kwin/effects/mouseclick/mouseclick.cpp

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/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2012 Filip Wieladek <wattos@gmail.com>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "mouseclick.h"
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// KConfigSkeleton
#include "mouseclickconfig.h"
#include <QAction>
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
#include <xcb/xcb.h>
#include <xcb/render.h>
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#endif
#include <KConfigGroup>
#include <KGlobalAccel>
#include <QPainter>
#include <cmath>
namespace KWin
{
MouseClickEffect::MouseClickEffect()
{
initConfig<MouseClickConfig>();
m_enabled = false;
QAction* a = new QAction(this);
a->setObjectName(QStringLiteral("ToggleMouseClick"));
a->setText(i18n("Toggle Mouse Click Effect"));
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Asterisk);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Asterisk);
effects->registerGlobalShortcut(Qt::META + Qt::Key_Asterisk, a);
connect(a, &QAction::triggered, this, &MouseClickEffect::toggleEnabled);
reconfigure(ReconfigureAll);
m_buttons[0] = new MouseButton(i18nc("Left mouse button", "Left"), Qt::LeftButton);
m_buttons[1] = new MouseButton(i18nc("Middle mouse button", "Middle"), Qt::MiddleButton);
m_buttons[2] = new MouseButton(i18nc("Right mouse button", "Right"), Qt::RightButton);
}
MouseClickEffect::~MouseClickEffect()
{
if (m_enabled)
effects->stopMousePolling();
qDeleteAll(m_clicks);
m_clicks.clear();
for (int i = 0; i < BUTTON_COUNT; ++i) {
delete m_buttons[i];
}
}
void MouseClickEffect::reconfigure(ReconfigureFlags)
{
MouseClickConfig::self()->read();
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m_colors[0] = MouseClickConfig::color1();
m_colors[1] = MouseClickConfig::color2();
m_colors[2] = MouseClickConfig::color3();
m_lineWidth = MouseClickConfig::lineWidth();
m_ringLife = MouseClickConfig::ringLife();
m_ringMaxSize = MouseClickConfig::ringSize();
m_ringCount = MouseClickConfig::ringCount();
m_showText = MouseClickConfig::showText();
m_font = MouseClickConfig::font();
}
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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void MouseClickEffect::prePaintScreen(ScreenPrePaintData& data, std::chrono::milliseconds presentTime)
{
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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const int time = m_lastPresentTime.count() ? (presentTime - m_lastPresentTime).count() : 0;
foreach (MouseEvent* click, m_clicks) {
click->m_time += time;
}
for (int i = 0; i < BUTTON_COUNT; ++i) {
if (m_buttons[i]->m_isPressed) {
m_buttons[i]->m_time += time;
}
}
while (m_clicks.size() > 0) {
MouseEvent* first = m_clicks[0];
if (first->m_time <= m_ringLife) {
break;
}
m_clicks.pop_front();
delete first;
}
Provide expected presentation time to effects Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
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if (isActive()) {
m_lastPresentTime = presentTime;
} else {
m_lastPresentTime = std::chrono::milliseconds::zero();
}
effects->prePaintScreen(data, presentTime);
}
void MouseClickEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData& data)
{
effects->paintScreen(mask, region, data);
paintScreenSetup(mask, region, data);
foreach (const MouseEvent* click, m_clicks) {
for (int i = 0; i < m_ringCount; ++i) {
float alpha = computeAlpha(click, i);
float size = computeRadius(click, i);
if (size > 0 && alpha > 0) {
QColor color = m_colors[click->m_button];
color.setAlphaF(alpha);
drawCircle(color, click->m_pos.x(), click->m_pos.y(), size);
}
}
if (m_showText && click->m_frame) {
float frameAlpha = (click->m_time * 2.0f - m_ringLife) / m_ringLife;
frameAlpha = frameAlpha < 0 ? 1 : -(frameAlpha * frameAlpha) + 1;
click->m_frame->render(infiniteRegion(), frameAlpha, frameAlpha);
}
}
paintScreenFinish(mask, region, data);
}
void MouseClickEffect::postPaintScreen()
{
effects->postPaintScreen();
repaint();
}
float MouseClickEffect::computeRadius(const MouseEvent* click, int ring)
{
float ringDistance = m_ringLife / (m_ringCount * 3);
if (click->m_press) {
return ((click->m_time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
}
return ((m_ringLife - click->m_time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
}
float MouseClickEffect::computeAlpha(const MouseEvent* click, int ring)
{
float ringDistance = m_ringLife / (m_ringCount * 3);
return (m_ringLife - (float)click->m_time - ringDistance * (ring)) / m_ringLife;
}
void MouseClickEffect::slotMouseChanged(const QPoint& pos, const QPoint&,
Qt::MouseButtons buttons, Qt::MouseButtons oldButtons,
Qt::KeyboardModifiers, Qt::KeyboardModifiers)
{
if (buttons == oldButtons)
return;
MouseEvent* m = nullptr;
int i = BUTTON_COUNT;
while (--i >= 0) {
MouseButton* b = m_buttons[i];
if (isPressed(b->m_button, buttons, oldButtons)) {
m = new MouseEvent(i, pos, 0, createEffectFrame(pos, b->m_labelDown), true);
break;
} else if (isReleased(b->m_button, buttons, oldButtons) && (!b->m_isPressed || b->m_time > m_ringLife)) {
// we might miss a press, thus also check !b->m_isPressed, bug #314762
m = new MouseEvent(i, pos, 0, createEffectFrame(pos, b->m_labelUp), false);
break;
}
b->setPressed(b->m_button & buttons);
}
if (m) {
m_clicks.append(m);
}
repaint();
}
EffectFrame* MouseClickEffect::createEffectFrame(const QPoint& pos, const QString& text) {
if (!m_showText) {
return nullptr;
}
QPoint point(pos.x() + m_ringMaxSize, pos.y());
EffectFrame* frame = effects->effectFrame(EffectFrameStyled, false, point, Qt::AlignLeft);
frame->setFont(m_font);
frame->setText(text);
return frame;
}
void MouseClickEffect::repaint()
{
if (m_clicks.size() > 0) {
QRegion dirtyRegion;
const int radius = m_ringMaxSize + m_lineWidth;
foreach (MouseEvent* click, m_clicks) {
dirtyRegion |= QRect(click->m_pos.x() - radius, click->m_pos.y() - radius, 2*radius, 2*radius);
if (click->m_frame) {
// we grant the plasma style 32px padding for stuff like shadows...
dirtyRegion |= click->m_frame->geometry().adjusted(-32,-32,32,32);
}
}
effects->addRepaint(dirtyRegion);
}
}
bool MouseClickEffect::isReleased(Qt::MouseButtons button, Qt::MouseButtons buttons, Qt::MouseButtons oldButtons)
{
return !(button & buttons) && (button & oldButtons);
}
bool MouseClickEffect::isPressed(Qt::MouseButtons button, Qt::MouseButtons buttons, Qt::MouseButtons oldButtons)
{
return (button & buttons) && !(button & oldButtons);
}
void MouseClickEffect::toggleEnabled()
{
m_enabled = !m_enabled;
if (m_enabled) {
connect(effects, &EffectsHandler::mouseChanged, this, &MouseClickEffect::slotMouseChanged);
effects->startMousePolling();
} else {
disconnect(effects, &EffectsHandler::mouseChanged, this, &MouseClickEffect::slotMouseChanged);
effects->stopMousePolling();
}
qDeleteAll(m_clicks);
m_clicks.clear();
for (int i = 0; i < BUTTON_COUNT; ++i) {
m_buttons[i]->m_time = 0;
m_buttons[i]->m_isPressed = false;
}
}
bool MouseClickEffect::isActive() const
{
return m_enabled && (m_clicks.size() > 0);
}
void MouseClickEffect::drawCircle(const QColor& color, float cx, float cy, float r)
{
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if (effects->isOpenGLCompositing())
drawCircleGl(color, cx, cy, r);
if (effects->compositingType() == XRenderCompositing)
drawCircleXr(color, cx, cy, r);
if (effects->compositingType() == QPainterCompositing)
drawCircleQPainter(color, cx, cy, r);
}
void MouseClickEffect::paintScreenSetup(int mask, QRegion region, ScreenPaintData& data)
{
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if (effects->isOpenGLCompositing())
paintScreenSetupGl(mask, region, data);
}
void MouseClickEffect::paintScreenFinish(int mask, QRegion region, ScreenPaintData& data)
{
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if (effects->isOpenGLCompositing())
paintScreenFinishGl(mask, region, data);
}
void MouseClickEffect::drawCircleGl(const QColor& color, float cx, float cy, float r)
{
static const int num_segments = 80;
static const float theta = 2 * 3.1415926 / float(num_segments);
static const float c = cosf(theta); //precalculate the sine and cosine
static const float s = sinf(theta);
float t;
float x = r;//we start at angle = 0
float y = 0;
GLVertexBuffer* vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setColor(color);
QVector<float> verts;
verts.reserve(num_segments * 2);
for (int ii = 0; ii < num_segments; ++ii) {
verts << x + cx << y + cy;//output vertex
//apply the rotation matrix
t = x;
x = c * x - s * y;
y = s * t + c * y;
}
vbo->setData(verts.size() / 2, 2, verts.data(), nullptr);
vbo->render(GL_LINE_LOOP);
}
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void MouseClickEffect::drawCircleXr(const QColor& color, float cx, float cy, float r)
{
#ifdef KWIN_HAVE_XRENDER_COMPOSITING
if (r <= m_lineWidth)
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return;
int num_segments = r+8;
float theta = 2.0 * 3.1415926 / num_segments;
float cos = cosf(theta); //precalculate the sine and cosine
float sin = sinf(theta);
float x[2] = {r, r-m_lineWidth};
float y[2] = {0, 0};
#define DOUBLE_TO_FIXED(d) ((xcb_render_fixed_t) ((d) * 65536))
QVector<xcb_render_pointfix_t> strip;
strip.reserve(2*num_segments+2);
xcb_render_pointfix_t point;
point.x = DOUBLE_TO_FIXED(x[1]+cx);
point.y = DOUBLE_TO_FIXED(y[1]+cy);
strip << point;
for (int i = 0; i < num_segments; ++i) {
//apply the rotation matrix
const float h[2] = {x[0], x[1]};
x[0] = cos * x[0] - sin * y[0];
x[1] = cos * x[1] - sin * y[1];
y[0] = sin * h[0] + cos * y[0];
y[1] = sin * h[1] + cos * y[1];
point.x = DOUBLE_TO_FIXED(x[0]+cx);
point.y = DOUBLE_TO_FIXED(y[0]+cy);
strip << point;
point.x = DOUBLE_TO_FIXED(x[1]+cx);
point.y = DOUBLE_TO_FIXED(y[1]+cy);
strip << point;
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}
const float h = x[0];
x[0] = cos * x[0] - sin * y[0];
y[0] = sin * h + cos * y[0];
point.x = DOUBLE_TO_FIXED(x[0]+cx);
point.y = DOUBLE_TO_FIXED(y[0]+cy);
strip << point;
XRenderPicture fill = xRenderFill(color);
xcb_render_tri_strip(xcbConnection(), XCB_RENDER_PICT_OP_OVER,
fill, effects->xrenderBufferPicture(), 0,
0, 0, strip.count(), strip.constData());
#undef DOUBLE_TO_FIXED
#else
Q_UNUSED(color)
Q_UNUSED(cx)
Q_UNUSED(cy)
Q_UNUSED(r)
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#endif
}
void MouseClickEffect::drawCircleQPainter(const QColor &color, float cx, float cy, float r)
{
QPainter *painter = effects->scenePainter();
painter->save();
painter->setPen(color);
painter->drawArc(cx - r, cy - r, r * 2, r * 2, 0, 5760);
painter->restore();
}
void MouseClickEffect::paintScreenSetupGl(int, QRegion, ScreenPaintData &data)
{
GLShader *shader = ShaderManager::instance()->pushShader(ShaderTrait::UniformColor);
shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
glLineWidth(m_lineWidth);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void MouseClickEffect::paintScreenFinishGl(int, QRegion, ScreenPaintData&)
{
glDisable(GL_BLEND);
ShaderManager::instance()->popShader();
}
} // namespace