b7f49244e0
Summary: The new effect is based on the mouse click effect and uses the same rendering code (this could be improved by merging them better). Unlike mouse click there is no keyboard shortcut needed to activate: as soon as the effect is loaded all touch points are visualized. The visualization creates an animated circle for each touch down position, motion and up position. The ids are tracked and each touch id gets the same color. The first ten different touch ids get a different color. As touch ids are stable the first finger will always have the same color. Reviewers: #kwin, #plasma_on_wayland, bshah Subscribers: plasma-devel, kwin Tags: #plasma_on_wayland, #kwin Differential Revision: https://phabricator.kde.org/D2464
322 lines
8.9 KiB
C++
322 lines
8.9 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2012 Filip Wieladek <wattos@gmail.com>
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Copyright (C) 2016 Martin Gräßlin <mgraesslin@kde.org>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "touchpoints.h"
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#include <QAction>
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#include <kwinglutils.h>
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include <kwinxrenderutils.h>
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#include <xcb/xcb.h>
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#include <xcb/render.h>
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#endif
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#include <KConfigGroup>
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#include <KGlobalAccel>
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#include <QPainter>
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#include <math.h>
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namespace KWin
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{
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TouchPointsEffect::TouchPointsEffect()
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: Effect()
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{
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}
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TouchPointsEffect::~TouchPointsEffect() = default;
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static const Qt::GlobalColor s_colors[] = {
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Qt::blue,
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Qt::red,
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Qt::green,
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Qt::cyan,
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Qt::magenta,
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Qt::yellow,
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Qt::gray,
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Qt::darkBlue,
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Qt::darkRed,
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Qt::darkGreen
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};
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Qt::GlobalColor TouchPointsEffect::colorForId(quint32 id)
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{
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auto it = m_colors.constFind(id);
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if (it != m_colors.constEnd()) {
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return it.value();
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}
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static int s_colorIndex = -1;
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s_colorIndex = (s_colorIndex + 1) % 10;
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m_colors.insert(id, s_colors[s_colorIndex]);
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return s_colors[s_colorIndex];
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}
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bool TouchPointsEffect::touchDown(quint32 id, const QPointF &pos, quint32 time)
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{
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TouchPoint point;
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point.pos = pos;
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point.press = true;
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point.color = colorForId(id);
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m_points << point;
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m_latestPositions.insert(id, pos);
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repaint();
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return false;
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}
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bool TouchPointsEffect::touchMotion(quint32 id, const QPointF &pos, quint32 time)
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{
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TouchPoint point;
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point.pos = pos;
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point.press = true;
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point.color = colorForId(id);
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m_points << point;
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m_latestPositions.insert(id, pos);
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repaint();
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return false;
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}
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bool TouchPointsEffect::touchUp(quint32 id, quint32 time)
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{
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auto it = m_latestPositions.constFind(id);
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if (it != m_latestPositions.constEnd()) {
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TouchPoint point;
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point.pos = it.value();
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point.press = false;
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point.color = colorForId(id);
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m_points << point;
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}
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return false;
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}
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void TouchPointsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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auto it = m_points.begin();
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while (it != m_points.end()) {
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it->time += time;
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if (it->time > m_ringLife) {
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it = m_points.erase(it);
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} else {
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it++;
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}
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}
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effects->prePaintScreen(data, time);
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}
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void TouchPointsEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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paintScreenSetup(mask, region, data);
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for (auto it = m_points.constBegin(), end = m_points.constEnd(); it != end; ++it) {
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for (int i = 0; i < m_ringCount; ++i) {
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float alpha = computeAlpha(it->time, i);
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float size = computeRadius(it->time, it->press, i);
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if (size > 0 && alpha > 0) {
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QColor color = it->color;
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color.setAlphaF(alpha);
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drawCircle(color, it->pos.x(), it->pos.y(), size);
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}
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}
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}
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paintScreenFinish(mask, region, data);
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}
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void TouchPointsEffect::postPaintScreen()
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{
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effects->postPaintScreen();
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repaint();
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}
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float TouchPointsEffect::computeRadius(int time, bool press, int ring)
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{
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float ringDistance = m_ringLife / (m_ringCount * 3);
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if (press) {
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return ((time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
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}
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return ((m_ringLife - time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
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}
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float TouchPointsEffect::computeAlpha(int time, int ring)
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{
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float ringDistance = m_ringLife / (m_ringCount * 3);
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return (m_ringLife - (float)time - ringDistance * (ring)) / m_ringLife;
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}
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void TouchPointsEffect::repaint()
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{
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if (!m_points.isEmpty()) {
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QRegion dirtyRegion;
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const int radius = m_ringMaxSize + m_lineWidth;
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for (auto it = m_points.constBegin(), end = m_points.constEnd(); it != end; ++it) {
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dirtyRegion |= QRect(it->pos.x() - radius, it->pos.y() - radius, 2*radius, 2*radius);
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}
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effects->addRepaint(dirtyRegion);
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}
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}
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bool TouchPointsEffect::isActive() const
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{
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return !m_points.isEmpty();
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}
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void TouchPointsEffect::drawCircle(const QColor& color, float cx, float cy, float r)
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{
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if (effects->isOpenGLCompositing())
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drawCircleGl(color, cx, cy, r);
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if (effects->compositingType() == XRenderCompositing)
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drawCircleXr(color, cx, cy, r);
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if (effects->compositingType() == QPainterCompositing)
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drawCircleQPainter(color, cx, cy, r);
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}
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void TouchPointsEffect::paintScreenSetup(int mask, QRegion region, ScreenPaintData& data)
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{
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if (effects->isOpenGLCompositing())
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paintScreenSetupGl(mask, region, data);
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}
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void TouchPointsEffect::paintScreenFinish(int mask, QRegion region, ScreenPaintData& data)
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{
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if (effects->isOpenGLCompositing())
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paintScreenFinishGl(mask, region, data);
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}
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void TouchPointsEffect::drawCircleGl(const QColor& color, float cx, float cy, float r)
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{
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static const int num_segments = 80;
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static const float theta = 2 * 3.1415926 / float(num_segments);
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static const float c = cosf(theta); //precalculate the sine and cosine
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static const float s = sinf(theta);
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float t;
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float x = r;//we start at angle = 0
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float y = 0;
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GLVertexBuffer* vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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vbo->setColor(color);
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QVector<float> verts;
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verts.reserve(num_segments * 2);
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for (int ii = 0; ii < num_segments; ++ii) {
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verts << x + cx << y + cy;//output vertex
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//apply the rotation matrix
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t = x;
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x = c * x - s * y;
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y = s * t + c * y;
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}
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vbo->setData(verts.size() / 2, 2, verts.data(), NULL);
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vbo->render(GL_LINE_LOOP);
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}
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void TouchPointsEffect::drawCircleXr(const QColor& color, float cx, float cy, float r)
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{
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (r <= m_lineWidth)
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return;
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int num_segments = r+8;
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float theta = 2.0 * 3.1415926 / num_segments;
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float cos = cosf(theta); //precalculate the sine and cosine
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float sin = sinf(theta);
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float x[2] = {r, r-m_lineWidth};
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float y[2] = {0, 0};
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#define DOUBLE_TO_FIXED(d) ((xcb_render_fixed_t) ((d) * 65536))
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QVector<xcb_render_pointfix_t> strip;
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strip.reserve(2*num_segments+2);
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xcb_render_pointfix_t point;
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point.x = DOUBLE_TO_FIXED(x[1]+cx);
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point.y = DOUBLE_TO_FIXED(y[1]+cy);
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strip << point;
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for (int i = 0; i < num_segments; ++i) {
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//apply the rotation matrix
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const float h[2] = {x[0], x[1]};
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x[0] = cos * x[0] - sin * y[0];
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x[1] = cos * x[1] - sin * y[1];
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y[0] = sin * h[0] + cos * y[0];
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y[1] = sin * h[1] + cos * y[1];
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point.x = DOUBLE_TO_FIXED(x[0]+cx);
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point.y = DOUBLE_TO_FIXED(y[0]+cy);
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strip << point;
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point.x = DOUBLE_TO_FIXED(x[1]+cx);
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point.y = DOUBLE_TO_FIXED(y[1]+cy);
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strip << point;
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}
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const float h = x[0];
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x[0] = cos * x[0] - sin * y[0];
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y[0] = sin * h + cos * y[0];
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point.x = DOUBLE_TO_FIXED(x[0]+cx);
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point.y = DOUBLE_TO_FIXED(y[0]+cy);
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strip << point;
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XRenderPicture fill = xRenderFill(color);
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xcb_render_tri_strip(xcbConnection(), XCB_RENDER_PICT_OP_OVER,
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fill, effects->xrenderBufferPicture(), 0,
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0, 0, strip.count(), strip.constData());
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#undef DOUBLE_TO_FIXED
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#else
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Q_UNUSED(color)
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Q_UNUSED(cx)
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Q_UNUSED(cy)
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Q_UNUSED(r)
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#endif
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}
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void TouchPointsEffect::drawCircleQPainter(const QColor &color, float cx, float cy, float r)
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{
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QPainter *painter = effects->scenePainter();
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painter->save();
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painter->setPen(color);
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painter->drawArc(cx - r, cy - r, r * 2, r * 2, 0, 5760);
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painter->restore();
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}
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void TouchPointsEffect::paintScreenSetupGl(int, QRegion, ScreenPaintData &data)
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{
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderTrait::UniformColor);
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shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
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glLineWidth(m_lineWidth);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void TouchPointsEffect::paintScreenFinishGl(int, QRegion, ScreenPaintData&)
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{
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glDisable(GL_BLEND);
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ShaderManager::instance()->popShader();
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}
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} // namespace
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