kwin/effects/cube.cpp

1329 lines
49 KiB
C++
Raw Normal View History

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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 "cube.h"
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kwinconfig.h>
#include <kconfiggroup.h>
#include <kcolorscheme.h>
#include <kglobal.h>
#include <kstandarddirs.h>
#include <kdebug.h>
#include <QColor>
#include <QRect>
#include <QEvent>
#include <QKeyEvent>
#include <math.h>
#include <GL/gl.h>
namespace KWin
{
KWIN_EFFECT( cube, CubeEffect )
CubeEffect::CubeEffect()
: activated( false )
, cube_painting( false )
, keyboard_grab( false )
, schedule_close( false )
, frontDesktop( 0 )
, cubeOpacity( 1.0 )
, displayDesktopName( true )
, reflection( true )
, rotating( false )
, desktopChangedWhileRotating( false )
, paintCaps( true )
, rotationDirection( Left )
, verticalRotationDirection( Upwards )
, verticalPosition( Normal )
, wallpaper( NULL )
, texturedCaps( true )
, capTexture( NULL )
, manualAngle( 0.0 )
, manualVerticalAngle( 0.0 )
, currentShape( TimeLine::EaseInOutCurve )
, start( false )
, stop( false )
, reflectionPainting( false )
, slide( false )
, oldDesktop( 0 )
{
KConfigGroup conf = effects->effectConfig( "Cube" );
borderActivate = (ElectricBorder)conf.readEntry( "BorderActivate", (int)ElectricNone );
effects->reserveElectricBorder( borderActivate );
cubeOpacity = (float)conf.readEntry( "Opacity", 80 )/100.0f;
displayDesktopName = conf.readEntry( "DisplayDesktopName", true );
reflection = conf.readEntry( "Reflection", true );
int rotationDuration = conf.readEntry( "RotationDuration", 500 );
backgroundColor = conf.readEntry( "BackgroundColor", QColor( Qt::black ) );
capColor = conf.readEntry( "CapColor", KColorScheme( QPalette::Active, KColorScheme::Window ).background().color() );
paintCaps = conf.readEntry( "Caps", true );
QString file = conf.readEntry( "Wallpaper", QString("") );
if( !file.isEmpty() )
{
QImage img = QImage( file );
if( !img.isNull() )
{
wallpaper = new GLTexture( img );
}
}
texturedCaps = conf.readEntry( "TexturedCaps", true );
if( texturedCaps )
{
QImage img = QImage( KGlobal::dirs()->findResource( "appdata", "cubecap.png" ) );
if( !img.isNull() )
{
// change the alpha value of each pixel
for( int x=0; x<img.width(); x++ )
{
for( int y=0; y<img.height(); y++ )
{
QRgb pixel = img.pixel( x, y );
img.setPixel( x, y, qRgba( qRed(pixel), qGreen(pixel), qBlue(pixel), ((float)qAlpha(pixel))*cubeOpacity ) );
}
}
capTexture = new GLTexture( img );
capTexture->setFilter( GL_LINEAR );
capTexture->setWrapMode( GL_CLAMP );
}
}
timeLine.setCurveShape( TimeLine::EaseInOutCurve );
timeLine.setDuration( rotationDuration );
verticalTimeLine.setCurveShape( TimeLine::EaseInOutCurve );
verticalTimeLine.setDuration( rotationDuration );
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = static_cast< KAction* >( actionCollection->addAction( "Cube" ));
a->setText( i18n("Desktop Cube" ));
a->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::Key_F11 ));
connect( a, SIGNAL( triggered( bool )), this, SLOT( toggle()));
}
CubeEffect::~CubeEffect()
{
effects->unreserveElectricBorder( borderActivate );
delete wallpaper;
delete capTexture;
}
void CubeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( activated )
{
//kDebug();
data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
if( rotating || start || stop )
{
timeLine.addTime( time );
}
if( verticalRotating )
{
verticalTimeLine.addTime( time );
}
}
effects->prePaintScreen( data, time );
}
void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( activated )
{
//kDebug();
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
// background
float clearColor[4];
glGetFloatv( GL_COLOR_CLEAR_VALUE, clearColor );
glClearColor( backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0 );
glClear( GL_COLOR_BUFFER_BIT );
glClearColor( clearColor[0], clearColor[1], clearColor[2], clearColor[3] );
// wallpaper
if( wallpaper )
{
wallpaper->bind();
wallpaper->render( region, rect );
wallpaper->unbind();
}
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// reflection
if( reflection && (!slide) )
{
glPushMatrix();
float scaleFactor = 6100 * tan( 60.0 * M_PI / 360.0f )/rect.height();
glScalef( 1.0, -1.0, 1.0 );
glTranslatef( 0.0, -rect.height()*2, 0.0 );
reflectionPainting = true;
paintScene( mask, region, data );
reflectionPainting = false;
glPopMatrix();
glPushMatrix();
glTranslatef( 0.0, rect.height(), 0.0 );
float vertices[] = {
0.0, 0.0, 0.0,
rect.width(), 0.0, 0.0,
rect.width()*scaleFactor, 0.0, -5000,
-rect.width()*scaleFactor, 0.0, -5000 };
// foreground
float alpha = 0.7;
if( start )
alpha = 0.3 + 0.4 * timeLine.value();
if( stop )
alpha = 0.3 + 0.4 * ( 1.0 - timeLine.value() );
glColor4f( 0.0, 0.0, 0.0, alpha );
glBegin( GL_POLYGON );
glVertex3f( vertices[0], vertices[1], vertices[2] );
glVertex3f( vertices[3], vertices[4], vertices[5] );
// rearground
alpha = -1.0;
glColor4f( 0.0, 0.0, 0.0, alpha );
glVertex3f( vertices[6], vertices[7], vertices[8] );
glVertex3f( vertices[9], vertices[10], vertices[11] );
glEnd();
glPopMatrix();
}
glPushMatrix();
paintScene( mask, region, data );
glPopMatrix();
glDisable( GL_BLEND );
glPopAttrib();
// desktop name box - inspired from coverswitch
if( displayDesktopName && (!slide) )
{
QColor color_frame;
QColor color_text;
color_frame = KColorScheme( QPalette::Active, KColorScheme::Window ).background().color();
color_frame.setAlphaF( 0.5 );
color_text = KColorScheme( QPalette::Active, KColorScheme::Window ).foreground().color();
if( start )
{
color_frame.setAlphaF( 0.5 * timeLine.value() );
color_text.setAlphaF( timeLine.value() );
}
if( stop )
{
color_frame.setAlphaF( 0.5 - 0.5 * timeLine.value() );
color_text.setAlphaF( 1.0 - timeLine.value() );
}
QFont text_font;
text_font.setBold( true );
text_font.setPointSize( 14 );
glPushAttrib( GL_CURRENT_BIT );
glColor4f( color_frame.redF(), color_frame.greenF(), color_frame.blueF(), color_frame.alphaF());
QRect frameRect = QRect( rect.width()*0.33f + rect.x(),
rect.height() + rect.y() - QFontMetrics( text_font ).height() * 1.2f,
rect.width()*0.33f,
QFontMetrics( text_font ).height() * 1.2f );
renderRoundBoxWithEdge( frameRect );
effects->paintText( effects->desktopName( frontDesktop ),
frameRect.center(),
frameRect.width(),
color_text,
text_font );
glPopAttrib();
}
if( stop && timeLine.value() == 1.0 )
{
effects->paintScreen( mask, region, data );
}
}
else
{
effects->paintScreen( mask, region, data );
}
}
void CubeEffect::paintScene( int mask, QRegion region, ScreenPaintData& data )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
int rightSteps = effects->numberOfDesktops()/2;
int leftSteps = rightSteps+1;
int rightSideCounter = 0;
int leftSideCounter = 0;
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
cube_painting = true;
int desktopIndex = 0;
float zTranslate = 100.0;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
if( slide )
zTranslate = 0.0;
bool topCapAfter = false;
bool topCapBefore = false;
// Rotation of the cube
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f);
float point = rect.width()/2*tan(cubeAngle*0.5f*M_PI/180.0f);
float zTexture = rect.width()/2*tan(45.0f*M_PI/180.0f);
if( verticalRotating || verticalPosition != Normal || manualVerticalAngle != 0.0 )
{
// change the verticalPosition if manualVerticalAngle > 90 or < -90 degrees
if( manualVerticalAngle <= -90.0 )
{
manualVerticalAngle += 90.0;
if( verticalPosition == Normal )
verticalPosition = Down;
if( verticalPosition == Up )
verticalPosition = Normal;
}
if( manualVerticalAngle >= 90.0 )
{
manualVerticalAngle -= 90.0;
if( verticalPosition == Normal )
verticalPosition = Up;
if( verticalPosition == Down )
verticalPosition = Normal;
}
float angle = 0.0;
if( verticalPosition == Up )
{
angle = 90.0;
if( !verticalRotating)
{
if( manualVerticalAngle < 0.0 )
angle += manualVerticalAngle;
else
manualVerticalAngle = 0.0;
}
}
else if( verticalPosition == Down )
{
angle = -90.0;
if( !verticalRotating)
{
if( manualVerticalAngle > 0.0 )
angle += manualVerticalAngle;
else
manualVerticalAngle = 0.0;
}
}
else
{
angle = manualVerticalAngle;
}
if( verticalRotating )
{
angle *= verticalTimeLine.value();
if( verticalPosition == Normal && verticalRotationDirection == Upwards )
angle = -90.0 + 90*verticalTimeLine.value();
if( verticalPosition == Normal && verticalRotationDirection == Downwards )
angle = 90.0 - 90*verticalTimeLine.value();
angle += manualVerticalAngle * (1.0-verticalTimeLine.value());
}
if( stop )
angle *= (1.0 - timeLine.value());
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
glRotatef( angle, 1.0, 0.0, 0.0 );
glTranslatef( -rect.width()/2, -rect.height()/2, point+zTranslate );
// calculate if the caps have to be painted before/after or during desktop painting
if( paintCaps )
{
float M[16];
float P[16];
float V[4];
glGetFloatv( GL_PROJECTION_MATRIX, P );
glGetFloatv( GL_MODELVIEW_MATRIX, M );
glGetFloatv( GL_VIEWPORT, V );
// calculate y coordinate of the top of front desktop
float X = M[0]*0.0 + M[4]*0.0 + M[8]*(-zTranslate) + M[12]*1;
float Y = M[1]*0.0 + M[5]*0.0 + M[9]*(-zTranslate) + M[13]*1;
float Z = M[2]*0.0 + M[6]*0.0 + M[10]*(-zTranslate) + M[14]*1;
float W = M[3]*0.0 + M[7]*0.0 + M[11]*(-zTranslate) + M[15]*1;
float clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
float clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
float normY = clipY/clipW;
float yFront = (V[3]/2)*normY+(V[3]-V[1])/2;
// calculate y coordinate of the bottom of front desktop
X = M[0]*0.0 + M[4]*rect.height() + M[8]*(-zTranslate) + M[12]*1;
Y = M[1]*0.0 + M[5]*rect.height() + M[9]*(-zTranslate) + M[13]*1;
Z = M[2]*0.0 + M[6]*rect.height() + M[10]*(-zTranslate) + M[14]*1;
W = M[3]*0.0 + M[7]*rect.height() + M[11]*(-zTranslate) + M[15]*1;
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
normY = clipY/clipW;
float yFrontBottom = (V[3]/2)*normY+(V[3]-V[1])/2;
// change matrix to a rear position
glPushMatrix();
glTranslatef( 0.0, 0.0, -point-zTranslate );
float desktops = (effects->numberOfDesktops()/2.0);
glRotatef( desktops*internalCubeAngle, 1.0, 0.0, 0.0 );
glTranslatef( 0.0, 0.0, point );
glGetFloatv(GL_MODELVIEW_MATRIX, M);
// calculate y coordinate of the top of rear desktop
X = M[0]*0.0 + M[4]*0.0 + M[8]*0.0 + M[12]*1;
Y = M[1]*0.0 + M[5]*0.0 + M[9]*0.0 + M[13]*1;
Z = M[2]*0.0 + M[6]*0.0 + M[10]*0.0 + M[14]*1;
W = M[3]*0.0 + M[7]*0.0 + M[11]*0.0 + M[15]*1;
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
normY = clipY/clipW;
float yBack = (V[3]/2)*normY+(V[3]-V[1])/2;
// calculate y coordniate of the bottom of rear desktop
glTranslatef( 0.0, -rect.height(), 0.0 );
glGetFloatv(GL_MODELVIEW_MATRIX, M);
X = M[0]*0.0 + M[4]*0.0 + M[8]*0.0 + M[12]*1;
Y = M[1]*0.0 + M[5]*0.0 + M[9]*0.0 + M[13]*1;
Z = M[2]*0.0 + M[6]*0.0 + M[10]*0.0 + M[14]*1;
W = M[3]*0.0 + M[7]*0.0 + M[11]*0.0 + M[15]*1;
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
normY = clipY/clipW;
float yBackBottom = (V[3]/2)*normY+(V[3]-V[1])/2;
glPopMatrix();
if( yBack >= yFront )
topCapAfter = true;
if( yBackBottom <= yFrontBottom )
topCapBefore = true;
}
}
if( rotating || (manualAngle != 0.0) )
{
if( manualAngle > internalCubeAngle * 0.5f )
{
manualAngle -= internalCubeAngle;
frontDesktop--;
if( frontDesktop == 0 )
frontDesktop = effects->numberOfDesktops();
}
if( manualAngle < -internalCubeAngle * 0.5f )
{
manualAngle += internalCubeAngle;
frontDesktop++;
if( frontDesktop > effects->numberOfDesktops() )
frontDesktop = 1;
}
float rotationAngle = internalCubeAngle * timeLine.value();
if( rotationAngle > internalCubeAngle * 0.5f )
{
rotationAngle -= internalCubeAngle;
if( !desktopChangedWhileRotating )
{
desktopChangedWhileRotating = true;
if( rotationDirection == Left )
{
frontDesktop++;
}
else if( rotationDirection == Right )
{
frontDesktop--;
}
if( frontDesktop > effects->numberOfDesktops() )
frontDesktop = 1;
else if( frontDesktop == 0 )
frontDesktop = effects->numberOfDesktops();
}
}
if( rotationDirection == Left )
{
rotationAngle *= -1;
}
if( stop )
rotationAngle = manualAngle * (1.0 - timeLine.value());
else
rotationAngle += manualAngle * (1.0 - timeLine.value());
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
glRotatef( rotationAngle, 0.0, 1.0, 0.0 );
glTranslatef( -rect.width()/2, -rect.height()/2, point+zTranslate );
}
if( topCapBefore || topCapAfter )
{
if( (topCapAfter && !reflectionPainting) || (topCapBefore && reflectionPainting) )
{
// paint the bottom cap
glTranslatef( 0.0, rect.height(), 0.0 );
paintCap( point, zTexture );
glTranslatef( 0.0, -rect.height(), 0.0 );
}
if( (topCapBefore && !reflectionPainting) || (topCapAfter && reflectionPainting) )
{
// paint the top cap
paintCap( point, zTexture );
}
}
for( int i=0; i<effects->numberOfDesktops(); i++ )
{
if( !topCapAfter && !topCapBefore && i == effects->numberOfDesktops()/2 -1 && !slide )
{
// paint the bottom cap
glTranslatef( 0.0, rect.height(), 0.0 );
paintCap( point, zTexture );
glTranslatef( 0.0, -rect.height(), 0.0 );
// paint the top cap
paintCap( point, zTexture );
}
if( i%2 == 0 && i != effects->numberOfDesktops() -1)
{
// desktops on the right (including back)
desktopIndex = rightSteps - rightSideCounter;
rightSideCounter++;
}
else
{
// desktops on the left (including front)
desktopIndex = leftSteps + leftSideCounter;
leftSideCounter++;
}
// start painting the cube
painting_desktop = (desktopIndex + frontDesktop )%effects->numberOfDesktops();
if( painting_desktop == 0 )
{
painting_desktop = effects->numberOfDesktops();
}
if( slide )
{
// only paint required desktops during slide phase
if( painting_desktop != frontDesktop )
{
int leftDesktop = frontDesktop - 1;
int rightDesktop = frontDesktop + 1;
if( leftDesktop == 0 )
leftDesktop = effects->numberOfDesktops();
if( rightDesktop > effects->numberOfDesktops() )
rightDesktop = 1;
if( !desktopChangedWhileRotating && rotationDirection == Left && painting_desktop != rightDesktop )
{
continue;
}
if( desktopChangedWhileRotating && rotationDirection == Left && painting_desktop != leftDesktop )
{
continue;
}
if( !desktopChangedWhileRotating && rotationDirection == Right && painting_desktop != leftDesktop )
{
continue;
}
if( desktopChangedWhileRotating && rotationDirection == Right && painting_desktop != rightDesktop )
{
continue;
}
}
}
ScreenPaintData newData = data;
RotationData rot = RotationData();
rot.axis = RotationData::YAxis;
rot.angle = internalCubeAngle * desktopIndex;
rot.xRotationPoint = rect.width()/2;
rot.zRotationPoint = -point;
newData.rotation = &rot;
newData.zTranslate = -zTranslate;
effects->paintScreen( mask, region, newData );
}
if( topCapBefore || topCapAfter )
{
if( (topCapAfter && !reflectionPainting) || (topCapBefore && reflectionPainting) )
{
// paint the top cap
paintCap( point, zTexture );
}
if( (topCapBefore && !reflectionPainting) || (topCapAfter && reflectionPainting) )
{
// paint the bottom cap
glTranslatef( 0.0, rect.height(), 0.0 );
paintCap( point, zTexture );
glTranslatef( 0.0, -rect.height(), 0.0 );
}
}
cube_painting = false;
painting_desktop = effects->currentDesktop();
}
void CubeEffect::paintCap( float z, float zTexture )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
return;
float opacity = cubeOpacity;
if( start )
opacity = 1.0 - (1.0 - opacity)*timeLine.value();
if( stop )
opacity = 1.0 - (1.0 - opacity)*( 1.0 - timeLine.value() );
glColor4f( capColor.redF(), capColor.greenF(), capColor.blueF(), opacity );
float angle = 360.0f/effects->numberOfDesktops();
glPushMatrix();
float zTranslate = 100.0;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
glTranslatef( rect.width()/2, 0.0, -z-zTranslate );
for( int i=0; i<effects->numberOfDesktops(); i++ )
{
glPushMatrix();
glRotatef( i*angle, 0.0, 1.0, 0.0 );
glBegin( GL_POLYGON );
glVertex3f( -rect.width()/2, 0.0, z );
glVertex3f( rect.width()/2, 0.0, z );
glVertex3f( 0.0, 0.0, 0.0 );
glEnd();
glPopMatrix();
}
// textured caps
// only works for more than three desktops
if( texturedCaps && effects->numberOfDesktops() > 3 && capTexture )
{
glPushMatrix();
glRotatef( (1-frontDesktop)*angle, 0.0, 1.0, 0.0 );
capTexture->bind();
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 );
glVertex3f( -rect.width()/2, 0.0, zTexture );
glTexCoord2f( 1.0, 0.0 );
glVertex3f( rect.width()/2, 0.0, zTexture );
glTexCoord2f( 1.0, 1.0 );
glVertex3f( rect.width()/2, 0.0, -zTexture );
glTexCoord2f( 0.0, 1.0 );
glVertex3f( -rect.width()/2, 0.0, -zTexture );
glEnd( );
capTexture->unbind();
glPopMatrix();
}
glPopMatrix();
}
void CubeEffect::postPaintScreen()
{
effects->postPaintScreen();
if( activated )
{
//kDebug();
if( start )
{
if( timeLine.value() == 1.0 )
{
start = false;
timeLine.setProgress(0.0);
// more rotations?
if( !rotations.empty() )
{
rotationDirection = rotations.dequeue();
rotating = true;
// change the curve shape if current shape is not easeInOut
if( currentShape != TimeLine::EaseInOutCurve )
{
// more rotations follow -> linear curve
if( !rotations.empty() )
{
currentShape = TimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else
{
currentShape = TimeLine::EaseOutCurve;
}
timeLine.setCurveShape( currentShape );
}
else
{
// if there is at least one more rotation, we can change to easeIn
if( !rotations.empty() )
{
currentShape = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
}
}
effects->addRepaintFull();
return; // schedule_close could have been called, start has to finish first
}
if( stop )
{
if( timeLine.value() == 1.0 )
{
stop = false;
timeLine.setProgress(0.0);
activated = false;
// set the new desktop
if( keyboard_grab )
effects->ungrabKeyboard();
keyboard_grab = false;
effects->destroyInputWindow( input );
effects->setActiveFullScreenEffect( 0 );
}
effects->addRepaintFull();
}
if( rotating || verticalRotating )
{
if( rotating && timeLine.value() == 1.0 )
{
timeLine.setProgress(0.0);
rotating = false;
desktopChangedWhileRotating = false;
manualAngle = 0.0;
// more rotations?
if( !rotations.empty() )
{
rotationDirection = rotations.dequeue();
rotating = true;
// change the curve shape if current shape is not easeInOut
if( currentShape != TimeLine::EaseInOutCurve )
{
// more rotations follow -> linear curve
if( !rotations.empty() )
{
currentShape = TimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else
{
currentShape = TimeLine::EaseOutCurve;
}
timeLine.setCurveShape( currentShape );
}
else
{
// if there is at least one more rotation, we can change to easeIn
if( !rotations.empty() )
{
currentShape = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
}
else
{
// reset curve shape if there are no more rotations
if( currentShape != TimeLine::EaseInOutCurve )
{
currentShape = TimeLine::EaseInOutCurve;
timeLine.setCurveShape( currentShape );
}
}
}
if( verticalRotating && verticalTimeLine.value() == 1.0 )
{
verticalTimeLine.setProgress(0.0);
verticalRotating = false;
manualVerticalAngle = 0.0;
// more rotations?
if( !verticalRotations.empty() )
{
verticalRotationDirection = verticalRotations.dequeue();
verticalRotating = true;
if( verticalRotationDirection == Upwards )
{
if( verticalPosition == Normal )
verticalPosition = Up;
if( verticalPosition == Down )
verticalPosition = Normal;
}
if( verticalRotationDirection == Downwards )
{
if( verticalPosition == Normal )
verticalPosition = Down;
if( verticalPosition == Up )
verticalPosition = Normal;
}
}
}
effects->addRepaintFull();
return; // rotation has to end before cube is closed
}
if( schedule_close )
{
schedule_close = false;
if( !slide )
{
effects->setCurrentDesktop( frontDesktop );
stop = true;
}
else
{
activated = false;
slide = false;
effects->setActiveFullScreenEffect( 0 );
}
effects->addRepaintFull();
}
}
}
void CubeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
if( activated )
{
//kDebug();
if( cube_painting )
{
if( w->isOnDesktop( painting_desktop ))
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), painting_desktop );
if( w->x() < rect.x() )
{
data.quads = data.quads.splitAtX( -w->x() );
}
if( w->x() + w->width() > rect.x() + rect.width() )
{
data.quads = data.quads.splitAtX( rect.width() - w->x() );
}
if( w->y() < rect.y() )
{
data.quads = data.quads.splitAtY( -w->y() );
}
if( w->y() + w->height() > rect.y() + rect.height() )
{
data.quads = data.quads.splitAtY( rect.height() - w->y() );
}
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
else
{
// check for windows belonging to the previous desktop
int prev_desktop = painting_desktop -1;
if( prev_desktop == 0 )
prev_desktop = effects->numberOfDesktops();
if( w->isOnDesktop( prev_desktop ) )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), prev_desktop);
if( w->x()+w->width() > rect.x() + rect.width() )
{
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
data.quads = data.quads.splitAtX( rect.width() - w->x() );
if( w->y() < rect.y() )
{
data.quads = data.quads.splitAtY( -w->y() );
}
if( w->y() + w->height() > rect.y() + rect.height() )
{
data.quads = data.quads.splitAtY( rect.height() - w->y() );
}
data.setTransformed();
effects->prePaintWindow( w, data, time );
return;
}
}
// check for windows belonging to the next desktop
int next_desktop = painting_desktop +1;
if( next_desktop > effects->numberOfDesktops() )
next_desktop = 1;
if( w->isOnDesktop( next_desktop ) )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), next_desktop);
if( w->x() < rect.x() )
{
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
data.quads = data.quads.splitAtX( -w->x() );
if( w->y() < rect.y() )
{
data.quads = data.quads.splitAtY( -w->y() );
}
if( w->y() + w->height() > rect.y() + rect.height() )
{
data.quads = data.quads.splitAtY( rect.height() - w->y() );
}
data.setTransformed();
effects->prePaintWindow( w, data, time );
return;
}
}
w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
}
}
}
effects->prePaintWindow( w, data, time );
}
void CubeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( activated && cube_painting )
{
//kDebug() << w->caption();
float opacity = cubeOpacity;
if( start )
{
opacity = 1.0 - (1.0 - opacity)*timeLine.value();
if( reflectionPainting )
opacity = 0.5 + ( cubeOpacity - 0.5 )*timeLine.value();
// fade in windows belonging to different desktops
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
opacity = timeLine.value() * cubeOpacity;
}
if( stop )
{
opacity = 1.0 - (1.0 - opacity)*( 1.0 - timeLine.value() );
if( reflectionPainting )
opacity = 0.5 + ( cubeOpacity - 0.5 )*( 1.0 - timeLine.value() );
// fade out windows belonging to different desktops
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
bool slideOpacity = false;
// fade in windows from different desktops in first slide step
if( slide && painting_desktop == oldDesktop && (!w->isOnDesktop( painting_desktop )) )
{
opacity = timeLine.value();
slideOpacity = true;
}
// fade out windows from different desktops in last slide step
if( slide && rotations.empty() && painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
{
opacity = 1.0 - timeLine.value();
slideOpacity = true;
}
// check for windows belonging to the previous desktop
int prev_desktop = painting_desktop -1;
if( prev_desktop == 0 )
prev_desktop = effects->numberOfDesktops();
int next_desktop = painting_desktop +1;
if( next_desktop > effects->numberOfDesktops() )
next_desktop = 1;
if( w->isOnDesktop( prev_desktop ) && ( mask & PAINT_WINDOW_TRANSFORMED ) )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), prev_desktop);
data.xTranslate = -rect.width();
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( quad.right() > rect.width() - w->x() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
if( w->isOnDesktop( next_desktop ) && ( mask & PAINT_WINDOW_TRANSFORMED ) )
{
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), next_desktop);
data.xTranslate = rect.width();
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( w->x() + quad.right() <= rect.x() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), painting_desktop );
if( start || stop )
{
// we have to change opacity values for fade in/out of windows which are shown on front-desktop
if( prev_desktop == effects->currentDesktop() && w->x() < rect.x() )
{
if( start )
opacity = timeLine.value() * cubeOpacity;
if( stop )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
if( next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width() )
{
if( start )
opacity = timeLine.value() * cubeOpacity;
if( stop )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
}
if( !slide || (slide && !w->isDesktop()) || slideOpacity )
data.opacity *= opacity;
if( w->isOnDesktop(painting_desktop) && w->x() < rect.x() )
{
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( quad.right() > -w->x() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
if( w->isOnDesktop(painting_desktop) && w->x() + w->width() > rect.x() + rect.width() )
{
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( quad.right() <= rect.width() - w->x() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
if( w->y() < rect.y() )
{
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( quad.bottom() > -w->y() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
if( w->y() + w->height() > rect.y() + rect.height() )
{
WindowQuadList new_quads;
foreach( WindowQuad quad, data.quads )
{
if( quad.bottom() <= rect.height() - w->y() )
{
new_quads.append( quad );
}
}
data.quads = new_quads;
}
}
effects->paintWindow( w, mask, region, data );
}
void CubeEffect::postPaintWindow( EffectWindow* w )
{
if( activated && !cube_painting )
{
// a window was updated which has not been handled by cube_painting.
// trigger full repaint, so that this window will be updated
//effects->addRepaintFull();
}
effects->postPaintWindow( w );
}
bool CubeEffect::borderActivated( ElectricBorder border )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return false;
if( border == borderActivate && !activated )
{
kDebug() << "border activated";
toggle();
return true;
}
return false;
}
void CubeEffect::toggle()
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( !activated )
{
setActive( true );
}
else
{
setActive( false );
}
}
void CubeEffect::grabbedKeyboardEvent( QKeyEvent* e )
{
if( stop )
return;
// taken from desktopgrid.cpp
if( e->type() == QEvent::KeyPress )
{
int desktop = -1;
// switch by F<number> or just <number>
if( e->key() >= Qt::Key_F1 && e->key() <= Qt::Key_F35 )
desktop = e->key() - Qt::Key_F1 + 1;
else if( e->key() >= Qt::Key_0 && e->key() <= Qt::Key_9 )
desktop = e->key() == Qt::Key_0 ? 10 : e->key() - Qt::Key_0;
if( desktop != -1 )
{
if( desktop <= effects->numberOfDesktops())
{
// we have to rotate to chosen desktop
// and end effect when rotation finished
rotateToDesktop( desktop );
setActive( false );
}
return;
}
switch( e->key())
{ // wrap only on autorepeat
case Qt::Key_Left:
// rotate to previous desktop
kDebug() << "left";
if( !rotating && !start )
{
rotating = true;
rotationDirection = Left;
}
else
{
rotations.enqueue( Left );
}
break;
case Qt::Key_Right:
// rotate to next desktop
kDebug() << "right";
if( !rotating && !start )
{
rotating = true;
rotationDirection = Right;
}
else
{
rotations.enqueue( Right );
}
break;
case Qt::Key_Up:
kDebug() << "up";
if( verticalPosition != Up )
{
if( !verticalRotating )
{
verticalRotating = true;
verticalRotationDirection = Upwards;
if( verticalPosition == Normal )
verticalPosition = Up;
if( verticalPosition == Down )
verticalPosition = Normal;
}
else
{
verticalRotations.enqueue( Upwards );
}
}
else if( manualVerticalAngle < 0.0 && !verticalRotating )
{
// rotate to up position from the manual position
verticalRotating = true;
verticalRotationDirection = Upwards;
verticalPosition = Up;
manualVerticalAngle += 90.0;
}
break;
case Qt::Key_Down:
kDebug() << "down";
if( verticalPosition != Down )
{
if( !verticalRotating )
{
verticalRotating = true;
verticalRotationDirection = Downwards;
if( verticalPosition == Normal )
verticalPosition = Down;
if( verticalPosition == Up )
verticalPosition = Normal;
}
else
{
verticalRotations.enqueue( Downwards );
}
}
else if( manualVerticalAngle > 0.0 && !verticalRotating )
{
// rotate to down position from the manual position
verticalRotating = true;
verticalRotationDirection = Downwards;
verticalPosition = Down;
manualVerticalAngle -= 90.0;
}
break;
case Qt::Key_Escape:
rotateToDesktop( effects->currentDesktop() );
setActive( false );
return;
case Qt::Key_Enter:
case Qt::Key_Return:
case Qt::Key_Space:
setActive( false );
return;
default:
break;
}
effects->addRepaintFull();
}
}
void CubeEffect::rotateToDesktop( int desktop )
{
int tempFrontDesktop = frontDesktop;
if( !rotations.empty() )
{
// all scheduled rotations will be removed as a speed up
rotations.clear();
}
if( rotating && !desktopChangedWhileRotating )
{
// front desktop will change during the actual rotation - this has to be considered
if( rotationDirection == Left )
{
tempFrontDesktop++;
}
else if( rotationDirection == Right )
{
tempFrontDesktop--;
}
if( tempFrontDesktop > effects->numberOfDesktops() )
tempFrontDesktop = 1;
else if( tempFrontDesktop == 0 )
tempFrontDesktop = effects->numberOfDesktops();
}
// find the fastest rotation path from tempFrontDesktop to desktop
int rightRotations = tempFrontDesktop - desktop;
if( rightRotations < 0 )
rightRotations += effects->numberOfDesktops();
int leftRotations = desktop - tempFrontDesktop;
if( leftRotations < 0 )
leftRotations += effects->numberOfDesktops();
if( leftRotations <= rightRotations )
{
for( int i=0; i<leftRotations; i++ )
{
rotations.enqueue( Left );
}
}
else
{
for( int i=0; i<rightRotations; i++ )
{
rotations.enqueue( Right );
}
}
if( !start && !rotating && !rotations.empty() )
{
rotating = true;
rotationDirection = rotations.dequeue();
}
// change timeline curve if more rotations are following
if( !rotations.empty() )
{
currentShape = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
void CubeEffect::setActive( bool active )
{
if( active )
{
activated = true;
if( !slide )
{
keyboard_grab = effects->grabKeyboard( this );
input = effects->createInputWindow( this, 0, 0, displayWidth(), displayHeight(),
Qt::OpenHandCursor );
frontDesktop = effects->currentDesktop();
start = true;
}
effects->setActiveFullScreenEffect( this );
kDebug() << "Cube is activated";
verticalPosition = Normal;
verticalRotating = false;
manualAngle = 0.0;
manualVerticalAngle = 0.0;
effects->addRepaintFull();
}
else
{
schedule_close = true;
// we have to add a repaint, to start the deactivating
effects->addRepaintFull();
}
}
void CubeEffect::mouseChanged( const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers )
{
if( !activated )
return;
if( stop || slide )
return;
QRect rect = effects->clientArea( FullArea, effects->activeScreen(), effects->currentDesktop());
if( buttons.testFlag( Qt::LeftButton ) )
{
bool repaint = false;
// vertical movement only if there is not a rotation
if( !verticalRotating )
{
// display height corresponds to 180*
int deltaY = oldpos.y() - pos.y();
float deltaVerticalDegrees = (float)deltaY/rect.height()*180.0f;
manualVerticalAngle -= deltaVerticalDegrees;
if( deltaVerticalDegrees != 0.0 )
repaint = true;
}
// horizontal movement only if there is not a rotation
if( !rotating )
{
// display width corresponds to sum of angles of the polyhedron
int deltaX = oldpos.x() - pos.x();
float deltaDegrees = (float)deltaX/rect.width() * 360.0f;
manualAngle -= deltaDegrees;
if( deltaDegrees != 0.0 )
repaint = true;
}
if( repaint )
effects->addRepaintFull();
}
if( !oldbuttons.testFlag( Qt::LeftButton ) && buttons.testFlag( Qt::LeftButton ) )
{
XDefineCursor( display(), input, QCursor( Qt::ClosedHandCursor).handle() );
}
if( oldbuttons.testFlag( Qt::LeftButton) && !buttons.testFlag( Qt::LeftButton ) )
{
XDefineCursor( display(), input, QCursor( Qt::OpenHandCursor).handle() );
}
if( oldbuttons.testFlag( Qt::RightButton) && !buttons.testFlag( Qt::RightButton ) )
{
// end effect on right mouse button
setActive( false );
}
}
void CubeEffect::desktopChanged( int old )
{
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( activated )
return;
slide = true;
oldDesktop = old;
setActive( true );
frontDesktop = old;
rotateToDesktop( effects->currentDesktop() );
setActive( false );
}
} // namespace