kwin/effects/cube/cube.h
Vlad Zahorodnii 1fb9f6f13a Switch to SPDX license markers
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.

In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
2020-08-07 19:57:56 +00:00

252 lines
7.2 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2008 Martin Gräßlin <mgraesslin@kde.org>
SPDX-License-Identifier: GPL-2.0-or-later
*********************************************************************/
#ifndef KWIN_CUBE_H
#define KWIN_CUBE_H
#include <kwineffects.h>
#include <kwinglutils.h>
#include <QObject>
#include <QQueue>
#include <QMatrix4x4>
#include <QFont>
#include "cube_inside.h"
#include "cube_proxy.h"
namespace KWin
{
class CubeEffect
: public Effect
{
Q_OBJECT
Q_PROPERTY(qreal cubeOpacity READ configuredCubeOpacity)
Q_PROPERTY(bool opacityDesktopOnly READ isOpacityDesktopOnly)
Q_PROPERTY(bool displayDesktopName READ isDisplayDesktopName)
Q_PROPERTY(bool reflection READ isReflection)
Q_PROPERTY(int rotationDuration READ configuredRotationDuration)
Q_PROPERTY(QColor backgroundColor READ configuredBackgroundColor)
Q_PROPERTY(QColor capColor READ configuredCapColor)
Q_PROPERTY(bool paintCaps READ isPaintCaps)
Q_PROPERTY(bool closeOnMouseRelease READ isCloseOnMouseRelease)
Q_PROPERTY(qreal zPosition READ configuredZPosition)
Q_PROPERTY(bool useForTabBox READ isUseForTabBox)
Q_PROPERTY(bool invertKeys READ isInvertKeys)
Q_PROPERTY(bool invertMouse READ isInvertMouse)
Q_PROPERTY(qreal capDeformationFactor READ configuredCapDeformationFactor)
Q_PROPERTY(bool useZOrdering READ isUseZOrdering)
Q_PROPERTY(bool texturedCaps READ isTexturedCaps)
// TODO: electric borders: not a registered type
public:
CubeEffect();
~CubeEffect() override;
void reconfigure(ReconfigureFlags) override;
void prePaintScreen(ScreenPrePaintData& data, int time) override;
void paintScreen(int mask, const QRegion &region, ScreenPaintData& data) override;
void postPaintScreen() override;
void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time) override;
void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) override;
bool borderActivated(ElectricBorder border) override;
void grabbedKeyboardEvent(QKeyEvent* e) override;
void windowInputMouseEvent(QEvent* e) override;
bool isActive() const override;
int requestedEffectChainPosition() const override {
return 50;
}
// proxy functions
void* proxy() override;
void registerCubeInsideEffect(CubeInsideEffect* effect);
void unregisterCubeInsideEffect(CubeInsideEffect* effect);
static bool supported();
// for properties
qreal configuredCubeOpacity() const {
return cubeOpacity;
}
bool isOpacityDesktopOnly() const {
return opacityDesktopOnly;
}
bool isDisplayDesktopName() const {
return displayDesktopName;
}
bool isReflection() const {
return reflection;
}
int configuredRotationDuration() const {
return rotationDuration.count();
}
QColor configuredBackgroundColor() const {
return backgroundColor;
}
QColor configuredCapColor() const {
return capColor;
}
bool isPaintCaps() const {
return paintCaps;
}
bool isCloseOnMouseRelease() const {
return closeOnMouseRelease;
}
qreal configuredZPosition() const {
return zPosition;
}
bool isUseForTabBox() const {
return useForTabBox;
}
bool isInvertKeys() const {
return invertKeys;
}
bool isInvertMouse() const {
return invertMouse;
}
qreal configuredCapDeformationFactor() const {
return capDeformationFactor;
}
bool isUseZOrdering() const {
return useZOrdering;
}
bool isTexturedCaps() const {
return texturedCaps;
}
private Q_SLOTS:
void toggleCube();
void toggleCylinder();
void toggleSphere();
// slots for global shortcut changed
// needed to toggle the effect
void globalShortcutChanged(QAction *action, const QKeySequence &seq);
void slotTabBoxAdded(int mode);
void slotTabBoxUpdated();
void slotTabBoxClosed();
void slotCubeCapLoaded();
void slotWallPaperLoaded();
private:
enum class AnimationState {
None,
Start,
Stop,
Left,
Right
};
enum class VerticalAnimationState {
None,
Upwards,
Downwards
};
enum CubeMode {
Cube,
Cylinder,
Sphere
};
void toggle(CubeMode newMode = Cube);
void paintCube(int mask, QRegion region, ScreenPaintData& data);
void paintCap(bool frontFirst, float zOffset, const QMatrix4x4 &projection);
void paintCubeCap();
void paintCylinderCap();
void paintSphereCap();
bool loadShader();
void rotateCube();
void rotateToDesktop(int desktop);
void setActive(bool active);
QImage loadCubeCap(const QString &capPath);
QImage loadWallPaper(const QString &file);
void startAnimation(AnimationState state);
void startVerticalAnimation(VerticalAnimationState state);
bool activated;
bool cube_painting;
bool keyboard_grab;
bool schedule_close;
QList<ElectricBorder> borderActivate;
QList<ElectricBorder> borderActivateCylinder;
QList<ElectricBorder> borderActivateSphere;
int painting_desktop;
int frontDesktop;
float cubeOpacity;
bool opacityDesktopOnly;
bool displayDesktopName;
EffectFrame* desktopNameFrame;
QFont desktopNameFont;
bool reflection;
bool rotating;
bool verticalRotating;
bool desktopChangedWhileRotating;
bool paintCaps;
QColor backgroundColor;
QColor capColor;
GLTexture* wallpaper;
bool texturedCaps;
GLTexture* capTexture;
// animations
// Horizontal/start/stop
float startAngle;
float currentAngle;
int startFrontDesktop;
AnimationState animationState;
TimeLine timeLine;
QQueue<AnimationState> animations;
// vertical
float verticalStartAngle;
float verticalCurrentAngle;
VerticalAnimationState verticalAnimationState;
TimeLine verticalTimeLine;
QQueue<VerticalAnimationState> verticalAnimations;
bool reflectionPainting;
std::chrono::milliseconds rotationDuration;
int activeScreen;
bool bottomCap;
bool closeOnMouseRelease;
float zoom;
float zPosition;
bool useForTabBox;
bool invertKeys;
bool invertMouse;
bool tabBoxMode;
bool shortcutsRegistered;
CubeMode mode;
bool useShaders;
GLShader* cylinderShader;
GLShader* sphereShader;
GLShader* m_reflectionShader;
GLShader* m_capShader;
float capDeformationFactor;
bool useZOrdering;
float zOrderingFactor;
bool useList;
// needed for reflection
float mAddedHeightCoeff1;
float mAddedHeightCoeff2;
QMatrix4x4 m_rotationMatrix;
QMatrix4x4 m_reflectionMatrix;
QMatrix4x4 m_textureMirrorMatrix;
QMatrix4x4 m_currentFaceMatrix;
GLVertexBuffer *m_cubeCapBuffer;
// Shortcuts - needed to toggle the effect
QList<QKeySequence> cubeShortcut;
QList<QKeySequence> cylinderShortcut;
QList<QKeySequence> sphereShortcut;
// proxy
CubeEffectProxy m_proxy;
QList< CubeInsideEffect* > m_cubeInsideEffects;
QAction *m_cubeAction;
QAction *m_cylinderAction;
QAction *m_sphereAction;
};
} // namespace
#endif