f24103481e
Cube effect modifies the ScreenTransformation matrix. While each window resets the matrix on a global level it's not reset. That means if the last rendered window had the screen rotated the ScreenTransformation keeps the rotation even after the cube ended. This causes a rotated window in e.g. TaskbarThumbnails. REVIEW: 104918 CCBUG: 299869
2139 lines
88 KiB
C++
2139 lines
88 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) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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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 "cube.h"
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#include "cube_inside.h"
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#include <kaction.h>
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#include <kactioncollection.h>
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#include <klocale.h>
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#include <kwinconfig.h>
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#include <kconfiggroup.h>
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#include <kcolorscheme.h>
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#include <kglobal.h>
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#include <kstandarddirs.h>
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#include <kdebug.h>
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#include <QColor>
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#include <QRect>
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#include <QEvent>
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#include <QFutureWatcher>
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#include <QKeyEvent>
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#include <QtConcurrentRun>
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#include <QVector2D>
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#include <math.h>
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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namespace KWin
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{
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KWIN_EFFECT(cube, CubeEffect)
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KWIN_EFFECT_SUPPORTED(cube, CubeEffect::supported())
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CubeEffect::CubeEffect()
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: activated(false)
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, mousePolling(false)
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, cube_painting(false)
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, keyboard_grab(false)
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, schedule_close(false)
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, painting_desktop(1)
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, frontDesktop(0)
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, cubeOpacity(1.0)
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, opacityDesktopOnly(true)
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, displayDesktopName(false)
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, desktopNameFrame(NULL)
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, reflection(true)
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, rotating(false)
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, desktopChangedWhileRotating(false)
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, paintCaps(true)
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, rotationDirection(Left)
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, verticalRotationDirection(Upwards)
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, verticalPosition(Normal)
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, wallpaper(NULL)
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, texturedCaps(true)
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, capTexture(NULL)
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, manualAngle(0.0)
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, manualVerticalAngle(0.0)
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, currentShape(QTimeLine::EaseInOutCurve)
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, start(false)
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, stop(false)
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, reflectionPainting(false)
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, activeScreen(0)
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, bottomCap(false)
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, closeOnMouseRelease(false)
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, zoom(0.0)
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, zPosition(0.0)
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, useForTabBox(false)
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, tabBoxMode(false)
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, shortcutsRegistered(false)
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, mode(Cube)
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, useShaders(false)
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, cylinderShader(0)
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, sphereShader(0)
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, zOrderingFactor(0.0f)
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, mAddedHeightCoeff1(0.0f)
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, mAddedHeightCoeff2(0.0f)
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, m_cubeCapBuffer(NULL)
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, m_proxy(this)
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{
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desktopNameFont.setBold(true);
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desktopNameFont.setPointSize(14);
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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cube-reflection.glsl");
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m_reflectionShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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const QString capshader = KGlobal::dirs()->findResource("data", "kwin/cube-cap.glsl");
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m_capShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, capshader);
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m_textureMirrorMatrix.scale(1.0, -1.0, 1.0);
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m_textureMirrorMatrix.translate(0.0, -1.0, 0.0);
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connect(effects, SIGNAL(tabBoxAdded(int)), this, SLOT(slotTabBoxAdded(int)));
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connect(effects, SIGNAL(tabBoxClosed()), this, SLOT(slotTabBoxClosed()));
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connect(effects, SIGNAL(tabBoxUpdated()), this, SLOT(slotTabBoxUpdated()));
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connect(effects, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
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this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
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reconfigure(ReconfigureAll);
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}
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bool CubeEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void CubeEffect::reconfigure(ReconfigureFlags)
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{
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loadConfig("Cube");
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}
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void CubeEffect::loadConfig(QString config)
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{
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KConfigGroup conf = effects->effectConfig(config);
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foreach (ElectricBorder border, borderActivate) {
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effects->unreserveElectricBorder(border);
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}
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foreach (ElectricBorder border, borderActivateCylinder) {
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effects->unreserveElectricBorder(border);
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}
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foreach (ElectricBorder border, borderActivateSphere) {
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effects->unreserveElectricBorder(border);
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}
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borderActivate.clear();
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borderActivateCylinder.clear();
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borderActivateSphere.clear();
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QList<int> borderList = QList<int>();
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borderList.append(int(ElectricNone));
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borderList = conf.readEntry("BorderActivate", borderList);
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foreach (int i, borderList) {
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borderActivate.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i));
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}
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borderList.clear();
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borderList.append(int(ElectricNone));
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borderList = conf.readEntry("BorderActivateCylinder", borderList);
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foreach (int i, borderList) {
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borderActivateCylinder.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i));
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}
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borderList.clear();
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borderList.append(int(ElectricNone));
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borderList = conf.readEntry("BorderActivateSphere", borderList);
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foreach (int i, borderList) {
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borderActivateSphere.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i));
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}
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cubeOpacity = (float)conf.readEntry("Opacity", 80) / 100.0f;
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opacityDesktopOnly = conf.readEntry("OpacityDesktopOnly", false);
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displayDesktopName = conf.readEntry("DisplayDesktopName", true);
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reflection = conf.readEntry("Reflection", true);
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rotationDuration = animationTime(conf, "RotationDuration", 500);
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backgroundColor = conf.readEntry("BackgroundColor", QColor(Qt::black));
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capColor = conf.readEntry("CapColor", KColorScheme(QPalette::Active, KColorScheme::Window).background().color());
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paintCaps = conf.readEntry("Caps", true);
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closeOnMouseRelease = conf.readEntry("CloseOnMouseRelease", false);
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float defaultZPosition = 100.0f;
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if (config == "Sphere")
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defaultZPosition = 450.0f;
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zPosition = conf.readEntry("ZPosition", defaultZPosition);
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useForTabBox = conf.readEntry("TabBox", false);
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invertKeys = conf.readEntry("InvertKeys", false);
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invertMouse = conf.readEntry("InvertMouse", false);
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capDeformationFactor = conf.readEntry("CapDeformation", 0) / 100.0f;
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useZOrdering = conf.readEntry("ZOrdering", false);
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delete wallpaper;
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wallpaper = NULL;
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delete capTexture;
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capTexture = NULL;
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texturedCaps = conf.readEntry("TexturedCaps", true);
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timeLine.setCurveShape(QTimeLine::EaseInOutCurve);
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timeLine.setDuration(rotationDuration);
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verticalTimeLine.setCurveShape(QTimeLine::EaseInOutCurve);
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verticalTimeLine.setDuration(rotationDuration);
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// do not connect the shortcut if we use cylinder or sphere
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if (!shortcutsRegistered) {
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KActionCollection* actionCollection = new KActionCollection(this);
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KAction* cubeAction = static_cast< KAction* >(actionCollection->addAction("Cube"));
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cubeAction->setText(i18n("Desktop Cube"));
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cubeAction->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F11));
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cubeShortcut = cubeAction->globalShortcut();
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KAction* cylinderAction = static_cast< KAction* >(actionCollection->addAction("Cylinder"));
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cylinderAction->setText(i18n("Desktop Cylinder"));
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cylinderAction->setGlobalShortcut(KShortcut(), KAction::ActiveShortcut);
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cylinderShortcut = cylinderAction->globalShortcut();
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KAction* sphereAction = static_cast< KAction* >(actionCollection->addAction("Sphere"));
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sphereAction->setText(i18n("Desktop Sphere"));
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sphereAction->setGlobalShortcut(KShortcut(), KAction::ActiveShortcut);
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sphereShortcut = sphereAction->globalShortcut();
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connect(cubeAction, SIGNAL(triggered(bool)), this, SLOT(toggleCube()));
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connect(cylinderAction, SIGNAL(triggered(bool)), this, SLOT(toggleCylinder()));
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connect(sphereAction, SIGNAL(triggered(bool)), this, SLOT(toggleSphere()));
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connect(cubeAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(cubeShortcutChanged(QKeySequence)));
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connect(cylinderAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(cylinderShortcutChanged(QKeySequence)));
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connect(sphereAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(sphereShortcutChanged(QKeySequence)));
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shortcutsRegistered = true;
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}
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// set the cap color on the shader
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if (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
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ShaderManager::instance()->pushShader(m_capShader);
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m_capShader->setUniform("u_capColor", capColor);
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ShaderManager::instance()->popShader();
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}
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}
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CubeEffect::~CubeEffect()
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{
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foreach (ElectricBorder border, borderActivate) {
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effects->unreserveElectricBorder(border);
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}
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foreach (ElectricBorder border, borderActivateCylinder) {
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effects->unreserveElectricBorder(border);
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}
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foreach (ElectricBorder border, borderActivateSphere) {
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effects->unreserveElectricBorder(border);
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}
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delete wallpaper;
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delete capTexture;
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delete cylinderShader;
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delete sphereShader;
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delete desktopNameFrame;
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delete m_reflectionShader;
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delete m_capShader;
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delete m_cubeCapBuffer;
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}
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QImage CubeEffect::loadCubeCap(const QString &capPath)
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{
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if (!texturedCaps) {
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return QImage();
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}
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return QImage(capPath);
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}
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void CubeEffect::slotCubeCapLoaded()
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{
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QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
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if (!watcher) {
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// not invoked from future watcher
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return;
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}
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QImage img = watcher->result();
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if (!img.isNull()) {
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capTexture = new GLTexture(img);
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capTexture->setFilter(GL_LINEAR);
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#ifndef KWIN_HAVE_OPENGLES
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capTexture->setWrapMode(GL_CLAMP_TO_BORDER);
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#endif
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// need to recreate the VBO for the cube cap
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delete m_cubeCapBuffer;
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m_cubeCapBuffer = NULL;
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effects->addRepaintFull();
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}
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watcher->deleteLater();
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}
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QImage CubeEffect::loadWallPaper(const QString &file)
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{
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return QImage(file);
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}
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void CubeEffect::slotWallPaperLoaded()
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{
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QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
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if (!watcher) {
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// not invoked from future watcher
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return;
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}
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QImage img = watcher->result();
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if (!img.isNull()) {
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wallpaper = new GLTexture(img);
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effects->addRepaintFull();
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}
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watcher->deleteLater();
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}
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bool CubeEffect::loadShader()
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{
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if (!(GLPlatform::instance()->supports(GLSL) &&
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(effects->compositingType() == OpenGLCompositing)))
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return false;
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QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
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QString cylinderVertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert");
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QString sphereVertexshader = KGlobal::dirs()->findResource("data", "kwin/sphere.vert");
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if (fragmentshader.isEmpty() || cylinderVertexshader.isEmpty() || sphereVertexshader.isEmpty()) {
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kError(1212) << "Couldn't locate shader files" << endl;
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return false;
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}
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ShaderManager *shaderManager = ShaderManager::instance();
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// TODO: use generic shader - currently it is failing in alpha/brightness manipulation
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cylinderShader = new GLShader(cylinderVertexshader, fragmentshader);
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if (!cylinderShader->isValid()) {
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kError(1212) << "The cylinder shader failed to load!" << endl;
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return false;
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} else {
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shaderManager->pushShader(cylinderShader);
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cylinderShader->setUniform("sampler", 0);
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QMatrix4x4 projection;
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float fovy = 60.0f;
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float aspect = 1.0f;
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float zNear = 0.1f;
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float zFar = 100.0f;
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float ymax = zNear * tan(fovy * M_PI / 360.0f);
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float ymin = -ymax;
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float xmin = ymin * aspect;
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float xmax = ymax * aspect;
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projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
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cylinderShader->setUniform(GLShader::ProjectionMatrix, projection);
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QMatrix4x4 modelview;
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float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
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modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
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modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
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cylinderShader->setUniform(GLShader::ModelViewMatrix, modelview);
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const QMatrix4x4 identity;
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cylinderShader->setUniform(GLShader::ScreenTransformation, identity);
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cylinderShader->setUniform(GLShader::WindowTransformation, identity);
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QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
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cylinderShader->setUniform("width", (float)rect.width() * 0.5f);
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shaderManager->popShader();
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}
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// TODO: use generic shader - currently it is failing in alpha/brightness manipulation
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sphereShader = new GLShader(sphereVertexshader, fragmentshader);
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if (!sphereShader->isValid()) {
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kError(1212) << "The sphere shader failed to load!" << endl;
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return false;
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} else {
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shaderManager->pushShader(sphereShader);
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sphereShader->setUniform("sampler", 0);
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QMatrix4x4 projection;
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float fovy = 60.0f;
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float aspect = 1.0f;
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float zNear = 0.1f;
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float zFar = 100.0f;
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float ymax = zNear * tan(fovy * M_PI / 360.0f);
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float ymin = -ymax;
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float xmin = ymin * aspect;
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float xmax = ymax * aspect;
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projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
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sphereShader->setUniform(GLShader::ProjectionMatrix, projection);
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QMatrix4x4 modelview;
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float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
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modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
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modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
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sphereShader->setUniform(GLShader::ModelViewMatrix, modelview);
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const QMatrix4x4 identity;
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sphereShader->setUniform(GLShader::ScreenTransformation, identity);
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sphereShader->setUniform(GLShader::WindowTransformation, identity);
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QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
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sphereShader->setUniform("width", (float)rect.width() * 0.5f);
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sphereShader->setUniform("height", (float)rect.height() * 0.5f);
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sphereShader->setUniform("u_offset", QVector2D(0, 0));
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shaderManager->popShader();
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checkGLError("Loading Sphere Shader");
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}
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return true;
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}
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void CubeEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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if (activated) {
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data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
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if (rotating || start || stop) {
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timeLine.setCurrentTime(timeLine.currentTime() + time);
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rotateCube();
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}
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if (verticalRotating) {
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verticalTimeLine.setCurrentTime(verticalTimeLine.currentTime() + time);
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rotateCube();
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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 CubeEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
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{
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if (activated) {
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QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
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// background
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float clearColor[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
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glClearColor(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
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// wallpaper
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if (wallpaper) {
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if (ShaderManager::instance()->isValid()) {
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ShaderManager::instance()->pushShader(ShaderManager::SimpleShader);
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}
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wallpaper->bind();
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wallpaper->render(region, rect);
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wallpaper->unbind();
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if (ShaderManager::instance()->isValid()) {
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ShaderManager::instance()->popShader();
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}
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// some veriables needed for painting the caps
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float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
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float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
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float zTranslate = zPosition + zoom;
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if (start)
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zTranslate *= timeLine.currentValue();
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if (stop)
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zTranslate *= (1.0 - timeLine.currentValue());
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// reflection
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if (reflection && mode != Sphere) {
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// we can use a huge scale factor (needed to calculate the rearground vertices)
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float scaleFactor = 1000000 * tan(60.0 * M_PI / 360.0f) / rect.height();
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m_reflectionMatrix.setToIdentity();
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m_reflectionMatrix.scale(1.0, -1.0, 1.0);
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// TODO reflection is not correct when mixing manual (mouse) rotating with rotation by cursor keys
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// there's also a small bug when zooming
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float addedHeight1 = -sin(asin(float(rect.height()) / mAddedHeightCoeff1) + fabs(manualVerticalAngle) * M_PI / 180.0f) * mAddedHeightCoeff1;
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float addedHeight2 = -sin(asin(float(rect.height()) / mAddedHeightCoeff2) + fabs(manualVerticalAngle) * M_PI / 180.0f) * mAddedHeightCoeff2 - addedHeight1;
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if (manualVerticalAngle > 0.0f && effects->numberOfDesktops() & 1) {
|
|
m_reflectionMatrix.translate(0.0, cos(fabs(manualAngle) * M_PI / 360.0f * float(effects->numberOfDesktops())) * addedHeight2 + addedHeight1 - float(rect.height()), 0.0);
|
|
} else {
|
|
m_reflectionMatrix.translate(0.0, sin(fabs(manualAngle) * M_PI / 360.0f * float(effects->numberOfDesktops())) * addedHeight2 + addedHeight1 - float(rect.height()), 0.0);
|
|
}
|
|
pushMatrix(m_reflectionMatrix);
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
// TODO: find a solution for GLES
|
|
glEnable(GL_CLIP_PLANE0);
|
|
#endif
|
|
reflectionPainting = true;
|
|
glEnable(GL_CULL_FACE);
|
|
paintCap(true, -point - zTranslate);
|
|
|
|
// cube
|
|
glCullFace(GL_BACK);
|
|
pushMatrix(m_rotationMatrix);
|
|
paintCube(mask, region, data);
|
|
popMatrix();
|
|
|
|
// call the inside cube effects
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
|
|
pushMatrix(m_rotationMatrix);
|
|
glTranslatef(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
glRotatef((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
inside->paint();
|
|
popMatrix();
|
|
}
|
|
#endif
|
|
|
|
glCullFace(GL_FRONT);
|
|
pushMatrix(m_rotationMatrix);
|
|
paintCube(mask, region, data);
|
|
popMatrix();
|
|
|
|
paintCap(false, -point - zTranslate);
|
|
glDisable(GL_CULL_FACE);
|
|
reflectionPainting = false;
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
// TODO: find a solution for GLES
|
|
glDisable(GL_CLIP_PLANE0);
|
|
#endif
|
|
popMatrix();
|
|
|
|
float vertices[] = {
|
|
-rect.width() * 0.5f, rect.height(), 0.0,
|
|
rect.width() * 0.5f, rect.height(), 0.0,
|
|
(float)rect.width()*scaleFactor, rect.height(), -5000,
|
|
-(float)rect.width()*scaleFactor, rect.height(), -5000
|
|
};
|
|
// foreground
|
|
float alpha = 0.7;
|
|
if (start)
|
|
alpha = 0.3 + 0.4 * timeLine.currentValue();
|
|
if (stop)
|
|
alpha = 0.3 + 0.4 * (1.0 - timeLine.currentValue());
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
ShaderManager *shaderManager = ShaderManager::instance();
|
|
if (shaderManager->isValid() && m_reflectionShader->isValid()) {
|
|
// ensure blending is enabled - no attribute stack
|
|
shaderManager->pushShader(m_reflectionShader);
|
|
QMatrix4x4 windowTransformation;
|
|
windowTransformation.translate(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
|
|
m_reflectionShader->setUniform("windowTransformation", windowTransformation);
|
|
m_reflectionShader->setUniform("u_alpha", alpha);
|
|
QVector<float> verts;
|
|
QVector<float> texcoords;
|
|
verts.reserve(18);
|
|
texcoords.reserve(12);
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[6] << vertices[7] << vertices[8];
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[9] << vertices[10] << vertices[11];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[0] << vertices[1] << vertices[2];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[0] << vertices[1] << vertices[2];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[3] << vertices[4] << vertices[5];
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[6] << vertices[7] << vertices[8];
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setData(6, 3, verts.data(), texcoords.data());
|
|
vbo->render(GL_TRIANGLES);
|
|
|
|
shaderManager->popShader();
|
|
} else {
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glColor4f(0.0, 0.0, 0.0, alpha);
|
|
glPushMatrix();
|
|
glTranslatef(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
|
|
glBegin(GL_POLYGON);
|
|
glVertex3f(vertices[0], vertices[1], vertices[2]);
|
|
glVertex3f(vertices[3], vertices[4], vertices[5]);
|
|
// rearground
|
|
alpha = -1.0;
|
|
glColor4f(0.0, 0.0, 0.0, alpha);
|
|
glVertex3f(vertices[6], vertices[7], vertices[8]);
|
|
glVertex3f(vertices[9], vertices[10], vertices[11]);
|
|
glEnd();
|
|
glPopMatrix();
|
|
#endif
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
glEnable(GL_CULL_FACE);
|
|
// caps
|
|
paintCap(false, -point - zTranslate);
|
|
|
|
// cube
|
|
glCullFace(GL_FRONT);
|
|
pushMatrix(m_rotationMatrix);
|
|
paintCube(mask, region, data);
|
|
popMatrix();
|
|
|
|
|
|
// call the inside cube effects
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
|
|
pushMatrix(m_rotationMatrix);
|
|
glTranslatef(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
glRotatef((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
inside->paint();
|
|
popMatrix();
|
|
}
|
|
#endif
|
|
|
|
glCullFace(GL_BACK);
|
|
pushMatrix(m_rotationMatrix);
|
|
paintCube(mask, region, data);
|
|
popMatrix();
|
|
|
|
// cap
|
|
paintCap(true, -point - zTranslate);
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
// desktop name box - inspired from coverswitch
|
|
if (displayDesktopName) {
|
|
double opacity = 1.0;
|
|
if (start)
|
|
opacity = timeLine.currentValue();
|
|
if (stop)
|
|
opacity = 1.0 - timeLine.currentValue();
|
|
QRect screenRect = effects->clientArea(ScreenArea, activeScreen, frontDesktop);
|
|
QRect frameRect = QRect(screenRect.width() * 0.33f + screenRect.x(), screenRect.height() * 0.95f + screenRect.y(),
|
|
screenRect.width() * 0.34f, QFontMetrics(desktopNameFont).height());
|
|
if (!desktopNameFrame) {
|
|
desktopNameFrame = effects->effectFrame(EffectFrameStyled);
|
|
desktopNameFrame->setFont(desktopNameFont);
|
|
}
|
|
desktopNameFrame->setGeometry(frameRect);
|
|
desktopNameFrame->setText(effects->desktopName(frontDesktop));
|
|
desktopNameFrame->render(region, opacity);
|
|
}
|
|
// restore the ScreenTransformation after all desktops are painted
|
|
// if not done GenericShader keeps the rotation data and transforms windows incorrectly in other rendering calls
|
|
if (ShaderManager::instance()->isValid()) {
|
|
GLShader *shader = ShaderManager::instance()->pushShader(KWin::ShaderManager::GenericShader);
|
|
shader->setUniform(GLShader::ScreenTransformation, QMatrix4x4());
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
} else {
|
|
effects->paintScreen(mask, region, data);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::rotateCube()
|
|
{
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
|
|
m_rotationMatrix.setToIdentity();
|
|
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
|
|
float zTranslate = zPosition + zoom;
|
|
if (start)
|
|
zTranslate *= timeLine.currentValue();
|
|
if (stop)
|
|
zTranslate *= (1.0 - timeLine.currentValue());
|
|
// Rotation of the cube
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
|
|
if (verticalRotating || verticalPosition != Normal || manualVerticalAngle != 0.0) {
|
|
// change the verticalPosition if manualVerticalAngle > 90 or < -90 degrees
|
|
if (manualVerticalAngle <= -90.0) {
|
|
manualVerticalAngle += 90.0;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Down;
|
|
if (verticalPosition == Up)
|
|
verticalPosition = Normal;
|
|
}
|
|
if (manualVerticalAngle >= 90.0) {
|
|
manualVerticalAngle -= 90.0;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Up;
|
|
if (verticalPosition == Down)
|
|
verticalPosition = Normal;
|
|
}
|
|
float angle = 0.0;
|
|
if (verticalPosition == Up) {
|
|
angle = 90.0;
|
|
if (!verticalRotating) {
|
|
if (manualVerticalAngle < 0.0)
|
|
angle += manualVerticalAngle;
|
|
else
|
|
manualVerticalAngle = 0.0;
|
|
}
|
|
} else if (verticalPosition == Down) {
|
|
angle = -90.0;
|
|
if (!verticalRotating) {
|
|
if (manualVerticalAngle > 0.0)
|
|
angle += manualVerticalAngle;
|
|
else
|
|
manualVerticalAngle = 0.0;
|
|
}
|
|
} else {
|
|
angle = manualVerticalAngle;
|
|
}
|
|
if (verticalRotating) {
|
|
angle *= verticalTimeLine.currentValue();
|
|
if (verticalPosition == Normal && verticalRotationDirection == Upwards)
|
|
angle = -90.0 + 90 * verticalTimeLine.currentValue();
|
|
if (verticalPosition == Normal && verticalRotationDirection == Downwards)
|
|
angle = 90.0 - 90 * verticalTimeLine.currentValue();
|
|
angle += manualVerticalAngle * (1.0 - verticalTimeLine.currentValue());
|
|
}
|
|
if (stop)
|
|
angle *= (1.0 - timeLine.currentValue());
|
|
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
m_rotationMatrix.rotate(angle, 1.0, 0.0, 0.0);
|
|
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
|
|
}
|
|
if (rotating || (manualAngle != 0.0)) {
|
|
int tempFrontDesktop = frontDesktop;
|
|
if (manualAngle > internalCubeAngle * 0.5f) {
|
|
manualAngle -= internalCubeAngle;
|
|
tempFrontDesktop--;
|
|
if (tempFrontDesktop == 0)
|
|
tempFrontDesktop = effects->numberOfDesktops();
|
|
}
|
|
if (manualAngle < -internalCubeAngle * 0.5f) {
|
|
manualAngle += internalCubeAngle;
|
|
tempFrontDesktop++;
|
|
if (tempFrontDesktop > effects->numberOfDesktops())
|
|
tempFrontDesktop = 1;
|
|
}
|
|
float rotationAngle = internalCubeAngle * timeLine.currentValue();
|
|
if (rotationAngle > internalCubeAngle * 0.5f) {
|
|
rotationAngle -= internalCubeAngle;
|
|
if (!desktopChangedWhileRotating) {
|
|
desktopChangedWhileRotating = true;
|
|
if (rotationDirection == Left) {
|
|
tempFrontDesktop++;
|
|
} else if (rotationDirection == Right) {
|
|
tempFrontDesktop--;
|
|
}
|
|
if (tempFrontDesktop > effects->numberOfDesktops())
|
|
tempFrontDesktop = 1;
|
|
else if (tempFrontDesktop == 0)
|
|
tempFrontDesktop = effects->numberOfDesktops();
|
|
}
|
|
}
|
|
// don't change front desktop during stop animation as this would break some logic
|
|
if (!stop)
|
|
frontDesktop = tempFrontDesktop;
|
|
if (rotationDirection == Left) {
|
|
rotationAngle *= -1;
|
|
}
|
|
if (stop)
|
|
rotationAngle = manualAngle * (1.0 - timeLine.currentValue());
|
|
else
|
|
rotationAngle += manualAngle * (1.0 - timeLine.currentValue());
|
|
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
m_rotationMatrix.rotate(rotationAngle, 0.0, 1.0, 0.0);
|
|
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::paintCube(int mask, QRegion region, ScreenPaintData& data)
|
|
{
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
|
|
cube_painting = true;
|
|
float zTranslate = zPosition + zoom;
|
|
if (start)
|
|
zTranslate *= timeLine.currentValue();
|
|
if (stop)
|
|
zTranslate *= (1.0 - timeLine.currentValue());
|
|
|
|
// Rotation of the cube
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
|
|
|
|
for (int i = 0; i < effects->numberOfDesktops(); i++) {
|
|
// start painting the cube
|
|
painting_desktop = (i + frontDesktop) % effects->numberOfDesktops();
|
|
if (painting_desktop == 0) {
|
|
painting_desktop = effects->numberOfDesktops();
|
|
}
|
|
ScreenPaintData newData = data;
|
|
RotationData rot = RotationData();
|
|
rot.axis = RotationData::YAxis;
|
|
rot.angle = internalCubeAngle * i;
|
|
rot.xRotationPoint = rect.width() / 2;
|
|
rot.zRotationPoint = -point;
|
|
newData.rotation = &rot;
|
|
newData.zTranslate = -zTranslate;
|
|
effects->paintScreen(mask, region, newData);
|
|
}
|
|
cube_painting = false;
|
|
painting_desktop = effects->currentDesktop();
|
|
}
|
|
|
|
void CubeEffect::paintCap(bool frontFirst, float zOffset)
|
|
{
|
|
if ((!paintCaps) || effects->numberOfDesktops() <= 2)
|
|
return;
|
|
GLenum firstCull = frontFirst ? GL_FRONT : GL_BACK;
|
|
GLenum secondCull = frontFirst ? GL_BACK : GL_FRONT;
|
|
const QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
|
|
// create the VBO if not yet created
|
|
if (!m_cubeCapBuffer) {
|
|
switch(mode) {
|
|
case Cube:
|
|
paintCubeCap();
|
|
break;
|
|
case Cylinder:
|
|
paintCylinderCap();
|
|
break;
|
|
case Sphere:
|
|
paintSphereCap();
|
|
break;
|
|
default:
|
|
// impossible
|
|
break;
|
|
}
|
|
}
|
|
|
|
QMatrix4x4 capMatrix;
|
|
capMatrix.translate(rect.width() / 2, 0.0, zOffset);
|
|
capMatrix.rotate((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
capMatrix.translate(0.0, rect.height(), 0.0);
|
|
if (mode == Sphere) {
|
|
capMatrix.scale(1.0, -1.0, 1.0);
|
|
}
|
|
|
|
bool capShader = false;
|
|
if (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
|
|
capShader = true;
|
|
ShaderManager::instance()->pushShader(m_capShader);
|
|
float opacity = cubeOpacity;
|
|
if (start) {
|
|
opacity *= timeLine.currentValue();
|
|
} else if (stop) {
|
|
opacity *= (1.0 - timeLine.currentValue());
|
|
}
|
|
m_capShader->setUniform("u_opacity", opacity);
|
|
m_capShader->setUniform("u_mirror", 1);
|
|
if (reflectionPainting) {
|
|
m_capShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix);
|
|
} else {
|
|
m_capShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix);
|
|
}
|
|
m_capShader->setUniform(GLShader::WindowTransformation, capMatrix);
|
|
m_capShader->setUniform("u_untextured", texturedCaps ? 0 : 1);
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
capTexture->bind();
|
|
}
|
|
} else {
|
|
pushMatrix(m_rotationMatrix * capMatrix);
|
|
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glMatrixMode(GL_TEXTURE);
|
|
#endif
|
|
pushMatrix();
|
|
loadMatrix(m_textureMirrorMatrix);
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glColor4f(capColor.redF(), capColor.greenF(), capColor.blueF(), cubeOpacity);
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
// modulate the cap texture: cap color should be background for translucent pixels
|
|
// cube opacity should be used for all pixels
|
|
// blend with cap color
|
|
float color[4] = { capColor.redF(), capColor.greenF(), capColor.blueF(), cubeOpacity };
|
|
glActiveTexture(GL_TEXTURE0);
|
|
capTexture->bind();
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
glColor4fv(color);
|
|
|
|
// set Opacity to cube opacity
|
|
// TODO: change opacity during start/stop animation
|
|
glActiveTexture(GL_TEXTURE1);
|
|
capTexture->bind();
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
|
|
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glCullFace(firstCull);
|
|
m_cubeCapBuffer->render(GL_TRIANGLES);
|
|
|
|
if (mode == Sphere) {
|
|
capMatrix.scale(1.0, -1.0, 1.0);
|
|
}
|
|
capMatrix.translate(0.0, -rect.height(), 0.0);
|
|
if (capShader) {
|
|
m_capShader->setUniform("windowTransformation", capMatrix);
|
|
m_capShader->setUniform("u_mirror", 0);
|
|
} else {
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glMatrixMode(GL_TEXTURE);
|
|
popMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
#endif
|
|
popMatrix();
|
|
pushMatrix(m_rotationMatrix * capMatrix);
|
|
}
|
|
glCullFace(secondCull);
|
|
m_cubeCapBuffer->render(GL_TRIANGLES);
|
|
glDisable(GL_BLEND);
|
|
|
|
if (capShader) {
|
|
ShaderManager::instance()->popShader();
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
capTexture->unbind();
|
|
}
|
|
} else {
|
|
popMatrix();
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
glActiveTexture(GL_TEXTURE1);
|
|
glDisable(capTexture->target());
|
|
glActiveTexture(GL_TEXTURE0);
|
|
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
|
|
capTexture->unbind();
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
|
|
void CubeEffect::paintCubeCap()
|
|
{
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float z = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
|
|
float zTexture = rect.width() / 2 * tan(45.0f * M_PI / 180.0f);
|
|
float angle = 360.0f / effects->numberOfDesktops();
|
|
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
for (int i = 0; i < effects->numberOfDesktops(); i++) {
|
|
int triangleRows = effects->numberOfDesktops() * 5;
|
|
float zTriangleDistance = z / (float)triangleRows;
|
|
float widthTriangle = tan(angle * 0.5 * M_PI / 180.0) * zTriangleDistance;
|
|
float currentWidth = 0.0;
|
|
float cosValue = cos(i * angle * M_PI / 180.0);
|
|
float sinValue = sin(i * angle * M_PI / 180.0);
|
|
for (int j = 0; j < triangleRows; j++) {
|
|
float previousWidth = currentWidth;
|
|
currentWidth = tan(angle * 0.5 * M_PI / 180.0) * zTriangleDistance * (j + 1);
|
|
int evenTriangles = 0;
|
|
int oddTriangles = 0;
|
|
for (int k = 0; k < floor(currentWidth / widthTriangle * 2 - 1 + 0.5f); k++) {
|
|
float x1 = -previousWidth;
|
|
float x2 = -currentWidth;
|
|
float x3 = 0.0;
|
|
float z1 = 0.0;
|
|
float z2 = 0.0;
|
|
float z3 = 0.0;
|
|
if (k % 2 == 0) {
|
|
x1 += evenTriangles * widthTriangle * 2;
|
|
x2 += evenTriangles * widthTriangle * 2;
|
|
x3 = x2 + widthTriangle * 2;
|
|
z1 = j * zTriangleDistance;
|
|
z2 = (j + 1) * zTriangleDistance;
|
|
z3 = (j + 1) * zTriangleDistance;
|
|
float xRot = cosValue * x1 - sinValue * z1;
|
|
float zRot = sinValue * x1 + cosValue * z1;
|
|
x1 = xRot;
|
|
z1 = zRot;
|
|
xRot = cosValue * x2 - sinValue * z2;
|
|
zRot = sinValue * x2 + cosValue * z2;
|
|
x2 = xRot;
|
|
z2 = zRot;
|
|
xRot = cosValue * x3 - sinValue * z3;
|
|
zRot = sinValue * x3 + cosValue * z3;
|
|
x3 = xRot;
|
|
z3 = zRot;
|
|
evenTriangles++;
|
|
} else {
|
|
x1 += oddTriangles * widthTriangle * 2;
|
|
x2 += (oddTriangles + 1) * widthTriangle * 2;
|
|
x3 = x1 + widthTriangle * 2;
|
|
z1 = j * zTriangleDistance;
|
|
z2 = (j + 1) * zTriangleDistance;
|
|
z3 = j * zTriangleDistance;
|
|
float xRot = cosValue * x1 - sinValue * z1;
|
|
float zRot = sinValue * x1 + cosValue * z1;
|
|
x1 = xRot;
|
|
z1 = zRot;
|
|
xRot = cosValue * x2 - sinValue * z2;
|
|
zRot = sinValue * x2 + cosValue * z2;
|
|
x2 = xRot;
|
|
z2 = zRot;
|
|
xRot = cosValue * x3 - sinValue * z3;
|
|
zRot = sinValue * x3 + cosValue * z3;
|
|
x3 = xRot;
|
|
z3 = zRot;
|
|
oddTriangles++;
|
|
}
|
|
float texX1 = 0.0;
|
|
float texX2 = 0.0;
|
|
float texX3 = 0.0;
|
|
float texY1 = 0.0;
|
|
float texY2 = 0.0;
|
|
float texY3 = 0.0;
|
|
if (texture) {
|
|
if (capTexture->isYInverted()) {
|
|
texX1 = x1 / (rect.width()) + 0.5;
|
|
texY1 = 0.5 + z1 / zTexture * 0.5;
|
|
texX2 = x2 / (rect.width()) + 0.5;
|
|
texY2 = 0.5 + z2 / zTexture * 0.5;
|
|
texX3 = x3 / (rect.width()) + 0.5;
|
|
texY3 = 0.5 + z3 / zTexture * 0.5;
|
|
texCoords << texX1 << texY1;
|
|
} else {
|
|
texX1 = x1 / (rect.width()) + 0.5;
|
|
texY1 = 0.5 - z1 / zTexture * 0.5;
|
|
texX2 = x2 / (rect.width()) + 0.5;
|
|
texY2 = 0.5 - z2 / zTexture * 0.5;
|
|
texX3 = x3 / (rect.width()) + 0.5;
|
|
texY3 = 0.5 - z3 / zTexture * 0.5;
|
|
texCoords << texX1 << texY1;
|
|
}
|
|
}
|
|
verts << x1 << 0.0 << z1;
|
|
if (texture) {
|
|
texCoords << texX2 << texY2;
|
|
}
|
|
verts << x2 << 0.0 << z2;
|
|
if (texture) {
|
|
texCoords << texX3 << texY3;
|
|
}
|
|
verts << x3 << 0.0 << z3;
|
|
}
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : NULL);
|
|
}
|
|
|
|
void CubeEffect::paintCylinderCap()
|
|
{
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
|
|
float radian = (cubeAngle * 0.5) * M_PI / 180;
|
|
float radius = (rect.width() * 0.5) * tan(radian);
|
|
float segment = radius / 30.0f;
|
|
|
|
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
for (int i = 1; i <= 30; i++) {
|
|
int steps = 72;
|
|
for (int j = 0; j <= steps; j++) {
|
|
const float azimuthAngle = (j * (360.0f / steps)) * M_PI / 180.0f;
|
|
const float azimuthAngle2 = ((j + 1) * (360.0f / steps)) * M_PI / 180.0f;
|
|
const float x1 = segment * (i - 1) * sin(azimuthAngle);
|
|
const float x2 = segment * i * sin(azimuthAngle);
|
|
const float x3 = segment * (i - 1) * sin(azimuthAngle2);
|
|
const float x4 = segment * i * sin(azimuthAngle2);
|
|
const float z1 = segment * (i - 1) * cos(azimuthAngle);
|
|
const float z2 = segment * i * cos(azimuthAngle);
|
|
const float z3 = segment * (i - 1) * cos(azimuthAngle2);
|
|
const float z4 = segment * i * cos(azimuthAngle2);
|
|
if (texture) {
|
|
if (capTexture->isYInverted()) {
|
|
texCoords << (radius + x1) / (radius * 2.0f) << (z1 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x4) / (radius * 2.0f) << (z4 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
|
|
} else {
|
|
texCoords << (radius + x1) / (radius * 2.0f) << 1.0f - (z1 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x4) / (radius * 2.0f) << 1.0f - (z4 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
|
|
}
|
|
}
|
|
verts << x1 << 0.0 << z1;
|
|
verts << x2 << 0.0 << z2;
|
|
verts << x3 << 0.0 << z3;
|
|
verts << x4 << 0.0 << z4;
|
|
verts << x3 << 0.0 << z3;
|
|
verts << x2 << 0.0 << z2;
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : NULL);
|
|
}
|
|
|
|
void CubeEffect::paintSphereCap()
|
|
{
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float zTexture = rect.width() / 2 * tan(45.0f * M_PI / 180.0f);
|
|
float radius = (rect.width() * 0.5) / cos(cubeAngle * 0.5 * M_PI / 180.0);
|
|
float angle = acos((rect.height() * 0.5) / radius) * 180.0 / M_PI;
|
|
angle /= 30;
|
|
bool texture = texturedCaps && effects->numberOfDesktops() > 3 && capTexture;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
for (int i = 0; i < 30; i++) {
|
|
float topAngle = angle * i * M_PI / 180.0;
|
|
float bottomAngle = angle * (i + 1) * M_PI / 180.0;
|
|
float yTop = rect.height() * 0.5 - radius * cos(topAngle);
|
|
yTop -= (yTop - rect.height() * 0.5) * capDeformationFactor;
|
|
float yBottom = rect.height() * 0.5 - radius * cos(bottomAngle);
|
|
yBottom -= (yBottom - rect.height() * 0.5) * capDeformationFactor;
|
|
for (int j = 0; j < 36; j++) {
|
|
const float x1 = radius * sin(topAngle) * sin((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float z1 = radius * sin(topAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float x2 = radius * sin(bottomAngle) * sin((90.0 + j * 10.0) * M_PI / 180.00);
|
|
const float z2 = radius * sin(bottomAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float x3 = radius * sin(bottomAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float z3 = radius * sin(bottomAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float x4 = radius * sin(topAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float z4 = radius * sin(topAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
if (texture) {
|
|
if (capTexture->isYInverted()) {
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
|
|
texCoords << x1 / (rect.width()) + 0.5 << 0.5 + z1 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
|
|
texCoords << x3 / (rect.width()) + 0.5 << 0.5 + z3 / zTexture * 0.5;
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
|
|
} else {
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
|
|
texCoords << x1 / (rect.width()) + 0.5 << 0.5 - z1 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
|
|
texCoords << x3 / (rect.width()) + 0.5 << 0.5 - z3 / zTexture * 0.5;
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
|
|
}
|
|
}
|
|
verts << x4 << yTop << z4;
|
|
verts << x1 << yTop << z1;
|
|
verts << x2 << yBottom << z2;
|
|
verts << x2 << yBottom << z2;
|
|
verts << x3 << yBottom << z3;
|
|
verts << x4 << yTop << z4;
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : NULL);
|
|
}
|
|
|
|
void CubeEffect::postPaintScreen()
|
|
{
|
|
effects->postPaintScreen();
|
|
if (activated) {
|
|
if (start) {
|
|
if (timeLine.currentValue() == 1.0) {
|
|
start = false;
|
|
timeLine.setCurrentTime(0);
|
|
// more rotations?
|
|
if (!rotations.empty()) {
|
|
rotationDirection = rotations.dequeue();
|
|
rotating = true;
|
|
// change the curve shape if current shape is not easeInOut
|
|
if (currentShape != QTimeLine::EaseInOutCurve) {
|
|
// more rotations follow -> linear curve
|
|
if (!rotations.empty()) {
|
|
currentShape = QTimeLine::LinearCurve;
|
|
}
|
|
// last rotation step -> easeOut curve
|
|
else {
|
|
currentShape = QTimeLine::EaseOutCurve;
|
|
}
|
|
timeLine.setCurveShape(currentShape);
|
|
} else {
|
|
// if there is at least one more rotation, we can change to easeIn
|
|
if (!rotations.empty()) {
|
|
currentShape = QTimeLine::EaseInCurve;
|
|
timeLine.setCurveShape(currentShape);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
return; // schedule_close could have been called, start has to finish first
|
|
}
|
|
if (stop) {
|
|
if (timeLine.currentValue() == 1.0) {
|
|
effects->setCurrentDesktop(frontDesktop);
|
|
stop = false;
|
|
timeLine.setCurrentTime(0);
|
|
activated = false;
|
|
// set the new desktop
|
|
if (keyboard_grab)
|
|
effects->ungrabKeyboard();
|
|
keyboard_grab = false;
|
|
effects->destroyInputWindow(input);
|
|
|
|
effects->setActiveFullScreenEffect(0);
|
|
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = NULL;
|
|
desktopNameFrame->free();
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
if (rotating || verticalRotating) {
|
|
if (rotating && timeLine.currentValue() == 1.0) {
|
|
timeLine.setCurrentTime(0.0);
|
|
rotating = false;
|
|
desktopChangedWhileRotating = false;
|
|
manualAngle = 0.0;
|
|
// more rotations?
|
|
if (!rotations.empty()) {
|
|
rotationDirection = rotations.dequeue();
|
|
rotating = true;
|
|
// change the curve shape if current shape is not easeInOut
|
|
if (currentShape != QTimeLine::EaseInOutCurve) {
|
|
// more rotations follow -> linear curve
|
|
if (!rotations.empty()) {
|
|
currentShape = QTimeLine::LinearCurve;
|
|
}
|
|
// last rotation step -> easeOut curve
|
|
else {
|
|
currentShape = QTimeLine::EaseOutCurve;
|
|
}
|
|
timeLine.setCurveShape(currentShape);
|
|
} else {
|
|
// if there is at least one more rotation, we can change to easeIn
|
|
if (!rotations.empty()) {
|
|
currentShape = QTimeLine::EaseInCurve;
|
|
timeLine.setCurveShape(currentShape);
|
|
}
|
|
}
|
|
} else {
|
|
// reset curve shape if there are no more rotations
|
|
if (currentShape != QTimeLine::EaseInOutCurve) {
|
|
currentShape = QTimeLine::EaseInOutCurve;
|
|
timeLine.setCurveShape(currentShape);
|
|
}
|
|
}
|
|
}
|
|
if (verticalRotating && verticalTimeLine.currentValue() == 1.0) {
|
|
verticalTimeLine.setCurrentTime(0);
|
|
verticalRotating = false;
|
|
manualVerticalAngle = 0.0;
|
|
// more rotations?
|
|
if (!verticalRotations.empty()) {
|
|
verticalRotationDirection = verticalRotations.dequeue();
|
|
verticalRotating = true;
|
|
if (verticalRotationDirection == Upwards) {
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Up;
|
|
if (verticalPosition == Down)
|
|
verticalPosition = Normal;
|
|
}
|
|
if (verticalRotationDirection == Downwards) {
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Down;
|
|
if (verticalPosition == Up)
|
|
verticalPosition = Normal;
|
|
}
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
return; // rotation has to end before cube is closed
|
|
}
|
|
if (schedule_close) {
|
|
schedule_close = false;
|
|
stop = true;
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CubeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
|
|
{
|
|
if (activated) {
|
|
if (cube_painting) {
|
|
if (mode == Cylinder || mode == Sphere) {
|
|
int leftDesktop = frontDesktop - 1;
|
|
int rightDesktop = frontDesktop + 1;
|
|
if (leftDesktop == 0)
|
|
leftDesktop = effects->numberOfDesktops();
|
|
if (rightDesktop > effects->numberOfDesktops())
|
|
rightDesktop = 1;
|
|
if (painting_desktop == frontDesktop)
|
|
data.quads = data.quads.makeGrid(40);
|
|
else if (painting_desktop == leftDesktop || painting_desktop == rightDesktop)
|
|
data.quads = data.quads.makeGrid(100);
|
|
else
|
|
data.quads = data.quads.makeGrid(250);
|
|
}
|
|
if (w->isOnDesktop(painting_desktop)) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
|
|
if (w->x() < rect.x()) {
|
|
data.quads = data.quads.splitAtX(-w->x());
|
|
}
|
|
if (w->x() + w->width() > rect.x() + rect.width()) {
|
|
data.quads = data.quads.splitAtX(rect.width() - w->x());
|
|
}
|
|
if (w->y() < rect.y()) {
|
|
data.quads = data.quads.splitAtY(-w->y());
|
|
}
|
|
if (w->y() + w->height() > rect.y() + rect.height()) {
|
|
data.quads = data.quads.splitAtY(rect.height() - w->y());
|
|
}
|
|
if (useZOrdering && !w->isDesktop() && !w->isDock() && !w->isOnAllDesktops())
|
|
data.setTransformed();
|
|
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
|
|
} else {
|
|
// check for windows belonging to the previous desktop
|
|
int prev_desktop = painting_desktop - 1;
|
|
if (prev_desktop == 0)
|
|
prev_desktop = effects->numberOfDesktops();
|
|
if (w->isOnDesktop(prev_desktop) && mode == Cube && !useZOrdering) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, prev_desktop);
|
|
if (w->x() + w->width() > rect.x() + rect.width()) {
|
|
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
|
|
data.quads = data.quads.splitAtX(rect.width() - w->x());
|
|
if (w->y() < rect.y()) {
|
|
data.quads = data.quads.splitAtY(-w->y());
|
|
}
|
|
if (w->y() + w->height() > rect.y() + rect.height()) {
|
|
data.quads = data.quads.splitAtY(rect.height() - w->y());
|
|
}
|
|
data.setTransformed();
|
|
effects->prePaintWindow(w, data, time);
|
|
return;
|
|
}
|
|
}
|
|
// check for windows belonging to the next desktop
|
|
int next_desktop = painting_desktop + 1;
|
|
if (next_desktop > effects->numberOfDesktops())
|
|
next_desktop = 1;
|
|
if (w->isOnDesktop(next_desktop) && mode == Cube && !useZOrdering) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, next_desktop);
|
|
if (w->x() < rect.x()) {
|
|
w->enablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
|
|
data.quads = data.quads.splitAtX(-w->x());
|
|
if (w->y() < rect.y()) {
|
|
data.quads = data.quads.splitAtY(-w->y());
|
|
}
|
|
if (w->y() + w->height() > rect.y() + rect.height()) {
|
|
data.quads = data.quads.splitAtY(rect.height() - w->y());
|
|
}
|
|
data.setTransformed();
|
|
effects->prePaintWindow(w, data, time);
|
|
return;
|
|
}
|
|
}
|
|
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
|
|
}
|
|
}
|
|
}
|
|
effects->prePaintWindow(w, data, time);
|
|
}
|
|
|
|
void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
ShaderManager *shaderManager = ShaderManager::instance();
|
|
GLShader *shader = NULL;
|
|
QMatrix4x4 origMatrix;
|
|
if (activated && cube_painting) {
|
|
shader = shaderManager->pushShader(ShaderManager::GenericShader);
|
|
//kDebug(1212) << w->caption();
|
|
float opacity = cubeOpacity;
|
|
if (start) {
|
|
opacity = 1.0 - (1.0 - opacity) * timeLine.currentValue();
|
|
if (reflectionPainting)
|
|
opacity = 0.5 + (cubeOpacity - 0.5) * timeLine.currentValue();
|
|
// fade in windows belonging to different desktops
|
|
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
|
|
opacity = timeLine.currentValue() * cubeOpacity;
|
|
}
|
|
if (stop) {
|
|
opacity = 1.0 - (1.0 - opacity) * (1.0 - timeLine.currentValue());
|
|
if (reflectionPainting)
|
|
opacity = 0.5 + (cubeOpacity - 0.5) * (1.0 - timeLine.currentValue());
|
|
// fade out windows belonging to different desktops
|
|
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
|
|
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
|
|
}
|
|
// z-Ordering
|
|
if (!w->isDesktop() && !w->isDock() && useZOrdering && !w->isOnAllDesktops()) {
|
|
float zOrdering = (effects->stackingOrder().indexOf(w) + 1) * zOrderingFactor;
|
|
if (start)
|
|
zOrdering *= timeLine.currentValue();
|
|
if (stop)
|
|
zOrdering *= (1.0 - timeLine.currentValue());
|
|
data.zTranslate += zOrdering;
|
|
}
|
|
// check for windows belonging to the previous desktop
|
|
int prev_desktop = painting_desktop - 1;
|
|
if (prev_desktop == 0)
|
|
prev_desktop = effects->numberOfDesktops();
|
|
int next_desktop = painting_desktop + 1;
|
|
if (next_desktop > effects->numberOfDesktops())
|
|
next_desktop = 1;
|
|
if (!shader) {
|
|
pushMatrix();
|
|
}
|
|
if (w->isOnDesktop(prev_desktop) && (mask & PAINT_WINDOW_TRANSFORMED)) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, prev_desktop);
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (quad.right() > rect.width() - w->x()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
if (shader) {
|
|
data.xTranslate = -rect.width();
|
|
} else {
|
|
RotationData rot = RotationData();
|
|
rot.axis = RotationData::YAxis;
|
|
rot.xRotationPoint = rect.width() - w->x();
|
|
rot.angle = 360.0f / effects->numberOfDesktops();
|
|
data.rotation = &rot;
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(rect.width() / 2, 0.0, -point);
|
|
matrix.rotate(-360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
matrix.translate(-rect.width() / 2, 0.0, point);
|
|
multiplyMatrix(matrix);
|
|
}
|
|
}
|
|
if (w->isOnDesktop(next_desktop) && (mask & PAINT_WINDOW_TRANSFORMED)) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, next_desktop);
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (w->x() + quad.right() <= rect.x()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
if (shader) {
|
|
data.xTranslate = rect.width();
|
|
} else {
|
|
RotationData rot = RotationData();
|
|
rot.axis = RotationData::YAxis;
|
|
rot.xRotationPoint = -w->x();
|
|
rot.angle = -360.0f / effects->numberOfDesktops();
|
|
data.rotation = &rot;
|
|
float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 180.0f);
|
|
float point = rect.width() / 2 * tan(cubeAngle * 0.5f * M_PI / 180.0f);
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(rect.width() / 2, 0.0, -point);
|
|
matrix.rotate(360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
matrix.translate(-rect.width() / 2, 0.0, point);
|
|
multiplyMatrix(matrix);
|
|
}
|
|
}
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
|
|
|
|
if (start || stop) {
|
|
// we have to change opacity values for fade in/out of windows which are shown on front-desktop
|
|
if (prev_desktop == effects->currentDesktop() && w->x() < rect.x()) {
|
|
if (start)
|
|
opacity = timeLine.currentValue() * cubeOpacity;
|
|
if (stop)
|
|
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
|
|
}
|
|
if (next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width()) {
|
|
if (start)
|
|
opacity = timeLine.currentValue() * cubeOpacity;
|
|
if (stop)
|
|
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
|
|
}
|
|
}
|
|
// HACK set opacity to 0.99 in case of fully opaque to ensure that windows are painted in correct sequence
|
|
// bug #173214
|
|
if (opacity > 0.99f)
|
|
opacity = 0.99f;
|
|
if (opacityDesktopOnly && !w->isDesktop())
|
|
opacity = 0.99f;
|
|
data.opacity *= opacity;
|
|
|
|
if (w->isOnDesktop(painting_desktop) && w->x() < rect.x()) {
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (quad.right() > -w->x()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if (w->isOnDesktop(painting_desktop) && w->x() + w->width() > rect.x() + rect.width()) {
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (quad.right() <= rect.width() - w->x()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if (w->y() < rect.y()) {
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (quad.bottom() > -w->y()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if (w->y() + w->height() > rect.y() + rect.height()) {
|
|
WindowQuadList new_quads;
|
|
foreach (const WindowQuad & quad, data.quads) {
|
|
if (quad.bottom() <= rect.height() - w->y()) {
|
|
new_quads.append(quad);
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if (shader) {
|
|
origMatrix = shader->getUniformMatrix4x4("screenTransformation");
|
|
GLShader *currentShader = shader;
|
|
if (mode == Cylinder) {
|
|
shaderManager->pushShader(cylinderShader);
|
|
cylinderShader->setUniform("xCoord", (float)w->x());
|
|
cylinderShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
|
|
float factor = 0.0f;
|
|
if (start)
|
|
factor = 1.0f - timeLine.currentValue();
|
|
if (stop)
|
|
factor = timeLine.currentValue();
|
|
cylinderShader->setUniform("timeLine", factor);
|
|
data.shader = cylinderShader;
|
|
currentShader = cylinderShader;
|
|
}
|
|
if (mode == Sphere) {
|
|
shaderManager->pushShader(sphereShader);
|
|
sphereShader->setUniform("u_offset", QVector2D(w->x(), w->y()));
|
|
sphereShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
|
|
float factor = 0.0f;
|
|
if (start)
|
|
factor = 1.0f - timeLine.currentValue();
|
|
if (stop)
|
|
factor = timeLine.currentValue();
|
|
sphereShader->setUniform("timeLine", factor);
|
|
data.shader = sphereShader;
|
|
currentShader = sphereShader;
|
|
}
|
|
if (reflectionPainting) {
|
|
currentShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix);
|
|
} else {
|
|
currentShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix*origMatrix);
|
|
}
|
|
}
|
|
}
|
|
effects->paintWindow(w, mask, region, data);
|
|
if (activated && cube_painting) {
|
|
if (shader) {
|
|
if (mode == Cylinder || mode == Sphere) {
|
|
shaderManager->popShader();
|
|
} else {
|
|
shader->setUniform(GLShader::ScreenTransformation, origMatrix);
|
|
}
|
|
shaderManager->popShader();
|
|
}
|
|
if (w->isDesktop() && effects->numScreens() > 1 && paintCaps) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
|
|
QRegion paint = QRegion(rect);
|
|
for (int i = 0; i < effects->numScreens(); i++) {
|
|
if (i == w->screen())
|
|
continue;
|
|
paint = paint.subtracted(QRegion(effects->clientArea(ScreenArea, i, painting_desktop)));
|
|
}
|
|
paint = paint.subtracted(QRegion(w->geometry()));
|
|
// in case of free area in multiscreen setup fill it with cap color
|
|
if (!paint.isEmpty()) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
QVector<float> verts;
|
|
float quadSize = 0.0f;
|
|
int leftDesktop = frontDesktop - 1;
|
|
int rightDesktop = frontDesktop + 1;
|
|
if (leftDesktop == 0)
|
|
leftDesktop = effects->numberOfDesktops();
|
|
if (rightDesktop > effects->numberOfDesktops())
|
|
rightDesktop = 1;
|
|
if (painting_desktop == frontDesktop)
|
|
quadSize = 100.0f;
|
|
else if (painting_desktop == leftDesktop || painting_desktop == rightDesktop)
|
|
quadSize = 150.0f;
|
|
else
|
|
quadSize = 250.0f;
|
|
foreach (const QRect & paintRect, paint.rects()) {
|
|
for (int i = 0; i <= (paintRect.height() / quadSize); i++) {
|
|
for (int j = 0; j <= (paintRect.width() / quadSize); j++) {
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
|
|
verts << paintRect.x() + j*quadSize << paintRect.y() + i*quadSize;
|
|
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
|
|
}
|
|
}
|
|
}
|
|
bool capShader = false;
|
|
if (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
|
|
capShader = true;
|
|
ShaderManager::instance()->pushShader(m_capShader);
|
|
m_capShader->setUniform("u_mirror", 0);
|
|
m_capShader->setUniform("u_untextured", 1);
|
|
if (reflectionPainting) {
|
|
m_capShader->setUniform(GLShader::ScreenTransformation, m_reflectionMatrix * m_rotationMatrix * origMatrix);
|
|
} else {
|
|
m_capShader->setUniform(GLShader::ScreenTransformation, m_rotationMatrix * origMatrix);
|
|
}
|
|
m_capShader->setUniform(GLShader::WindowTransformation, QMatrix4x4());
|
|
}
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
QColor color = capColor;
|
|
capColor.setAlphaF(cubeOpacity);
|
|
vbo->setColor(color);
|
|
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
|
|
if (!capShader || mode == Cube) {
|
|
// TODO: use sphere and cylinder shaders
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
if (capShader) {
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
if (!shader) {
|
|
popMatrix();
|
|
}
|
|
}
|
|
}
|
|
|
|
bool CubeEffect::borderActivated(ElectricBorder border)
|
|
{
|
|
if (!borderActivate.contains(border) &&
|
|
!borderActivateCylinder.contains(border) &&
|
|
!borderActivateSphere.contains(border))
|
|
return false;
|
|
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
|
|
return false;
|
|
if (borderActivate.contains(border)) {
|
|
if (!activated || (activated && mode == Cube))
|
|
toggleCube();
|
|
else
|
|
return false;
|
|
}
|
|
if (borderActivateCylinder.contains(border)) {
|
|
if (!activated || (activated && mode == Cylinder))
|
|
toggleCylinder();
|
|
else
|
|
return false;
|
|
}
|
|
if (borderActivateSphere.contains(border)) {
|
|
if (!activated || (activated && mode == Sphere))
|
|
toggleSphere();
|
|
else
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void CubeEffect::toggleCube()
|
|
{
|
|
kDebug(1212) << "toggle cube";
|
|
toggle(Cube);
|
|
}
|
|
|
|
void CubeEffect::toggleCylinder()
|
|
{
|
|
kDebug(1212) << "toggle cylinder";
|
|
if (!useShaders)
|
|
useShaders = loadShader();
|
|
if (useShaders)
|
|
toggle(Cylinder);
|
|
else
|
|
kError(1212) << "Sorry shaders are not available - cannot activate Cylinder";
|
|
}
|
|
|
|
void CubeEffect::toggleSphere()
|
|
{
|
|
kDebug(1212) << "toggle sphere";
|
|
if (!useShaders)
|
|
useShaders = loadShader();
|
|
if (useShaders)
|
|
toggle(Sphere);
|
|
else
|
|
kError(1212) << "Sorry shaders are not available - cannot activate Sphere";
|
|
}
|
|
|
|
void CubeEffect::toggle(CubeMode newMode)
|
|
{
|
|
if ((effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this) ||
|
|
effects->numberOfDesktops() < 2)
|
|
return;
|
|
if (!activated) {
|
|
mode = newMode;
|
|
setActive(true);
|
|
} else {
|
|
setActive(false);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::grabbedKeyboardEvent(QKeyEvent* e)
|
|
{
|
|
if (stop)
|
|
return;
|
|
// taken from desktopgrid.cpp
|
|
if (e->type() == QEvent::KeyPress) {
|
|
// check for global shortcuts
|
|
// HACK: keyboard grab disables the global shortcuts so we have to check for global shortcut (bug 156155)
|
|
if (mode == Cube && cubeShortcut.contains(e->key() + e->modifiers())) {
|
|
toggleCube();
|
|
return;
|
|
}
|
|
if (mode == Cylinder && cylinderShortcut.contains(e->key() + e->modifiers())) {
|
|
toggleCylinder();
|
|
return;
|
|
}
|
|
if (mode == Sphere && sphereShortcut.contains(e->key() + e->modifiers())) {
|
|
toggleSphere();
|
|
return;
|
|
}
|
|
|
|
int desktop = -1;
|
|
// switch by F<number> or just <number>
|
|
if (e->key() >= Qt::Key_F1 && e->key() <= Qt::Key_F35)
|
|
desktop = e->key() - Qt::Key_F1 + 1;
|
|
else if (e->key() >= Qt::Key_0 && e->key() <= Qt::Key_9)
|
|
desktop = e->key() == Qt::Key_0 ? 10 : e->key() - Qt::Key_0;
|
|
if (desktop != -1) {
|
|
if (desktop <= effects->numberOfDesktops()) {
|
|
// we have to rotate to chosen desktop
|
|
// and end effect when rotation finished
|
|
rotateToDesktop(desktop);
|
|
setActive(false);
|
|
}
|
|
return;
|
|
}
|
|
switch(e->key()) {
|
|
// wrap only on autorepeat
|
|
case Qt::Key_Left:
|
|
// rotate to previous desktop
|
|
kDebug(1212) << "left";
|
|
if (!rotating && !start) {
|
|
rotating = true;
|
|
if (invertKeys)
|
|
rotationDirection = Right;
|
|
else
|
|
rotationDirection = Left;
|
|
} else {
|
|
if (rotations.count() < effects->numberOfDesktops()) {
|
|
if (invertKeys)
|
|
rotations.enqueue(Right);
|
|
else
|
|
rotations.enqueue(Left);
|
|
}
|
|
}
|
|
break;
|
|
case Qt::Key_Right:
|
|
// rotate to next desktop
|
|
kDebug(1212) << "right";
|
|
if (!rotating && !start) {
|
|
rotating = true;
|
|
if (invertKeys)
|
|
rotationDirection = Left;
|
|
else
|
|
rotationDirection = Right;
|
|
} else {
|
|
if (rotations.count() < effects->numberOfDesktops()) {
|
|
if (invertKeys)
|
|
rotations.enqueue(Left);
|
|
else
|
|
rotations.enqueue(Right);
|
|
}
|
|
}
|
|
break;
|
|
case Qt::Key_Up:
|
|
kDebug(1212) << "up";
|
|
if (invertKeys) {
|
|
if (verticalPosition != Down) {
|
|
if (!verticalRotating) {
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Down;
|
|
if (verticalPosition == Up)
|
|
verticalPosition = Normal;
|
|
} else {
|
|
verticalRotations.enqueue(Downwards);
|
|
}
|
|
} else if (manualVerticalAngle > 0.0 && !verticalRotating) {
|
|
// rotate to down position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
verticalPosition = Down;
|
|
manualVerticalAngle -= 90.0;
|
|
}
|
|
} else {
|
|
if (verticalPosition != Up) {
|
|
if (!verticalRotating) {
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Up;
|
|
if (verticalPosition == Down)
|
|
verticalPosition = Normal;
|
|
} else {
|
|
verticalRotations.enqueue(Upwards);
|
|
}
|
|
} else if (manualVerticalAngle < 0.0 && !verticalRotating) {
|
|
// rotate to up position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
verticalPosition = Up;
|
|
manualVerticalAngle += 90.0;
|
|
}
|
|
}
|
|
break;
|
|
case Qt::Key_Down:
|
|
kDebug(1212) << "down";
|
|
if (invertKeys) {
|
|
if (verticalPosition != Up) {
|
|
if (!verticalRotating) {
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Up;
|
|
if (verticalPosition == Down)
|
|
verticalPosition = Normal;
|
|
} else {
|
|
verticalRotations.enqueue(Upwards);
|
|
}
|
|
} else if (manualVerticalAngle < 0.0 && !verticalRotating) {
|
|
// rotate to up position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
verticalPosition = Up;
|
|
manualVerticalAngle += 90.0;
|
|
}
|
|
} else {
|
|
if (verticalPosition != Down) {
|
|
if (!verticalRotating) {
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
if (verticalPosition == Normal)
|
|
verticalPosition = Down;
|
|
if (verticalPosition == Up)
|
|
verticalPosition = Normal;
|
|
} else {
|
|
verticalRotations.enqueue(Downwards);
|
|
}
|
|
} else if (manualVerticalAngle > 0.0 && !verticalRotating) {
|
|
// rotate to down position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
verticalPosition = Down;
|
|
manualVerticalAngle -= 90.0;
|
|
}
|
|
}
|
|
break;
|
|
case Qt::Key_Escape:
|
|
rotateToDesktop(effects->currentDesktop());
|
|
setActive(false);
|
|
return;
|
|
case Qt::Key_Enter:
|
|
case Qt::Key_Return:
|
|
case Qt::Key_Space:
|
|
setActive(false);
|
|
return;
|
|
case Qt::Key_Plus:
|
|
zoom -= 10.0;
|
|
zoom = qMax(-zPosition, zoom);
|
|
rotateCube();
|
|
break;
|
|
case Qt::Key_Minus:
|
|
zoom += 10.0f;
|
|
rotateCube();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::rotateToDesktop(int desktop)
|
|
{
|
|
int tempFrontDesktop = frontDesktop;
|
|
if (!rotations.empty()) {
|
|
// all scheduled rotations will be removed as a speed up
|
|
rotations.clear();
|
|
}
|
|
if (rotating && !desktopChangedWhileRotating) {
|
|
// front desktop will change during the actual rotation - this has to be considered
|
|
if (rotationDirection == Left) {
|
|
tempFrontDesktop++;
|
|
} else if (rotationDirection == Right) {
|
|
tempFrontDesktop--;
|
|
}
|
|
if (tempFrontDesktop > effects->numberOfDesktops())
|
|
tempFrontDesktop = 1;
|
|
else if (tempFrontDesktop == 0)
|
|
tempFrontDesktop = effects->numberOfDesktops();
|
|
}
|
|
// find the fastest rotation path from tempFrontDesktop to desktop
|
|
int rightRotations = tempFrontDesktop - desktop;
|
|
if (rightRotations < 0)
|
|
rightRotations += effects->numberOfDesktops();
|
|
int leftRotations = desktop - tempFrontDesktop;
|
|
if (leftRotations < 0)
|
|
leftRotations += effects->numberOfDesktops();
|
|
if (leftRotations <= rightRotations) {
|
|
for (int i = 0; i < leftRotations; i++) {
|
|
rotations.enqueue(Left);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < rightRotations; i++) {
|
|
rotations.enqueue(Right);
|
|
}
|
|
}
|
|
if (!start && !rotating && !rotations.empty()) {
|
|
rotating = true;
|
|
rotationDirection = rotations.dequeue();
|
|
}
|
|
// change timeline curve if more rotations are following
|
|
if (!rotations.empty()) {
|
|
currentShape = QTimeLine::EaseInCurve;
|
|
timeLine.setCurveShape(currentShape);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::setActive(bool active)
|
|
{
|
|
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
|
|
inside->setActive(true);
|
|
}
|
|
if (active) {
|
|
KConfigGroup conf = effects->effectConfig("Cube");
|
|
QString capPath = conf.readEntry("CapPath", KGlobal::dirs()->findResource("appdata", "cubecap.png"));
|
|
if (texturedCaps && !capTexture && !capPath.isEmpty()) {
|
|
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
|
|
connect(watcher, SIGNAL(finished()), SLOT(slotCubeCapLoaded()));
|
|
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadCubeCap, capPath));
|
|
}
|
|
QString wallpaperPath = conf.readEntry("Wallpaper", QString(""));
|
|
if (!wallpaper && !wallpaperPath.isEmpty()) {
|
|
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
|
|
connect(watcher, SIGNAL(finished()), SLOT(slotWallPaperLoaded()));
|
|
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadWallPaper, wallpaperPath));
|
|
}
|
|
if (!mousePolling) {
|
|
effects->startMousePolling();
|
|
mousePolling = true;
|
|
}
|
|
activated = true;
|
|
activeScreen = effects->activeScreen();
|
|
keyboard_grab = effects->grabKeyboard(this);
|
|
input = effects->createInputWindow(this, 0, 0, displayWidth(), displayHeight(),
|
|
Qt::OpenHandCursor);
|
|
frontDesktop = effects->currentDesktop();
|
|
zoom = 0.0;
|
|
zOrderingFactor = zPosition / (effects->stackingOrder().count() - 1);
|
|
start = true;
|
|
effects->setActiveFullScreenEffect(this);
|
|
kDebug(1212) << "Cube is activated";
|
|
verticalPosition = Normal;
|
|
verticalRotating = false;
|
|
manualAngle = 0.0;
|
|
manualVerticalAngle = 0.0;
|
|
if (reflection) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
#ifndef KWIN_HAVE_OPENGLES
|
|
// clip parts above the reflection area
|
|
double eqn[4] = {0.0, 1.0, 0.0, 0.0};
|
|
glPushMatrix();
|
|
glTranslatef(0.0, rect.height(), 0.0);
|
|
glClipPlane(GL_CLIP_PLANE0, eqn);
|
|
glPopMatrix();
|
|
#endif
|
|
float temporaryCoeff = float(rect.width()) / tan(M_PI / float(effects->numberOfDesktops()));
|
|
mAddedHeightCoeff1 = sqrt(float(rect.height()) * float(rect.height()) + temporaryCoeff * temporaryCoeff);
|
|
mAddedHeightCoeff2 = sqrt(float(rect.height()) * float(rect.height()) + float(rect.width()) * float(rect.width()) + temporaryCoeff * temporaryCoeff);
|
|
}
|
|
m_rotationMatrix.setToIdentity();
|
|
effects->addRepaintFull();
|
|
} else {
|
|
if (mousePolling) {
|
|
effects->stopMousePolling();
|
|
mousePolling = false;
|
|
}
|
|
schedule_close = true;
|
|
// we have to add a repaint, to start the deactivating
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotMouseChanged(const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
|
|
Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
|
|
{
|
|
if (!activated)
|
|
return;
|
|
if (tabBoxMode)
|
|
return;
|
|
if (stop)
|
|
return;
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
if (buttons.testFlag(Qt::LeftButton)) {
|
|
bool repaint = false;
|
|
// vertical movement only if there is not a rotation
|
|
if (!verticalRotating) {
|
|
// display height corresponds to 180*
|
|
int deltaY = pos.y() - oldpos.y();
|
|
float deltaVerticalDegrees = (float)deltaY / rect.height() * 180.0f;
|
|
if (invertMouse)
|
|
manualVerticalAngle += deltaVerticalDegrees;
|
|
else
|
|
manualVerticalAngle -= deltaVerticalDegrees;
|
|
if (deltaVerticalDegrees != 0.0)
|
|
repaint = true;
|
|
}
|
|
// horizontal movement only if there is not a rotation
|
|
if (!rotating) {
|
|
// display width corresponds to sum of angles of the polyhedron
|
|
int deltaX = oldpos.x() - pos.x();
|
|
float deltaDegrees = (float)deltaX / rect.width() * 360.0f;
|
|
if (deltaX == 0) {
|
|
if (pos.x() == 0)
|
|
deltaDegrees = 5.0f;
|
|
if (pos.x() == displayWidth() - 1)
|
|
deltaDegrees = -5.0f;
|
|
}
|
|
if (invertMouse)
|
|
manualAngle += deltaDegrees;
|
|
else
|
|
manualAngle -= deltaDegrees;
|
|
if (deltaDegrees != 0.0)
|
|
repaint = true;
|
|
}
|
|
if (repaint) {
|
|
rotateCube();
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
if (!oldbuttons.testFlag(Qt::LeftButton) && buttons.testFlag(Qt::LeftButton)) {
|
|
XDefineCursor(display(), input, QCursor(Qt::ClosedHandCursor).handle());
|
|
}
|
|
if (oldbuttons.testFlag(Qt::LeftButton) && !buttons.testFlag(Qt::LeftButton)) {
|
|
XDefineCursor(display(), input, QCursor(Qt::OpenHandCursor).handle());
|
|
if (closeOnMouseRelease)
|
|
setActive(false);
|
|
}
|
|
if (oldbuttons.testFlag(Qt::RightButton) && !buttons.testFlag(Qt::RightButton)) {
|
|
// end effect on right mouse button
|
|
setActive(false);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::windowInputMouseEvent(Window w, QEvent* e)
|
|
{
|
|
assert(w == input);
|
|
Q_UNUSED(w);
|
|
QMouseEvent *mouse = dynamic_cast< QMouseEvent* >(e);
|
|
if (mouse && mouse->type() == QEvent::MouseButtonRelease) {
|
|
if (mouse->button() == Qt::XButton1) {
|
|
if (!rotating && !start) {
|
|
rotating = true;
|
|
if (invertMouse)
|
|
rotationDirection = Right;
|
|
else
|
|
rotationDirection = Left;
|
|
} else {
|
|
if (rotations.count() < effects->numberOfDesktops()) {
|
|
if (invertMouse)
|
|
rotations.enqueue(Right);
|
|
else
|
|
rotations.enqueue(Left);
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
if (mouse->button() == Qt::XButton2) {
|
|
if (!rotating && !start) {
|
|
rotating = true;
|
|
if (invertMouse)
|
|
rotationDirection = Left;
|
|
else
|
|
rotationDirection = Right;
|
|
} else {
|
|
if (rotations.count() < effects->numberOfDesktops()) {
|
|
if (invertMouse)
|
|
rotations.enqueue(Left);
|
|
else
|
|
rotations.enqueue(Right);
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotTabBoxAdded(int mode)
|
|
{
|
|
if (activated)
|
|
return;
|
|
if (effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this)
|
|
return;
|
|
if (useForTabBox && mode == TabBoxDesktopListMode) {
|
|
effects->refTabBox();
|
|
tabBoxMode = true;
|
|
setActive(true);
|
|
rotateToDesktop(effects->currentTabBoxDesktop());
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotTabBoxUpdated()
|
|
{
|
|
if (activated) {
|
|
rotateToDesktop(effects->currentTabBoxDesktop());
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotTabBoxClosed()
|
|
{
|
|
if (activated) {
|
|
effects->unrefTabBox();
|
|
tabBoxMode = false;
|
|
setActive(false);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::cubeShortcutChanged(const QKeySequence& seq)
|
|
{
|
|
cubeShortcut = KShortcut(seq);
|
|
}
|
|
|
|
void CubeEffect::cylinderShortcutChanged(const QKeySequence& seq)
|
|
{
|
|
cylinderShortcut = KShortcut(seq);
|
|
}
|
|
|
|
void CubeEffect::sphereShortcutChanged(const QKeySequence& seq)
|
|
{
|
|
sphereShortcut = KShortcut(seq);
|
|
}
|
|
|
|
void* CubeEffect::proxy()
|
|
{
|
|
return &m_proxy;
|
|
}
|
|
|
|
void CubeEffect::registerCubeInsideEffect(CubeInsideEffect* effect)
|
|
{
|
|
m_cubeInsideEffects.append(effect);
|
|
}
|
|
|
|
void CubeEffect::unregisterCubeInsideEffect(CubeInsideEffect* effect)
|
|
{
|
|
m_cubeInsideEffects.removeAll(effect);
|
|
}
|
|
|
|
bool CubeEffect::isActive() const
|
|
{
|
|
return activated;
|
|
}
|
|
|
|
} // namespace
|