flakes only once per frame. This fixes the problem of faster snow flakes if there are more then one screens.
* Disable snow effect if there is an active full screen effect as it causes some problems. E.g. in desktop grid the snow flakes are painted several times and by that look terrible.
CCBUG: 176489

svn path=/trunk/KDE/kdebase/workspace/; revision=890836
2008-11-30 13:11:11 +00:00

106 lines
2.9 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Martin Gräßlin <ubuntu@martin-graesslin.com>
Copyright (C) 2008 Torgny Johansson <torgny.johansson@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#ifndef KWIN_SNOW_H
#define KWIN_SNOW_H
#include <kwineffects.h>
#include <kwinglutils.h>
#include <qobject.h>
#include <QList>
namespace KWin
{
class SnowFlake
{
public:
SnowFlake(int x, int y, int width, int height, int maxVSpeed, int maxHSpeed);
virtual ~SnowFlake();
int getHSpeed();
int getVSpeed();
float getRotationAngle();
float getRotationSpeed();
void updateSpeedAndRotation();
int addFrame();
int getHeight();
int getWidth();
int getX();
int getY();
int getFrames();
QRect getRect();
void setHeight(int height);
void setWidth(int width);
void setX(int x);
void setY(int y);
private:
QRect rect;
int vSpeed;
int hSpeed;
int frameCounter;
int maxFrames;
float rotationAngle;
float rotationSpeed;
};
class SnowEffect
: public QObject, public Effect
{
Q_OBJECT
public:
SnowEffect();
virtual ~SnowEffect();
virtual void reconfigure( ReconfigureFlags );
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
virtual void postPaintScreen();
virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
private slots:
void toggle();
private:
void loadTexture();
void snowing( QRegion& region );
bool loadShader();
GLTexture* texture;
QList<SnowFlake> flakes;
long nextFlakeMillis;
int mNumberFlakes;
int mMinFlakeSize;
int mMaxFlakeSize;
int mMaxVSpeed;
int mMaxHSpeed;
bool active;
GLuint list;
bool snowBehindWindows;
GLShader* mShader;
bool mInited;
bool mUseShader;
QRegion repaintRegion;
bool hasSnown;
};
} // namespace
#endif