kwin/kcmkwin/kwintabbox/thumbnailitem.cpp
Vlad Zahorodnii 62a7db7028 Use nullptr everywhere
Summary:
Because KWin is a very old project, we use three kinds of null pointer
literals: 0, NULL, and nullptr. Since C++11, it's recommended to use
nullptr keyword.

This change converts all usages of 0 and NULL literal to nullptr. Even
though it breaks git history, we need to do it in order to have consistent
code as well to ease code reviews (it's very tempting for some people to
add unrelated changes to their patches, e.g. converting NULL to nullptr).

Test Plan: Compiles.

Reviewers: #kwin, davidedmundson, romangg

Reviewed By: #kwin, davidedmundson, romangg

Subscribers: romangg, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D23618
2019-09-19 17:48:21 +03:00

219 lines
7.1 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2011, 2014 Martin Gräßlin <mgraesslin@kde.org>
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 "thumbnailitem.h"
// Qt
#include <QStandardPaths>
#include <QQuickWindow>
#include <QSGSimpleTextureNode>
namespace KWin
{
BrightnessSaturationShader::BrightnessSaturationShader()
: QSGMaterialShader()
, m_id_matrix(0)
, m_id_opacity(0)
, m_id_saturation(0)
, m_id_brightness(0)
{
}
const char *BrightnessSaturationShader::vertexShader() const
{
return
"attribute highp vec4 vertex; \n"
"attribute highp vec2 texCoord; \n"
"uniform highp mat4 u_matrix; \n"
"varying highp vec2 v_coord; \n"
"void main() { \n"
" v_coord = texCoord; \n"
" gl_Position = u_matrix * vertex; \n"
"}";
}
const char *BrightnessSaturationShader::fragmentShader() const
{
return
"uniform sampler2D qt_Texture; \n"
"uniform lowp float u_opacity; \n"
"uniform highp float u_saturation; \n"
"uniform highp float u_brightness; \n"
"varying highp vec2 v_coord; \n"
"void main() { \n"
" lowp vec4 tex = texture2D(qt_Texture, v_coord); \n"
" if (u_saturation != 1.0) { \n"
" tex.rgb = mix(vec3(dot( vec3( 0.30, 0.59, 0.11 ), tex.rgb )), tex.rgb, u_saturation); \n"
" } \n"
" tex.rgb = tex.rgb * u_brightness; \n"
" gl_FragColor = tex * u_opacity; \n"
"}";
}
const char* const *BrightnessSaturationShader::attributeNames() const
{
static char const *const names[] = { "vertex", "texCoord", nullptr };
return names;
}
void BrightnessSaturationShader::updateState(const QSGMaterialShader::RenderState &state, QSGMaterial *newMaterial, QSGMaterial *oldMaterial)
{
Q_ASSERT(program()->isLinked());
if (state.isMatrixDirty())
program()->setUniformValue(m_id_matrix, state.combinedMatrix());
if (state.isOpacityDirty())
program()->setUniformValue(m_id_opacity, state.opacity());
auto *tx = static_cast<BrightnessSaturationMaterial *>(newMaterial);
auto *oldTx = static_cast<BrightnessSaturationMaterial *>(oldMaterial);
QSGTexture *t = tx->texture();
t->setFiltering(QSGTexture::Linear);
if (!oldTx || oldTx->texture()->textureId() != t->textureId())
t->bind();
else
t->updateBindOptions();
program()->setUniformValue(m_id_saturation, static_cast<float>(tx->saturation));
program()->setUniformValue(m_id_brightness, static_cast<float>(tx->brightness));
}
void BrightnessSaturationShader::initialize()
{
QSGMaterialShader::initialize();
m_id_matrix = program()->uniformLocation("u_matrix");
m_id_opacity = program()->uniformLocation("u_opacity");
m_id_saturation = program()->uniformLocation("u_saturation");
m_id_brightness = program()->uniformLocation("u_brightness");
}
WindowThumbnailItem::WindowThumbnailItem(QQuickItem* parent)
: QQuickItem(parent)
, m_wId(0)
, m_image()
, m_clipToItem(nullptr)
, m_brightness(1.0)
, m_saturation(1.0)
{
setFlag(ItemHasContents);
}
WindowThumbnailItem::~WindowThumbnailItem()
{
}
void WindowThumbnailItem::setWId(qulonglong wId)
{
m_wId = wId;
emit wIdChanged(wId);
findImage();
}
void WindowThumbnailItem::setClipTo(QQuickItem *clip)
{
if (m_clipToItem == clip) {
return;
}
m_clipToItem = clip;
emit clipToChanged();
}
void WindowThumbnailItem::findImage()
{
QString imagePath;
switch (m_wId) {
case Konqueror:
imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/konqueror.png");
break;
case Systemsettings:
imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/systemsettings.png");
break;
case KMail:
imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/kmail.png");
break;
case Dolphin:
imagePath = QStandardPaths::locate(QStandardPaths::GenericDataLocation, "kwin/kcm_kwintabbox/dolphin.png");
break;
default:
// ignore
break;
}
if (imagePath.isNull()) {
m_image = QImage();
} else {
m_image = QImage(imagePath);
}
}
QSGNode *WindowThumbnailItem::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *updatePaintNodeData)
{
Q_UNUSED(updatePaintNodeData)
QSGGeometryNode *node = static_cast<QSGGeometryNode*>(oldNode);
if (!node) {
node = new QSGGeometryNode();
auto *material = new BrightnessSaturationMaterial;
material->setFlag(QSGMaterial::Blending);
material->setTexture(window()->createTextureFromImage(m_image));
node->setMaterial(material);
QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(), 4);
node->setGeometry(geometry);
}
auto *material = static_cast<BrightnessSaturationMaterial*>(node->material());
const QSize size(material->texture()->textureSize().scaled(boundingRect().size().toSize(), Qt::KeepAspectRatio));
const qreal x = boundingRect().x() + (boundingRect().width() - size.width())/2;
const qreal y = boundingRect().y() + (boundingRect().height() - size.height())/2;
QSGGeometry::updateTexturedRectGeometry(node->geometry(), QRectF(QPointF(x, y), size), QRectF(0.0, 0.0, 1.0, 1.0));
material->brightness = m_brightness;
material->saturation = m_saturation;
node->markDirty(QSGNode::DirtyGeometry | QSGNode::DirtyMaterial);
return node;
}
qreal WindowThumbnailItem::brightness() const
{
return m_brightness;
}
qreal WindowThumbnailItem::saturation() const
{
return m_saturation;
}
void WindowThumbnailItem::setBrightness(qreal brightness)
{
if (m_brightness == brightness) {
return;
}
m_brightness = brightness;
update();
emit brightnessChanged();
}
void WindowThumbnailItem::setSaturation(qreal saturation)
{
if (m_saturation == saturation) {
return;
}
m_saturation = saturation;
update();
emit saturationChanged();
}
} // namespace KWin