Convert WavyWindows to plugins (and move Vertex class to the effects lib).
svn path=/branches/work/kwin_composite/; revision=652628
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8 changed files with 75 additions and 38 deletions
22
effects.cpp
22
effects.cpp
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@ -14,6 +14,7 @@ License. See the file "COPYING" for the exact licensing terms.
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#include "client.h"
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#include "group.h"
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#include "scene_xrender.h"
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#include "scene_opengl.h"
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#include "workspace.h"
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#include <QFile>
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@ -717,6 +718,27 @@ bool EffectWindowImpl::isDNDIcon() const
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return toplevel->isDNDIcon();
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}
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QVector<Vertex>& EffectWindowImpl::vertices()
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{
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if( SceneOpenGL::Window* w = dynamic_cast< SceneOpenGL::Window* >( sceneWindow()))
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return w->vertices();
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abort(); // TODO
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}
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void EffectWindowImpl::requestVertexGrid(int maxquadsize)
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{
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if( SceneOpenGL::Window* w = dynamic_cast< SceneOpenGL::Window* >( sceneWindow()))
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return w->requestVertexGrid( maxquadsize );
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abort(); // TODO
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}
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void EffectWindowImpl::markVerticesDirty()
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{
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if( SceneOpenGL::Window* w = dynamic_cast< SceneOpenGL::Window* >( sceneWindow()))
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return w->markVerticesDirty();
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abort(); // TODO
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}
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EffectWindow* effectWindow( Toplevel* w )
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{
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EffectWindowImpl* ret = w->effectWindow();
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@ -129,6 +129,10 @@ class EffectWindowImpl : public EffectWindow
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virtual bool isComboBox() const;
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virtual bool isDNDIcon() const;
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virtual QVector<Vertex>& vertices();
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virtual void requestVertexGrid(int maxquadsize);
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virtual void markVerticesDirty();
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const Toplevel* window() const;
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Toplevel* window();
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@ -19,9 +19,11 @@ SET(kwin4_effect_builtins_sources
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if(OPENGL_FOUND)
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SET(kwin4_effect_builtins_sources ${kwin4_effect_builtins_sources}
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shadow.cpp
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wavywindows.cpp
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)
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install( FILES
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shadow.desktop
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wavywindows.desktop
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DESTINATION ${DATA_INSTALL_DIR}/kwin/effects )
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endif(OPENGL_FOUND)
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@ -11,10 +11,6 @@ License. See the file "COPYING" for the exact licensing terms.
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#include "wavywindows.h"
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#include <scene_opengl.h>
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#include <workspace.h>
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#include <client.h>
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#include <math.h>
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@ -24,6 +20,8 @@ License. See the file "COPYING" for the exact licensing terms.
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namespace KWin
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{
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KWIN_EFFECT( WavyWindows, WavyWindowsEffect )
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WavyWindowsEffect::WavyWindowsEffect()
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{
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mTimeElapsed = 0.0f;
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@ -36,7 +34,7 @@ void WavyWindowsEffect::prePaintScreen( int* mask, QRegion* region, int time )
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mTimeElapsed += (time / 1000.0f);
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// We need to mark the screen windows as transformed. Otherwise the whole
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// screen won't be repainted, resulting in artefacts
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*mask |= Scene::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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*mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
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effects->prePaintScreen(mask, region, time);
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}
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@ -44,13 +42,11 @@ void WavyWindowsEffect::prePaintScreen( int* mask, QRegion* region, int time )
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void WavyWindowsEffect::prePaintWindow( EffectWindow* w, int* mask, QRegion* paint, QRegion* clip, int time )
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{
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// This window will be transformed by the effect
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*mask |= Scene::PAINT_WINDOW_TRANSFORMED;
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*mask |= PAINT_WINDOW_TRANSFORMED;
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// Check if OpenGL compositing is used
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window *>( w->sceneWindow() );
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if(glwin)
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// Request the window to be divided into cells which are at most 30x30
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// pixels big
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glwin->requestVertexGrid(30);
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// Request the window to be divided into cells which are at most 30x30
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// pixels big
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w->requestVertexGrid(30);
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effects->prePaintWindow( w, mask, paint, clip, time );
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}
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@ -59,14 +55,13 @@ void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region,
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{
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// Make sure we have OpenGL compositing and the window is vidible and not a
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// special window
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SceneOpenGL::Window* glwin = dynamic_cast< SceneOpenGL::Window* >( w->sceneWindow() );
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Client* c = qobject_cast< Client* >( w->window() );
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if( glwin && glwin->isVisible() && c && !c->isSpecialWindow() )
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// TODO if( w->isVisible() && !w->isSpecialWindow() )
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if( !w->isSpecialWindow() )
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{
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// We have OpenGL compositing and the window has been subdivided
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// because of our request (in pre-paint pass)
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// Transform all the vertices to create wavy effect
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QVector< SceneOpenGL::Window::Vertex >& vertices = glwin->vertices();
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QVector< Vertex >& vertices = w->vertices();
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for(int i = 0; i < vertices.count(); i++)
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{
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vertices[i].pos[0] += sin(mTimeElapsed + vertices[i].texcoord[1] / 60 + 0.5f) * 10;
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@ -74,7 +69,7 @@ void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region,
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}
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// We have changed the vertices, so they will have to be reset before
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// the next paint pass
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glwin->markVerticesDirty();
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w->markVerticesDirty();
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}
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// Call the next effect.
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@ -84,7 +79,7 @@ void WavyWindowsEffect::paintWindow( EffectWindow* w, int mask, QRegion region,
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void WavyWindowsEffect::postPaintScreen()
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{
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// Repaint the workspace so that everything would be repainted next time
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workspace()->addRepaintFull();
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effects->addRepaintFull();
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// Call the next effect.
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effects->postPaintScreen();
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4
effects/wavywindows.desktop
Normal file
4
effects/wavywindows.desktop
Normal file
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@ -0,0 +1,4 @@
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[Desktop Entry]
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Encoding=UTF-8
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Name=WavyWindows
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X-KDE-Library=kwin4_effect_builtins
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@ -12,7 +12,7 @@ License. See the file "COPYING" for the exact licensing terms.
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#define KWIN_WAVYWINDOWS_H
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// Include with base class for effects.
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#include <effects.h>
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#include <kwineffects.h>
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namespace KWin
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@ -34,6 +34,7 @@ namespace KWin
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class EffectWindow;
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class EffectWindowGroup;
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class Effect;
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class Vertex;
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typedef QPair< QString, Effect* > EffectPair;
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typedef QPair< Effect*, Window > InputWindowPair;
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@ -270,6 +271,14 @@ class KWIN_EXPORT EffectWindow
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virtual bool isComboBox() const = 0;
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virtual bool isDNDIcon() const = 0;
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virtual QVector<Vertex>& vertices() = 0;
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// Can be called in pre-paint pass. Makes sure that all quads that the
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// window consists of are not bigger than maxquadsize x maxquadsize
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// (in pixels) in the following paint pass.
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virtual void requestVertexGrid(int maxquadsize) = 0;
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// Marks vertices of the window as dirty. Call this if you change
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// position of the vertices
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virtual void markVerticesDirty() = 0;
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};
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class KWIN_EXPORT EffectWindowGroup
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@ -279,6 +288,27 @@ class KWIN_EXPORT EffectWindowGroup
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virtual EffectWindowList members() const = 0;
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};
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/**
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* @short Vertex class
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* Vertex has position and texture coordinate which are equal at first,
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* however effects can e.g. modify position to move the window or part of it.
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**/
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class KWIN_EXPORT Vertex
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{
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public:
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Vertex() {}
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Vertex(float x, float y)
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{
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pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f;
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}
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Vertex(float x, float y, float u, float v)
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{
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pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v;
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}
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float pos[3];
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float texcoord[2];
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};
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extern KWIN_EXPORT EffectsHandler* effects;
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@ -122,26 +122,6 @@ class SceneOpenGL::Window
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void discardTexture();
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void discardVertices();
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/**
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* @short Vertex class
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* Vertex has position and texture coordinate which are equal at first,
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* however effects can e.g. modify position to move the window or part of it.
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**/
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class Vertex
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{
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public:
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Vertex() {}
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Vertex(float x, float y)
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{
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pos[0] = texcoord[0] = x; pos[1] = texcoord[1] = y; pos[2] = 0.0f;
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}
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Vertex(float x, float y, float u, float v)
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{
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pos[0] = x; pos[1] = y; pos[2] = 0.0f; texcoord[0] = u; texcoord[1] = v;
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}
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float pos[3];
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float texcoord[2];
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};
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// Returns list of vertices
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QVector<Vertex>& vertices() { return verticeslist; }
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// Can be called in pre-paint pass. Makes sure that all quads that the
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