kwin/effects/fallapart.cpp
Luboš Luňák 5faa397849 Vertex redesign - redo the way windows are split into smaller parts
for use in effects (and not only). Now a list of window quads (=window areas)
is created at the beginning of the paint pass, prepaint calls can modify
the split itself (i.e. divide it into more parts). The actual paint calls
can then modify these quads (i.e. transform their geometry). This will allow
better control of how the split is done and also allow painting e.g. only
the decoration differently. Still work in progress, but it works.
Also pass data to prepaint functions in a struct, as there is
already quite a number of them.


svn path=/trunk/KDE/kdebase/workspace/; revision=684893
2007-07-07 14:01:32 +00:00

123 lines
4.1 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 "fallapart.h"
#include <assert.h>
#include <math.h>
namespace KWin
{
KWIN_EFFECT( fallapart, FallApartEffect )
void FallApartEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( !windows.isEmpty())
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(data, time);
}
void FallApartEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( windows.contains( w ))
{
if( windows[ w ] < 1 )
{
windows[ w ] += time / 1000.;
data.mask |= PAINT_WINDOW_TRANSFORMED;
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DELETE );
// Request the window to be divided into cells
data.quads = data.quads.makeGrid( 40 );
}
else
{
windows.remove( w );
w->unrefWindow();
}
}
effects->prePaintWindow( w, data, time );
}
void FallApartEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( windows.contains( w ))
{
WindowQuadList new_quads;
int cnt = 0;
foreach( WindowQuad quad, data.quads )
{
// make fragments move in various directions, based on where
// they are (left pieces generally move to the left, etc.)
QPointF p1( quad[ 0 ].x(), quad[ 0 ].y());
double xdiff = 0;
if( p1.x() < w->width() / 2 )
xdiff = -( w->width() / 2 - p1.x()) / w->width() * 100;
if( p1.x() > w->width() / 2 )
xdiff = ( p1.x() - w->width() / 2 ) / w->width() * 100;
double ydiff = 0;
if( p1.y() < w->height() / 2 )
ydiff = -( w->height() / 2 - p1.y()) / w->height() * 100;
if( p1.y() > w->height() / 2 )
ydiff = ( p1.y() - w->height() / 2 ) / w->height() * 100;
double modif = windows[ w ] * windows[ w ] * 64;
srandom( cnt ); // change direction randomly but consistently
xdiff += ( rand() % 21 - 10 );
ydiff += ( rand() % 21 - 10 );
for( int j = 0;
j < 4;
++j )
{
quad[ j ].move( quad[ j ].x() + xdiff * modif, quad[ j ].y() + ydiff * modif );
}
// also make the fragments rotate around their center
QPointF center(( quad[ 0 ].x() + quad[ 1 ].x() + quad[ 2 ].x() + quad[ 3 ].x()) / 4,
( quad[ 0 ].y() + quad[ 1 ].y() + quad[ 2 ].y() + quad[ 3 ].y()) / 4 );
double adiff = ( rand() % 720 - 360 ) / 360. * 2 * M_PI; // spin randomly
for( int j = 0;
j < 4;
++j )
{
double x = quad[ j ].x() - center.x();
double y = quad[ j ].y() - center.y();
double angle = atan2( y, x );
angle += windows[ w ] * adiff;
double dist = sqrt( x * x + y * y );
x = dist * cos( angle );
y = dist * sin( angle );
quad[ j ].move( center.x() + x, center.y() + y );
}
new_quads.append( quad );
++cnt;
}
data.quads = new_quads;
}
effects->paintWindow( w, mask, region, data );
}
void FallApartEffect::postPaintScreen()
{
if( !windows.isEmpty())
effects->addRepaintFull();
effects->postPaintScreen();
}
void FallApartEffect::windowClosed( EffectWindow* c )
{
windows[ c ] = 0;
c->refWindow();
}
void FallApartEffect::windowDeleted( EffectWindow* c )
{
windows.remove( c );
}
} // namespace