kwin/effects/cube/cube.cpp
Martin Gräßlin 1e1cf86dc7 Initialize a variable, which could be read before it has been written to in a very, very unlikely case, with a useful value.
CCBUG: 196025

svn path=/trunk/KDE/kdebase/workspace/; revision=1004621
2009-07-30 16:01:25 +00:00

2225 lines
83 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "cube.h"
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kwinconfig.h>
#include <kconfiggroup.h>
#include <kcolorscheme.h>
#include <kglobal.h>
#include <kstandarddirs.h>
#include <kdebug.h>
#include <QColor>
#include <QRect>
#include <QEvent>
#include <QKeyEvent>
#include <math.h>
#include <GL/gl.h>
namespace KWin
{
KWIN_EFFECT( cube, CubeEffect )
KWIN_EFFECT_SUPPORTED( cube, CubeEffect::supported() )
CubeEffect::CubeEffect()
: activated( false )
, mousePolling( false )
, cube_painting( false )
, keyboard_grab( false )
, schedule_close( false )
, painting_desktop( 1 )
, frontDesktop( 0 )
, cubeOpacity( 1.0 )
, opacityDesktopOnly( true )
, displayDesktopName( false )
, desktopNameFrame( EffectFrame::Styled )
, reflection( true )
, rotating( false )
, desktopChangedWhileRotating( false )
, paintCaps( true )
, rotationDirection( Left )
, verticalRotationDirection( Upwards )
, verticalPosition( Normal )
, wallpaper( NULL )
, texturedCaps( true )
, capTexture( NULL )
, manualAngle( 0.0 )
, manualVerticalAngle( 0.0 )
, currentShape( TimeLine::EaseInOutCurve )
, start( false )
, stop( false )
, reflectionPainting( false )
, activeScreen( 0 )
, bottomCap( false )
, closeOnMouseRelease( false )
, zoom( 0.0 )
, zPosition( 0.0 )
, useForTabBox( false )
, tabBoxMode( false )
, shortcutsRegistered( false )
, mode( Cube )
, useShaders( false )
, cylinderShader( 0 )
, sphereShader( 0 )
, zOrderingFactor( 0.0f )
, mAddedHeightCoeff1( 0.0f )
, mAddedHeightCoeff2( 0.0f )
, capListCreated( false )
, recompileList( true )
, glList( 0 )
{
desktopNameFont.setBold( true );
desktopNameFont.setPointSize( 14 );
desktopNameFrame.setFont( desktopNameFont );
reconfigure( ReconfigureAll );
}
bool CubeEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void CubeEffect::reconfigure( ReconfigureFlags )
{
loadConfig( "Cube" );
}
void CubeEffect::loadConfig( QString config )
{
KConfigGroup conf = effects->effectConfig( config );
foreach( ElectricBorder border, borderActivate )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, borderActivateCylinder )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, borderActivateSphere )
{
effects->unreserveElectricBorder( border );
}
borderActivate.clear();
borderActivateCylinder.clear();
borderActivateSphere.clear();
QList<int> borderList = QList<int>();
borderList.append( int( ElectricNone ) );
borderList = conf.readEntry( "BorderActivate", borderList );
foreach( int i, borderList )
{
borderActivate.append( ElectricBorder( i ) );
effects->reserveElectricBorder( ElectricBorder( i ) );
}
borderList.clear();
borderList.append( int( ElectricNone ) );
borderList = conf.readEntry( "BorderActivateCylinder", borderList );
foreach( int i, borderList )
{
borderActivateCylinder.append( ElectricBorder( i ) );
effects->reserveElectricBorder( ElectricBorder( i ) );
}
borderList.clear();
borderList.append( int( ElectricNone ) );
borderList = conf.readEntry( "BorderActivateSphere", borderList );
foreach( int i, borderList )
{
borderActivateSphere.append( ElectricBorder( i ) );
effects->reserveElectricBorder( ElectricBorder( i ) );
}
cubeOpacity = (float)conf.readEntry( "Opacity", 80 )/100.0f;
opacityDesktopOnly = conf.readEntry( "OpacityDesktopOnly", false );
displayDesktopName = conf.readEntry( "DisplayDesktopName", true );
reflection = conf.readEntry( "Reflection", true );
rotationDuration = animationTime( conf, "RotationDuration", 500 );
backgroundColor = conf.readEntry( "BackgroundColor", QColor( Qt::black ) );
capColor = conf.readEntry( "CapColor", KColorScheme( QPalette::Active, KColorScheme::Window ).background().color() );
paintCaps = conf.readEntry( "Caps", true );
closeOnMouseRelease = conf.readEntry( "CloseOnMouseRelease", false );
float defaultZPosition = 100.0f;
if( config == "Sphere" )
defaultZPosition = 450.0f;
zPosition = conf.readEntry( "ZPosition", defaultZPosition );
useForTabBox = conf.readEntry( "TabBox", false );
invertKeys = conf.readEntry( "InvertKeys", false );
invertMouse = conf.readEntry( "InvertMouse", false );
capDeformationFactor = conf.readEntry( "CapDeformation", 0 )/100.0f;
useZOrdering = conf.readEntry( "ZOrdering", false );
QString file = conf.readEntry( "Wallpaper", QString("") );
if( wallpaper )
wallpaper->discard();
delete wallpaper;
wallpaper = NULL;
if( !file.isEmpty() )
{
QImage img = QImage( file );
if( !img.isNull() )
{
wallpaper = new GLTexture( img );
}
}
delete capTexture;
capTexture = NULL;
texturedCaps = conf.readEntry( "TexturedCaps", true );
if( texturedCaps )
{
QString capPath = conf.readEntry( "CapPath", KGlobal::dirs()->findResource( "appdata", "cubecap.png" ) );
QImage img = QImage( capPath );
if( !img.isNull() )
{
capTexture = new GLTexture( img );
capTexture->setFilter( GL_LINEAR );
capTexture->setWrapMode( GL_CLAMP_TO_BORDER );
}
}
timeLine.setCurveShape( TimeLine::EaseInOutCurve );
timeLine.setDuration( rotationDuration );
verticalTimeLine.setCurveShape( TimeLine::EaseInOutCurve );
verticalTimeLine.setDuration( rotationDuration );
// do not connect the shortcut if we use cylinder or sphere
if( !shortcutsRegistered )
{
KActionCollection* actionCollection = new KActionCollection( this );
KAction* cubeAction = static_cast< KAction* >( actionCollection->addAction( "Cube" ));
cubeAction->setText( i18n("Desktop Cube" ));
cubeAction->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::Key_F11 ));
cubeShortcut = cubeAction->globalShortcut();
KAction* cylinderAction = static_cast< KAction* >( actionCollection->addAction( "Cylinder" ));
cylinderAction->setText( i18n("Desktop Cylinder" ));
cylinderAction->setGlobalShortcut( KShortcut(), KAction::ActiveShortcut);
cylinderShortcut = cylinderAction->globalShortcut();
KAction* sphereAction = static_cast< KAction* >( actionCollection->addAction( "Sphere" ));
sphereAction->setText( i18n("Desktop Sphere" ));
sphereAction->setGlobalShortcut( KShortcut(), KAction::ActiveShortcut);
sphereShortcut = sphereAction->globalShortcut();
connect( cubeAction, SIGNAL( triggered( bool )), this, SLOT( toggleCube()));
connect( cylinderAction, SIGNAL( triggered( bool )), this, SLOT( toggleCylinder()));
connect( sphereAction, SIGNAL( triggered( bool )), this, SLOT( toggleSphere()));
connect( cubeAction, SIGNAL( globalShortcutChanged( QKeySequence )), this, SLOT( cubeShortcutChanged(QKeySequence)));
connect( cylinderAction, SIGNAL( globalShortcutChanged( QKeySequence )), this, SLOT( cylinderShortcutChanged(QKeySequence)));
connect( sphereAction, SIGNAL( globalShortcutChanged( QKeySequence )), this, SLOT( sphereShortcutChanged(QKeySequence)));
shortcutsRegistered = true;
}
}
CubeEffect::~CubeEffect()
{
foreach( ElectricBorder border, borderActivate )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, borderActivateCylinder )
{
effects->unreserveElectricBorder( border );
}
foreach( ElectricBorder border, borderActivateSphere )
{
effects->unreserveElectricBorder( border );
}
delete wallpaper;
delete capTexture;
delete cylinderShader;
delete sphereShader;
}
bool CubeEffect::loadShader()
{
if( !(GLShader::fragmentShaderSupported() &&
(effects->compositingType() == OpenGLCompositing)))
return false;
QString fragmentshader = KGlobal::dirs()->findResource( "data", "kwin/cylinder.frag" );
QString cylinderVertexshader = KGlobal::dirs()->findResource( "data", "kwin/cylinder.vert" );
QString sphereVertexshader = KGlobal::dirs()->findResource( "data", "kwin/sphere.vert" );
if( fragmentshader.isEmpty() || cylinderVertexshader.isEmpty() || sphereVertexshader.isEmpty() )
{
kError(1212) << "Couldn't locate shader files" << endl;
return false;
}
cylinderShader = new GLShader(cylinderVertexshader, fragmentshader);
if( !cylinderShader->isValid() )
{
kError(1212) << "The cylinder shader failed to load!" << endl;
return false;
}
else
{
cylinderShader->bind();
cylinderShader->setUniform( "winTexture", 0 );
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
cylinderShader->setUniform( "width", (float)rect.width() );
cylinderShader->unbind();
}
sphereShader = new GLShader( sphereVertexshader, fragmentshader );
if( !sphereShader->isValid() )
{
kError(1212) << "The sphere shader failed to load!" << endl;
return false;
}
else
{
sphereShader->bind();
sphereShader->setUniform( "winTexture", 0 );
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
sphereShader->setUniform( "width", (float)rect.width() );
sphereShader->setUniform( "height", (float)rect.height() );
sphereShader->unbind();
}
return true;
}
void CubeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( activated )
{
data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
if( rotating || start || stop )
{
timeLine.addTime( time );
recompileList = true;
}
if( verticalRotating )
{
verticalTimeLine.addTime( time );
recompileList = true;
}
}
effects->prePaintScreen( data, time );
}
void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
if( activated )
{
if( recompileList )
{
recompileList = false;
glPushMatrix();
glNewList( glList, GL_COMPILE );
rotateCube();
glEndList();
glPopMatrix();
}
// compile List for cube
if( useList )
{
glNewList( glList + 1, GL_COMPILE );
glPushMatrix();
paintCube( mask, region, data );
glPopMatrix();
glEndList();
}
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
// background
float clearColor[4];
glGetFloatv( GL_COLOR_CLEAR_VALUE, clearColor );
glClearColor( backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0 );
glClear( GL_COLOR_BUFFER_BIT );
glClearColor( clearColor[0], clearColor[1], clearColor[2], clearColor[3] );
// wallpaper
if( wallpaper )
{
wallpaper->bind();
wallpaper->render( region, rect );
wallpaper->unbind();
}
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// some veriables needed for painting the caps
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);
float zTranslate = zPosition + zoom;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
// reflection
if( reflection && mode != Sphere )
{
// restrict painting the reflections to the current screen
PaintClipper::push( QRegion( rect ));
glPushMatrix();
// we can use a huge scale factor (needed to calculate the rearground vertices)
// as we restrict with a PaintClipper painting on the current screen
float scaleFactor = 1000000 * tan( 60.0 * M_PI / 360.0f )/rect.height();
glScalef( 1.0, -1.0, 1.0 );
// TODO reflection is not correct when mixing manual (mouse) rotating with rotation by cursor keys
// there's also a small bug when zooming
float addedHeight1 = -sin( asin( float( rect.height() ) / mAddedHeightCoeff1 ) + fabs( manualVerticalAngle ) * M_PI / 180.0f ) * mAddedHeightCoeff1;
float addedHeight2 = -sin( asin( float( rect.height() ) / mAddedHeightCoeff2 ) + fabs( manualVerticalAngle ) * M_PI / 180.0f ) * mAddedHeightCoeff2 - addedHeight1;
if( manualVerticalAngle > 0.0f && effects->numberOfDesktops() & 1 )
glTranslatef( 0.0, cos( fabs( manualAngle ) * M_PI / 360.0f * float( effects->numberOfDesktops() ) ) * addedHeight2 + addedHeight1 - float( rect.height() ), 0.0 );
else
glTranslatef( 0.0, sin( fabs( manualAngle ) * M_PI / 360.0f * float( effects->numberOfDesktops() ) ) * addedHeight2 + addedHeight1 - float( rect.height() ), 0.0 );
glEnable( GL_CLIP_PLANE0 );
reflectionPainting = true;
glEnable( GL_CULL_FACE );
// caps
if( paintCaps && ( effects->numberOfDesktops() >= 2 ) )
{
glPushMatrix();
glCallList( glList );
glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( 0.0, rect.height(), 0.0 );
glCullFace( GL_FRONT );
// bottom texture has to be mirrored
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glLoadIdentity();
glScalef( 1.0f, -1.0f, 1.0f );
glTranslatef( 0.0f, -1.0f, 0.0f );
glMatrixMode( GL_MODELVIEW );
glCallList( glList + 2 );
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glTranslatef( 0.0, -rect.height(), 0.0 );
glCullFace( GL_BACK );
glCallList( glList + 2 );
glPopMatrix();
}
// cube
glCullFace( GL_FRONT );
if( mode == Cylinder )
{
cylinderShader->bind();
cylinderShader->setUniform( "front", 1.0f );
cylinderShader->unbind();
}
glPushMatrix();
glCallList( glList );
if( useList )
glCallList( glList + 1 );
else
{
glPushMatrix();
paintCube( mask, region, data );
glPopMatrix();
}
glPopMatrix();
glCullFace( GL_BACK );
if( mode == Cylinder )
{
cylinderShader->bind();
cylinderShader->setUniform( "front", -1.0f );
cylinderShader->unbind();
}
glPushMatrix();
glCallList( glList );
if( useList )
glCallList( glList + 1 );
else
{
glPushMatrix();
paintCube( mask, region, data );
glPopMatrix();
}
glPopMatrix();
// cap
if( paintCaps && ( effects->numberOfDesktops() >= 2 ) )
{
glPushMatrix();
glCallList( glList );
glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( 0.0, rect.height(), 0.0 );
glCullFace( GL_BACK );
// bottom texture has to be mirrored
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glLoadIdentity();
glScalef( 1.0f, -1.0f, 1.0f );
glTranslatef( 0.0f, -1.0f, 0.0f );
glMatrixMode( GL_MODELVIEW );
glCallList( glList + 2 );
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
glTranslatef( 0.0, -rect.height(), 0.0 );
glCullFace( GL_FRONT );
glCallList( glList + 2 );
glPopMatrix();
}
glDisable( GL_CULL_FACE );
reflectionPainting = false;
glDisable( GL_CLIP_PLANE0 );
glPopMatrix();
glPushMatrix();
glTranslatef( rect.x() + rect.width()*0.5f, 0.0, 0.0 );
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.value();
if( stop )
alpha = 0.3 + 0.4 * ( 1.0 - timeLine.value() );
glColor4f( 0.0, 0.0, 0.0, alpha );
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();
PaintClipper::pop( QRegion( rect ));
}
glEnable( GL_CULL_FACE );
// caps
if( paintCaps && ( effects->numberOfDesktops() >= 2 ))
{
glPushMatrix();
glCallList( glList );
glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( 0.0, rect.height(), 0.0 );
glCullFace( GL_BACK );
if( mode == Sphere )
{
glPushMatrix();
glScalef( 1.0, -1.0, 1.0 );
}
// bottom texture has to be mirrored
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glLoadIdentity();
glScalef( 1.0f, -1.0f, 1.0f );
glTranslatef( 0.0f, -1.0f, 0.0f );
glMatrixMode( GL_MODELVIEW );
glCallList( glList + 2 );
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
if( mode == Sphere )
glPopMatrix();
glTranslatef( 0.0, -rect.height(), 0.0 );
glCullFace( GL_FRONT );
glCallList( glList + 2 );
glPopMatrix();
}
// cube
glCullFace( GL_BACK );
if( mode == Cylinder )
{
cylinderShader->bind();
cylinderShader->setUniform( "front", -1.0f );
cylinderShader->unbind();
}
if( mode == Sphere )
{
sphereShader->bind();
sphereShader->setUniform( "front", -1.0f );
sphereShader->unbind();
}
glPushMatrix();
glCallList( glList );
if( useList )
glCallList( glList + 1 );
else
{
glPushMatrix();
paintCube( mask, region, data );
glPopMatrix();
}
glPopMatrix();
glCullFace( GL_FRONT );
if( mode == Cylinder )
{
cylinderShader->bind();
cylinderShader->setUniform( "front", 1.0f );
cylinderShader->unbind();
}
if( mode == Sphere )
{
sphereShader->bind();
sphereShader->setUniform( "front", 1.0f );
sphereShader->unbind();
}
glPushMatrix();
glCallList( glList );
if( useList )
glCallList( glList + 1 );
else
{
glPushMatrix();
paintCube( mask, region, data );
glPopMatrix();
}
glPopMatrix();
// we painted once without glList, now it's safe to paint using lists
useList = true;
// cap
if( paintCaps && ( effects->numberOfDesktops() >= 2 ))
{
glPushMatrix();
glCallList( glList );
glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( 0.0, rect.height(), 0.0 );
glCullFace( GL_FRONT );
if( mode == Sphere )
{
glPushMatrix();
glScalef( 1.0, -1.0, 1.0 );
}
// bottom texture has to be mirrored
glMatrixMode( GL_TEXTURE );
glPushMatrix();
glLoadIdentity();
glScalef( 1.0f, -1.0f, 1.0f );
glTranslatef( 0.0f, -1.0f, 0.0f );
glMatrixMode( GL_MODELVIEW );
glCallList( glList + 2 );
glMatrixMode( GL_TEXTURE );
glPopMatrix();
glMatrixMode( GL_MODELVIEW );
if( mode == Sphere )
glPopMatrix();
glTranslatef( 0.0, -rect.height(), 0.0 );
glCullFace( GL_BACK );
glCallList( glList + 2 );
glPopMatrix();
}
glDisable( GL_CULL_FACE );
glDisable( GL_BLEND );
glPopAttrib();
// desktop name box - inspired from coverswitch
if( displayDesktopName )
{
double opacity = 1.0;
if( start )
opacity = timeLine.value();
if( stop )
opacity = 1.0 - timeLine.value();
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() );
desktopNameFrame.setGeometry( frameRect );
desktopNameFrame.setText( effects->desktopName( frontDesktop ) );
desktopNameFrame.render( region, opacity );
}
}
else
{
effects->paintScreen( mask, region, data );
}
}
void CubeEffect::rotateCube()
{
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
float zTranslate = zPosition + zoom;
if( start )
zTranslate *= timeLine.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
// 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.value();
if( verticalPosition == Normal && verticalRotationDirection == Upwards )
angle = -90.0 + 90*verticalTimeLine.value();
if( verticalPosition == Normal && verticalRotationDirection == Downwards )
angle = 90.0 - 90*verticalTimeLine.value();
angle += manualVerticalAngle * (1.0-verticalTimeLine.value());
}
if( stop )
angle *= (1.0 - timeLine.value());
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
glRotatef( angle, 1.0, 0.0, 0.0 );
glTranslatef( -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.value();
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.value());
else
rotationAngle += manualAngle * (1.0 - timeLine.value());
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
glRotatef( rotationAngle, 0.0, 1.0, 0.0 );
glTranslatef( -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.value();
if( stop )
zTranslate *= ( 1.0 - timeLine.value() );
// 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()
{
if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
return;
if( !capListCreated )
{
capListCreated = true;
glNewList( glList + 2, GL_COMPILE );
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 );
}
glPushMatrix();
switch( mode )
{
case Cube:
paintCubeCap();
break;
case Cylinder:
paintCylinderCap();
break;
case Sphere:
paintSphereCap();
break;
default:
// impossible
break;
}
glPopMatrix();
if( texturedCaps && effects->numberOfDesktops() > 3 && capTexture )
{
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();
}
glEndList();
}
}
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;
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;
glBegin( GL_TRIANGLES );
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 )
{
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;
glTexCoord2f( texX1, texY1 );
}
glVertex3f( x1, 0.0, z1 );
if( texture )
{
glTexCoord2f( texX2, texY2 );
}
glVertex3f( x2, 0.0, z2 );
if( texture )
{
glTexCoord2f( texX3, texY3 );
}
glVertex3f( x3, 0.0, z3 );
}
}
glEnd();
}
}
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;
for( int i=1; i<=30; i++ )
{
glBegin( GL_TRIANGLE_STRIP );
int steps = 72;
for( int j=0; j<=steps; j++ )
{
float azimuthAngle = (j*(360.0f/steps))*M_PI/180.0f;
float x1 = segment*(i-1) * sin( azimuthAngle );
float x2 = segment*i * sin( azimuthAngle );
float z1 = segment*(i-1) * cos( azimuthAngle );
float z2 = segment*i * cos( azimuthAngle );
if( texture )
glTexCoord2f( (radius+x1)/(radius*2.0f), 1.0f - (z1+radius)/(radius*2.0f) );
glVertex3f( x1, 0.0, z1 );
if( texture )
glTexCoord2f( (radius+x2)/(radius*2.0f), 1.0f - (z2+radius)/(radius*2.0f) );
glVertex3f( x2, 0.0, z2 );
}
glEnd();
}
}
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;
glPushMatrix();
glTranslatef( 0.0, -rect.height()*0.5, 0.0 );
glBegin( GL_QUADS );
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() - radius * cos( topAngle );
yTop -= (yTop-rect.height()*0.5)*capDeformationFactor;
float yBottom = rect.height() -radius * cos( bottomAngle );
yBottom -= (yBottom-rect.height()*0.5)*capDeformationFactor;
for( int j=0; j<36; j++ )
{
float x = radius * sin( topAngle ) * sin( (90.0+j*10.0)*M_PI/180.0 );
float z = radius * sin( topAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yTop, z );
x = radius * sin( bottomAngle ) * sin( (90.0+j*10.0)*M_PI/180.00 );
z = radius * sin( bottomAngle ) * cos( (90.0+j*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yBottom, z );
x = radius * sin( bottomAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 );
z = radius * sin( bottomAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yBottom, z );
x = radius * sin( topAngle ) * sin( (90.0+(j+1)*10.0)*M_PI/180.0 );
z = radius * sin( topAngle ) * cos( (90.0+(j+1)*10.0)*M_PI/180.0 );
if( texture )
glTexCoord2f( x/(rect.width())+0.5, 0.5 - z/zTexture * 0.5 );
glVertex3f( x, yTop, z );
}
}
glEnd();
glPopMatrix();
}
void CubeEffect::postPaintScreen()
{
effects->postPaintScreen();
if( activated )
{
if( start )
{
if( timeLine.value() == 1.0 )
{
start = false;
timeLine.setProgress(0.0);
// more rotations?
if( !rotations.empty() )
{
rotationDirection = rotations.dequeue();
rotating = true;
// change the curve shape if current shape is not easeInOut
if( currentShape != TimeLine::EaseInOutCurve )
{
// more rotations follow -> linear curve
if( !rotations.empty() )
{
currentShape = TimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else
{
currentShape = TimeLine::EaseOutCurve;
}
timeLine.setCurveShape( currentShape );
}
else
{
// if there is at least one more rotation, we can change to easeIn
if( !rotations.empty() )
{
currentShape = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
}
}
effects->addRepaintFull();
return; // schedule_close could have been called, start has to finish first
}
if( stop )
{
if( timeLine.value() == 1.0 )
{
effects->setCurrentDesktop( frontDesktop );
stop = false;
timeLine.setProgress(0.0);
activated = false;
// set the new desktop
if( keyboard_grab )
effects->ungrabKeyboard();
keyboard_grab = false;
effects->destroyInputWindow( input );
effects->setActiveFullScreenEffect( 0 );
// delete the GL lists
glDeleteLists( glList, 3 );
desktopNameFrame.free();
}
effects->addRepaintFull();
}
if( rotating || verticalRotating )
{
if( rotating && timeLine.value() == 1.0 )
{
timeLine.setProgress(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 != TimeLine::EaseInOutCurve )
{
// more rotations follow -> linear curve
if( !rotations.empty() )
{
currentShape = TimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else
{
currentShape = TimeLine::EaseOutCurve;
}
timeLine.setCurveShape( currentShape );
}
else
{
// if there is at least one more rotation, we can change to easeIn
if( !rotations.empty() )
{
currentShape = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
}
else
{
// reset curve shape if there are no more rotations
if( currentShape != TimeLine::EaseInOutCurve )
{
currentShape = TimeLine::EaseInOutCurve;
timeLine.setCurveShape( currentShape );
}
}
}
if( verticalRotating && verticalTimeLine.value() == 1.0 )
{
verticalTimeLine.setProgress(0.0);
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() )
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 )
{
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 )
{
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 )
{
if( activated && cube_painting )
{
if( mode == Cylinder )
{
cylinderShader->bind();
cylinderShader->setUniform( "xCoord", (float)w->x() );
cylinderShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
cylinderShader->setUniform( "useTexture", 1.0f );
float factor = 0.0f;
if( start )
factor = 1.0f - timeLine.value();
if( stop )
factor = timeLine.value();
cylinderShader->setUniform( "timeLine", factor );
data.shader = cylinderShader;
}
if( mode == Sphere )
{
sphereShader->bind();
sphereShader->setUniform( "xCoord", (float)w->x() );
sphereShader->setUniform( "yCoord", (float)w->y() );
sphereShader->setUniform( "cubeAngle", (effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f );
sphereShader->setUniform( "useTexture", 1.0f );
float factor = 0.0f;
if( start )
factor = 1.0f - timeLine.value();
if( stop )
factor = timeLine.value();
sphereShader->setUniform( "timeLine", factor );
data.shader = sphereShader;
}
if( data.shader )
{
int texw = w->width();
int texh = w->height();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
data.shader->setTextureWidth( texw );
data.shader->setTextureHeight( texh );
}
//kDebug(1212) << w->caption();
float opacity = cubeOpacity;
if( start )
{
opacity = 1.0 - (1.0 - opacity)*timeLine.value();
if( reflectionPainting )
opacity = 0.5 + ( cubeOpacity - 0.5 )*timeLine.value();
// fade in windows belonging to different desktops
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
opacity = timeLine.value() * cubeOpacity;
}
if( stop )
{
opacity = 1.0 - (1.0 - opacity)*( 1.0 - timeLine.value() );
if( reflectionPainting )
opacity = 0.5 + ( cubeOpacity - 0.5 )*( 1.0 - timeLine.value() );
// fade out windows belonging to different desktops
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
// z-Ordering
if( !w->isDesktop() && !w->isDock() && useZOrdering )
{
float zOrdering = (effects->stackingOrder().indexOf( w )+1)*zOrderingFactor;
if( start )
zOrdering *= timeLine.value();
if( stop )
zOrdering *= (1.0 - timeLine.value());
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;
glPushMatrix();
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;
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);
glTranslatef( rect.width()/2, 0.0, -point );
glRotatef( -360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( -rect.width()/2, 0.0, point );
}
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;
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);
glTranslatef( rect.width()/2, 0.0, -point );
glRotatef( 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
glTranslatef( -rect.width()/2, 0.0, point );
}
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.value() * cubeOpacity;
if( stop )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
if( next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width() )
{
if( start )
opacity = timeLine.value() * cubeOpacity;
if( stop )
opacity = cubeOpacity * (1.0 - timeLine.value());
}
}
// 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;
}
}
effects->paintWindow( w, mask, region, data );
if( activated && cube_painting )
{
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() )
{
if( mode == Cylinder )
{
cylinderShader->setUniform( "useTexture", -1.0f );
cylinderShader->setUniform( "xCoord", 0.0f );
}
if( mode == Sphere )
{
sphereShader->setUniform( "useTexture", -1.0f );
sphereShader->setUniform( "xCoord", 0.0f );
sphereShader->setUniform( "yCoord", 0.0f );
}
glColor4f( capColor.redF(), capColor.greenF(), capColor.blueF(), cubeOpacity );
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glBegin( GL_QUADS );
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++ )
{
glVertex2f( paintRect.x()+j*quadSize, paintRect.y()+i*quadSize );
glVertex2f( qMin( paintRect.x()+(j+1)*quadSize, (float)paintRect.x() + paintRect.width() ),
paintRect.y()+i*quadSize );
glVertex2f( qMin( paintRect.x()+(j+1)*quadSize, (float)paintRect.x() + paintRect.width() ),
qMin( paintRect.y() + (i+1)*quadSize, (float)paintRect.y() + paintRect.height() ) );
glVertex2f( paintRect.x()+j*quadSize,
qMin( paintRect.y() + (i+1)*quadSize, (float)paintRect.y() + paintRect.height() ) );
}
}
}
glEnd();
glDisable( GL_BLEND );
glPopAttrib();
}
}
glPopMatrix();
if( mode == Cylinder )
cylinderShader->unbind();
if( mode == Sphere )
sphereShader->unbind();
}
}
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 );
recompileList = true;
break;
case Qt::Key_Minus:
zoom += 10.0f;
recompileList = true;
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 = TimeLine::EaseInCurve;
timeLine.setCurveShape( currentShape );
}
}
void CubeEffect::setActive( bool active )
{
if( active )
{
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 )
{
// clip parts above the reflection area
double eqn[4] = {0.0, 1.0, 0.0, 0.0};
glPushMatrix();
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
glTranslatef( 0.0, rect.height(), 0.0 );
glClipPlane( GL_CLIP_PLANE0, eqn );
glPopMatrix();
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 );
}
// create the needed GL lists
glList = glGenLists(3);
capListCreated = false;
recompileList = true;
useList = false;
// create the capList
if( paintCaps )
paintCap();
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::mouseChanged( 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 )
{
recompileList = true;
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 );
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::tabBoxAdded( int mode )
{
if( activated )
return;
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
return;
if( useForTabBox && mode != TabBoxWindowsMode )
{
effects->refTabBox();
tabBoxMode = true;
setActive( true );
rotateToDesktop( effects->currentTabBoxDesktop() );
}
}
void CubeEffect::tabBoxUpdated()
{
if( activated )
rotateToDesktop( effects->currentTabBoxDesktop() );
}
void CubeEffect::tabBoxClosed()
{
if( activated )
{
effects->unrefTabBox();
tabBoxMode = false;
setActive( false );
}
}
void CubeEffect::windowAdded( EffectWindow* )
{
// when there is a new window we have to paint it once without using GL List
// to prevent that the window is black
if( activated )
useList = 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 );
}
} // namespace