kwin/effects/_test/flame.cpp
Lucas Murray 846496d2c1 Cleaned up the effects/ directory by moving each individual effect into
its own directory, cleaned up the effect config macros and renamed
"MakeTransparent" to "Translucency" so that it matches its visible name.

svn path=/trunk/KDE/kdebase/workspace/; revision=921749
2009-02-05 15:35:38 +00:00

85 lines
2.3 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 <assert.h>
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( flame, FlameEffect )
void FlameEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( !windows.isEmpty())
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void FlameEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( windows.contains( w ))
{
if( windows[ w ] < 1 )
{
windows[ w ] += time / 500.;
data.setTransformed();
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
data.quads = data.quads.splitAtY( windows[ w ] * w->height());
}
else
{
windows.remove( w );
w->unrefWindow();
}
}
effects->prePaintWindow( w, data, time );
}
void FlameEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
WindowQuadList new_quads;
double ylimit = windows[ w ] * w->height(); // parts above this are already away
foreach( const WindowQuad &quad, data.quads )
{
if( quad.bottom() <= ylimit )
continue;
new_quads.append( quad );
}
if( new_quads.isEmpty())
return; // nothing to paint
data.quads = new_quads;
}
effects->paintWindow( w, mask, region, data );
}
void FlameEffect::postPaintWindow( EffectWindow* w )
{
if( windows.contains( w ))
effects->addRepaint( w->geometry()); // workspace, since the window under it will need painting too
effects->postPaintScreen();
}
void FlameEffect::windowClosed( EffectWindow* c )
{
windows[ c ] = 0;
c->refWindow();
}
void FlameEffect::windowDeleted( EffectWindow* c )
{
windows.remove( c );
}
} // namespace