/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2007 Rivo Laks Copyright (C) 2008 Lucas Murray 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 . *********************************************************************/ #include "invert.h" #include #include #include #include #include #include #include namespace KWin { KWIN_EFFECT( invert, InvertEffect ) KWIN_EFFECT_SUPPORTED( invert, ShaderEffect::supported() ) InvertEffect::InvertEffect() : 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() { delete m_shader; } bool InvertEffect::loadData() { m_inited = true; QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/invert.frag"); QString vertexshader = KGlobal::dirs()->findResource("data", "kwin/invert.vert"); if(fragmentshader.isEmpty() || vertexshader.isEmpty()) { kError(1212) << "Couldn't locate shader files" << endl; return false; } m_shader = new GLShader(vertexshader, fragmentshader); if( !m_shader->isValid() ) { kError(1212) << "The shader failed to load!" << endl; return false; } else { m_shader->bind(); m_shader->setUniform("winTexture", 0); m_shader->unbind(); } return true; } void InvertEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data ) { // Load if we haven't already if( m_valid && !m_inited ) m_valid = loadData(); bool useShader = m_valid && ( m_allWindows != m_windows.contains( w )); if( useShader ) { m_shader->bind(); int texw = w->width(); int texh = w->height(); if( !GLTexture::NPOTTextureSupported() ) { kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ; texw = nearestPowerOfTwo(texw); texh = nearestPowerOfTwo(texh); } m_shader->setUniform("textureWidth", (float)texw); m_shader->setUniform("textureHeight", (float)texh); data.shader = m_shader; } effects->paintWindow( w, mask, region, data ); if( useShader ) m_shader->unbind(); } void InvertEffect::windowClosed( EffectWindow* w ) { m_windows.removeOne( w ); } void InvertEffect::toggle() { m_allWindows = !m_allWindows; effects->addRepaintFull(); } void InvertEffect::toggleWindow() { if( !m_windows.contains( effects->activeWindow() )) m_windows.append( effects->activeWindow() ); else m_windows.removeOne( effects->activeWindow() ); effects->activeWindow()->addRepaintFull(); } } // namespace #include "invert.moc"