kwin/effects/fallapart.cpp

155 lines
5.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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/>.
*********************************************************************/
#include "fallapart.h"
#include <kdebug.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 ) && isRealWindow( w ))
{
if( windows[ w ] < 1 )
{
windows[ w ] += time / animationTime( 1000. );
data.setTransformed();
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 ) && isRealWindow( 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();
}
bool FallApartEffect::isRealWindow( EffectWindow* w )
{
// TODO: isSpecialWindow is rather generic, maybe tell windowtypes separately?
/*
kDebug() << "--" << w->caption() << "--------------------------------";
kDebug() << "Tooltip:" << w->isTooltip();
kDebug() << "Toolbar:" << w->isToolbar();
kDebug() << "Desktop:" << w->isDesktop();
kDebug() << "Special:" << w->isSpecialWindow();
kDebug() << "TopMenu:" << w->isTopMenu();
kDebug() << "Notific:" << w->isNotification();
kDebug() << "Splash:" << w->isSplash();
kDebug() << "Normal:" << w->isNormalWindow();
*/
if ( !w->isNormalWindow() )
return false;
return true;
}
void FallApartEffect::windowClosed( EffectWindow* c )
{
if ( !isRealWindow( c ) )
return;
windows[ c ] = 0;
c->refWindow();
}
void FallApartEffect::windowDeleted( EffectWindow* c )
{
windows.remove( c );
}
} // namespace