d2e9e039bd
BUG: 208520 svn path=/trunk/KDE/kdebase/workspace/; revision=1042447
2275 lines
84 KiB
C++
2275 lines
84 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 <QKeyEvent>
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#include <math.h>
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#include <GL/gl.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( EffectFrame::Styled )
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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( TimeLine::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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, capListCreated( false )
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, recompileList( true )
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, glList( 0 )
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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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desktopNameFrame.setFont( desktopNameFont );
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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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{
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effects->unreserveElectricBorder( border );
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}
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foreach( ElectricBorder border, borderActivateCylinder )
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{
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effects->unreserveElectricBorder( border );
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}
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foreach( ElectricBorder border, borderActivateSphere )
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{
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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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{
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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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{
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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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{
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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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QString file = conf.readEntry( "Wallpaper", QString("") );
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if( wallpaper )
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wallpaper->discard();
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delete wallpaper;
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wallpaper = NULL;
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if( !file.isEmpty() )
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{
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QImage img = QImage( file );
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if( !img.isNull() )
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{
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wallpaper = new GLTexture( img );
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}
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}
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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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if( texturedCaps )
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{
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QString capPath = conf.readEntry( "CapPath", KGlobal::dirs()->findResource( "appdata", "cubecap.png" ) );
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QImage img = QImage( capPath );
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if( !img.isNull() )
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{
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capTexture = new GLTexture( img );
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capTexture->setFilter( GL_LINEAR );
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capTexture->setWrapMode( GL_CLAMP_TO_BORDER );
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}
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}
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timeLine.setCurveShape( TimeLine::EaseInOutCurve );
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timeLine.setDuration( rotationDuration );
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verticalTimeLine.setCurveShape( TimeLine::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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{
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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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}
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CubeEffect::~CubeEffect()
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{
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foreach( ElectricBorder border, borderActivate )
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{
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effects->unreserveElectricBorder( border );
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}
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foreach( ElectricBorder border, borderActivateCylinder )
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{
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effects->unreserveElectricBorder( border );
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}
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foreach( ElectricBorder border, borderActivateSphere )
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{
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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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}
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bool CubeEffect::loadShader()
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{
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if( !(GLShader::fragmentShaderSupported() &&
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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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{
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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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cylinderShader = new GLShader(cylinderVertexshader, fragmentshader);
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if( !cylinderShader->isValid() )
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{
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kError(1212) << "The cylinder shader failed to load!" << endl;
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return false;
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}
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else
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{
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cylinderShader->bind();
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cylinderShader->setUniform( "winTexture", 0 );
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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cylinderShader->setUniform( "width", (float)rect.width() );
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cylinderShader->unbind();
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}
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sphereShader = new GLShader( sphereVertexshader, fragmentshader );
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if( !sphereShader->isValid() )
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{
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kError(1212) << "The sphere shader failed to load!" << endl;
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return false;
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}
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else
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{
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sphereShader->bind();
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sphereShader->setUniform( "winTexture", 0 );
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QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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sphereShader->setUniform( "width", (float)rect.width() );
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sphereShader->setUniform( "height", (float)rect.height() );
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sphereShader->unbind();
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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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{
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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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{
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timeLine.addTime( time );
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recompileList = true;
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}
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if( verticalRotating )
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{
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verticalTimeLine.addTime( time );
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recompileList = true;
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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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{
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if( recompileList )
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{
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recompileList = false;
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glPushMatrix();
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glNewList( glList, GL_COMPILE );
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rotateCube();
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glEndList();
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glPopMatrix();
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}
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// compile List for cube
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if( useList )
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{
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glNewList( glList + 1, GL_COMPILE );
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glPushMatrix();
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paintCube( mask, region, data );
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glPopMatrix();
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glEndList();
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}
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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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{
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wallpaper->bind();
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wallpaper->render( region, rect );
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wallpaper->unbind();
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}
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
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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.value();
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if( stop )
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zTranslate *= ( 1.0 - timeLine.value() );
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// reflection
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if( reflection && mode != Sphere )
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{
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// restrict painting the reflections to the current screen
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PaintClipper::push( QRegion( rect ));
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glPushMatrix();
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// we can use a huge scale factor (needed to calculate the rearground vertices)
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// as we restrict with a PaintClipper painting on the current screen
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float scaleFactor = 1000000 * tan( 60.0 * M_PI / 360.0f )/rect.height();
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glScalef( 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 )
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glTranslatef( 0.0, cos( fabs( manualAngle ) * M_PI / 360.0f * float( effects->numberOfDesktops() ) ) * addedHeight2 + addedHeight1 - float( rect.height() ), 0.0 );
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else
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glTranslatef( 0.0, sin( fabs( manualAngle ) * M_PI / 360.0f * float( effects->numberOfDesktops() ) ) * addedHeight2 + addedHeight1 - float( rect.height() ), 0.0 );
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glEnable( GL_CLIP_PLANE0 );
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reflectionPainting = true;
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glEnable( GL_CULL_FACE );
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// caps
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if( paintCaps && ( effects->numberOfDesktops() >= 2 ) )
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{
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glPushMatrix();
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glCallList( glList );
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glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
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glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
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glTranslatef( 0.0, rect.height(), 0.0 );
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glCullFace( GL_FRONT );
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// bottom texture has to be mirrored
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glMatrixMode( GL_TEXTURE );
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glPushMatrix();
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glLoadIdentity();
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glScalef( 1.0f, -1.0f, 1.0f );
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glTranslatef( 0.0f, -1.0f, 0.0f );
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glMatrixMode( GL_MODELVIEW );
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glCallList( glList + 2 );
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glMatrixMode( GL_TEXTURE );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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glTranslatef( 0.0, -rect.height(), 0.0 );
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glCullFace( GL_BACK );
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glCallList( glList + 2 );
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glPopMatrix();
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}
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// cube
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glCullFace( GL_FRONT );
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if( mode == Cylinder )
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{
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cylinderShader->bind();
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cylinderShader->setUniform( "front", 1.0f );
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cylinderShader->unbind();
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}
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glPushMatrix();
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glCallList( glList );
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if( useList )
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glCallList( glList + 1 );
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else
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{
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glPushMatrix();
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paintCube( mask, region, data );
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glPopMatrix();
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}
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glPopMatrix();
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// call the inside cube effects
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foreach( CubeInsideEffect* inside, m_cubeInsideEffects )
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{
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glPushMatrix();
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glCallList( glList );
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glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
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glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
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inside->paint();
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glPopMatrix();
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}
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glCullFace( GL_BACK );
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if( mode == Cylinder )
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{
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cylinderShader->bind();
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cylinderShader->setUniform( "front", -1.0f );
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cylinderShader->unbind();
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}
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glPushMatrix();
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glCallList( glList );
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if( useList )
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glCallList( glList + 1 );
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else
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{
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glPushMatrix();
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paintCube( mask, region, data );
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glPopMatrix();
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}
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glPopMatrix();
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// cap
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if( paintCaps && ( effects->numberOfDesktops() >= 2 ) )
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{
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glPushMatrix();
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glCallList( glList );
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glTranslatef( rect.width()/2, 0.0, -point-zTranslate );
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glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
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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();
|
|
|
|
|
|
// call the inside cube effects
|
|
foreach( CubeInsideEffect* inside, m_cubeInsideEffects )
|
|
{
|
|
glPushMatrix();
|
|
glCallList( glList );
|
|
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
|
|
glRotatef( (1-frontDesktop)*360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0 );
|
|
inside->paint();
|
|
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 )
|
|
{
|
|
foreach( CubeInsideEffect* inside, m_cubeInsideEffects )
|
|
{
|
|
inside->setActive( true );
|
|
}
|
|
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 );
|
|
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::tabBoxAdded( 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::tabBoxUpdated()
|
|
{
|
|
if( activated )
|
|
{
|
|
rotateToDesktop( effects->currentTabBoxDesktop() );
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
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 );
|
|
}
|
|
|
|
void* CubeEffect::proxy()
|
|
{
|
|
return &m_proxy;
|
|
}
|
|
|
|
void CubeEffect::registerCubeInsideEffect(CubeInsideEffect* effect)
|
|
{
|
|
m_cubeInsideEffects.append( effect );
|
|
}
|
|
|
|
void CubeEffect::unregisterCubeInsideEffect(CubeInsideEffect* effect)
|
|
{
|
|
m_cubeInsideEffects.removeAll( effect );
|
|
}
|
|
|
|
} // namespace
|