kwin/effects/invert/invert.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.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 "invert.h"
#include <kwinglutils.h>
#include <kactioncollection.h>
#include <kaction.h>
#include <klocale.h>
#include <kdebug.h>
#include <KStandardDirs>
#include <QMatrix4x4>
namespace KWin
{
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KWIN_EFFECT(invert, InvertEffect)
KWIN_EFFECT_SUPPORTED(invert, InvertEffect::supported())
InvertEffect::InvertEffect()
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: m_inited(false),
m_valid(true),
m_shader(NULL),
m_allWindows(false)
{
KActionCollection* actionCollection = new KActionCollection(this);
KAction* a = (KAction*)actionCollection->addAction("Invert");
a->setText(i18n("Toggle Invert Effect"));
a->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::META + Qt::Key_I));
connect(a, SIGNAL(triggered(bool)), this, SLOT(toggle()));
KAction* b = (KAction*)actionCollection->addAction("InvertWindow");
b->setText(i18n("Toggle Invert Effect on Window"));
b->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::META + Qt::Key_U));
connect(b, SIGNAL(triggered(bool)), this, SLOT(toggleWindow()));
}
InvertEffect::~InvertEffect()
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{
delete m_shader;
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}
bool InvertEffect::supported()
{
return GLRenderTarget::supported() &&
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GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing);
}
bool InvertEffect::loadData()
{
m_inited = true;
if (!ShaderManager::instance()->isValid()) {
return false;
}
const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/invert.frag");
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if (!m_shader->isValid()) {
kError(1212) << "The shader failed to load!" << endl;
return false;
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}
return true;
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}
void InvertEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
if (m_valid && (m_allWindows || !m_windows.isEmpty())) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS_WITHOUT_FULL_REPAINTS;
}
effects->prePaintScreen(data, time);
}
void InvertEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
{
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if (m_valid && (m_allWindows != m_windows.contains(w))) {
data.mask |= PAINT_WINDOW_TRANSFORMED;
}
effects->prePaintWindow(w, data, time);
}
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void InvertEffect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
// Load if we haven't already
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if (m_valid && !m_inited)
m_valid = loadData();
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bool useShader = m_valid && (m_allWindows != m_windows.contains(w));
if (useShader) {
ShaderManager *shaderManager = ShaderManager::instance();
GLShader *genericShader = shaderManager->pushShader(ShaderManager::GenericShader);
QMatrix4x4 screenTransformation = genericShader->getUniformMatrix4x4("screenTransformation");
shaderManager->popShader();
shaderManager->pushShader(m_shader);
m_shader->setUniform("screenTransformation", screenTransformation);
data.shader = m_shader;
}
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effects->drawWindow(w, mask, region, data);
if (useShader) {
ShaderManager::instance()->popShader();
}
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}
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void InvertEffect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
{
if (m_valid && m_allWindows) {
frame->setShader(m_shader);
ShaderManager::instance()->pushShader(m_shader);
m_shader->setUniform("screenTransformation", QMatrix4x4());
m_shader->setUniform("windowTransformation", QMatrix4x4());
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
ShaderManager::instance()->popShader();
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} else {
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
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}
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void InvertEffect::windowClosed(EffectWindow* w)
{
m_windows.removeOne(w);
}
void InvertEffect::toggle()
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{
m_allWindows = !m_allWindows;
effects->addRepaintFull();
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}
void InvertEffect::toggleWindow()
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{
if (!m_windows.contains(effects->activeWindow()))
m_windows.append(effects->activeWindow());
else
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m_windows.removeOne(effects->activeWindow());
effects->activeWindow()->addRepaintFull();
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}
} // namespace
#include "invert.moc"