fe4329a252
Each effect is able to declare itself as currently being active, that is transforming windows or painting or screen or doing anything during the current rendered frame. This change eliminates the hottest path inside KWin identified by callgrind. REVIEW: 102449
168 lines
5.8 KiB
C++
168 lines
5.8 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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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "fallapart.h"
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#include <kdebug.h>
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#include <assert.h>
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#include <math.h>
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#include <KDE/KConfigGroup>
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namespace KWin
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{
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KWIN_EFFECT(fallapart, FallApartEffect)
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FallApartEffect::FallApartEffect()
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{
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowClosed(EffectWindow*)), this, SLOT(slotWindowClosed(EffectWindow*)));
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connect(effects, SIGNAL(windowDeleted(EffectWindow*)), this, SLOT(slotWindowDeleted(EffectWindow*)));
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}
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void FallApartEffect::reconfigure(ReconfigureFlags)
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{
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KConfigGroup conf = effects->effectConfig("FallApart");
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blockSize = qBound(1, conf.readEntry("BlockSize", 40), 100000);
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}
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void FallApartEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (!windows.isEmpty())
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(data, time);
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}
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void FallApartEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
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{
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if (windows.contains(w) && isRealWindow(w)) {
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if (windows[ w ] < 1) {
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windows[ w ] += time / animationTime(1000.);
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data.setTransformed();
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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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data.quads = data.quads.makeGrid(blockSize);
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} else {
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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, data, 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) && isRealWindow(w)) {
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WindowQuadList new_quads;
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int cnt = 0;
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foreach (WindowQuad quad, data.quads) { // krazy:exclude=foreach
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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(quad[ 0 ].x(), quad[ 0 ].y());
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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(cnt); // 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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quad[ j ].move(quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif);
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}
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// also make the fragments rotate around their center
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QPointF center((quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
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(quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 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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double x = quad[ j ].x() - center.x();
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double y = quad[ j ].y() - 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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quad[ j ].move(center.x() + x, center.y() + y);
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}
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new_quads.append(quad);
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++cnt;
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}
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data.quads = new_quads;
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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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bool FallApartEffect::isRealWindow(EffectWindow* w)
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{
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// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
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/*
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kDebug(1212) << "--" << w->caption() << "--------------------------------";
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kDebug(1212) << "Tooltip:" << w->isTooltip();
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kDebug(1212) << "Toolbar:" << w->isToolbar();
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kDebug(1212) << "Desktop:" << w->isDesktop();
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kDebug(1212) << "Special:" << w->isSpecialWindow();
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kDebug(1212) << "TopMenu:" << w->isTopMenu();
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kDebug(1212) << "Notific:" << w->isNotification();
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kDebug(1212) << "Splash:" << w->isSplash();
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kDebug(1212) << "Normal:" << w->isNormalWindow();
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*/
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if (!w->isNormalWindow())
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return false;
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return true;
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}
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void FallApartEffect::slotWindowClosed(EffectWindow* c)
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{
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if (!isRealWindow(c))
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return;
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const void* e = c->data(WindowClosedGrabRole).value<void*>();
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if (e && e != this)
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return;
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windows[ c ] = 0;
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c->refWindow();
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}
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void FallApartEffect::slotWindowDeleted(EffectWindow* c)
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{
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windows.remove(c);
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}
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bool FallApartEffect::isActive() const
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{
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return !windows.isEmpty();
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}
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} // namespace
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