kwin/effects/invert/invert.cpp

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/*
KWin - the KDE window manager
This file is part of the KDE project.
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SPDX-FileCopyrightText: 2007 Rivo Laks <rivolaks@hot.ee>
SPDX-FileCopyrightText: 2008 Lucas Murray <lmurray@undefinedfire.com>
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SPDX-License-Identifier: GPL-2.0-or-later
*/
#include "invert.h"
#include <QAction>
#include <QFile>
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <KGlobalAccel>
#include <KLocalizedString>
#include <QStandardPaths>
#include <QMatrix4x4>
namespace KWin
{
InvertEffect::InvertEffect()
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: m_inited(false),
m_valid(true),
m_shader(nullptr),
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m_allWindows(false)
{
QAction* a = new QAction(this);
a->setObjectName(QStringLiteral("Invert"));
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a->setText(i18n("Toggle Invert Effect"));
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_I, a);
connect(a, &QAction::triggered, this, &InvertEffect::toggleScreenInversion);
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QAction* b = new QAction(this);
b->setObjectName(QStringLiteral("InvertWindow"));
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b->setText(i18n("Toggle Invert Effect on Window"));
KGlobalAccel::self()->setDefaultShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
KGlobalAccel::self()->setShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_U, b);
connect(b, &QAction::triggered, this, &InvertEffect::toggleWindow);
connect(effects, &EffectsHandler::windowClosed, this, &InvertEffect::slotWindowClosed);
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}
InvertEffect::~InvertEffect()
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{
delete m_shader;
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}
bool InvertEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing;
}
bool InvertEffect::loadData()
{
m_inited = true;
m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("invert.frag"));
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if (!m_shader->isValid()) {
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qCCritical(KWINEFFECTS) << "The shader failed to load!";
return false;
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}
return true;
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}
void InvertEffect::drawWindow(EffectWindow* w, int mask, const QRegion &region, WindowPaintData& data)
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{
// 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();
shaderManager->pushShader(m_shader);
data.shader = m_shader;
}
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effects->drawWindow(w, mask, region, data);
if (useShader) {
ShaderManager::instance()->popShader();
}
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}
void InvertEffect::paintEffectFrame(KWin::EffectFrame* frame, const QRegion &region, double opacity, double frameOpacity)
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{
if (m_valid && m_allWindows) {
frame->setShader(m_shader);
ShaderBinder binder(m_shader);
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
} else {
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
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}
void InvertEffect::slotWindowClosed(EffectWindow* w)
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{
m_windows.removeOne(w);
}
void InvertEffect::toggleScreenInversion()
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{
m_allWindows = !m_allWindows;
effects->addRepaintFull();
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}
void InvertEffect::toggleWindow()
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{
if (!effects->activeWindow()) {
return;
}
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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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}
bool InvertEffect::isActive() const
{
return m_valid && (m_allWindows || !m_windows.isEmpty());
}
bool InvertEffect::provides(Feature f)
{
return f == ScreenInversion;
}
} // namespace