kwin/effects/wavywindows.cpp

87 lines
2.6 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "wavywindows.h"
#include <math.h>
namespace KWin
{
KWIN_EFFECT( WavyWindows, WavyWindowsEffect )
WavyWindowsEffect::WavyWindowsEffect()
{
mTimeElapsed = 0.0f;
}
void WavyWindowsEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
// Adjust elapsed time
mTimeElapsed += (time / 1000.0f);
// We need to mark the screen windows as transformed. Otherwise the whole
// screen won't be repainted, resulting in artefacts
*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->prePaintScreen(mask, region, time);
}
void WavyWindowsEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
{
// This window will be transformed by the effect
*mask |= PAINT_WINDOW_TRANSFORMED;
// Check if OpenGL compositing is used
// Request the window to be divided into cells which are at most 30x30
// pixels big
w->requestVertexGrid(30);
effects->prePaintWindow( w, mask, paint, clip, time );
}
void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
// Make sure we have OpenGL compositing and the window is vidible and not a
// special window
// TODO if( w->isVisible() && !w->isSpecialWindow() )
if( !w->isSpecialWindow() )
{
// We have OpenGL compositing and the window has been subdivided
// because of our request (in pre-paint pass)
// Transform all the vertices to create wavy effect
QVector< Vertex >& vertices = w->vertices();
for(int i = 0; i < vertices.count(); i++)
{
vertices[i].pos[0] += sin(mTimeElapsed + vertices[i].texcoord[1] / 60 + 0.5f) * 10;
vertices[i].pos[1] += sin(mTimeElapsed + vertices[i].texcoord[0] / 80) * 10;
}
// We have changed the vertices, so they will have to be reset before
// the next paint pass
w->markVerticesDirty();
}
// Call the next effect.
effects->paintWindow( w, mask, region, data );
}
void WavyWindowsEffect::postPaintScreen()
{
// Repaint the workspace so that everything would be repainted next time
effects->addRepaintFull();
// Call the next effect.
effects->postPaintScreen();
}
} // namespace