kwin/effects/lookingglass/lookingglass.cpp
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

246 lines
7.7 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
SPDX-FileCopyrightText: 2007 Rivo Laks <rivolaks@hot.ee>
SPDX-FileCopyrightText: 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
SPDX-License-Identifier: GPL-2.0-or-later
*********************************************************************/
#include "lookingglass.h"
// KConfigSkeleton
#include "lookingglassconfig.h"
#include <QAction>
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <KStandardAction>
#include <KGlobalAccel>
#include <KLocalizedString>
#include <QVector2D>
#include <QFile>
#include <kmessagebox.h>
#include <cmath>
namespace KWin
{
LookingGlassEffect::LookingGlassEffect()
: zoom(1.0f)
, target_zoom(1.0f)
, polling(false)
, m_texture(nullptr)
, m_fbo(nullptr)
, m_vbo(nullptr)
, m_shader(nullptr)
, m_enabled(false)
, m_valid(false)
{
initConfig<LookingGlassConfig>();
QAction* a;
a = KStandardAction::zoomIn(this, SLOT(zoomIn()), this);
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
effects->registerGlobalShortcut(Qt::META + Qt::Key_Equal, a);
a = KStandardAction::zoomOut(this, SLOT(zoomOut()), this);
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
effects->registerGlobalShortcut(Qt::META + Qt::Key_Minus, a);
a = KStandardAction::actualSize(this, SLOT(toggle()), this);
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
effects->registerGlobalShortcut(Qt::META + Qt::Key_0, a);
connect(effects, &EffectsHandler::mouseChanged, this, &LookingGlassEffect::slotMouseChanged);
reconfigure(ReconfigureAll);
}
LookingGlassEffect::~LookingGlassEffect()
{
delete m_texture;
delete m_fbo;
delete m_shader;
delete m_vbo;
}
bool LookingGlassEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing && !GLPlatform::instance()->supports(LimitedNPOT);
}
void LookingGlassEffect::reconfigure(ReconfigureFlags)
{
LookingGlassConfig::self()->read();
initialradius = LookingGlassConfig::radius();
radius = initialradius;
qCDebug(KWINEFFECTS) << "Radius from config:" << radius;
m_valid = loadData();
}
bool LookingGlassEffect::loadData()
{
const QSize screenSize = effects->virtualScreenSize();
int texw = screenSize.width();
int texh = screenSize.height();
// Create texture and render target
const int levels = std::log2(qMin(texw, texh)) + 1;
m_texture = new GLTexture(GL_RGBA8, texw, texh, levels);
m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
m_fbo = new GLRenderTarget(*m_texture);
if (!m_fbo->valid()) {
return false;
}
m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("lookingglass.frag"));
if (m_shader->isValid()) {
ShaderBinder binder(m_shader);
m_shader->setUniform("u_textureSize", QVector2D(screenSize.width(), screenSize.height()));
} else {
qCCritical(KWINEFFECTS) << "The shader failed to load!";
return false;
}
m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
QVector<float> verts;
QVector<float> texcoords;
texcoords << screenSize.width() << 0.0;
verts << screenSize.width() << 0.0;
texcoords << 0.0 << 0.0;
verts << 0.0 << 0.0;
texcoords << 0.0 << screenSize.height();
verts << 0.0 << screenSize.height();
texcoords << 0.0 << screenSize.height();
verts << 0.0 << screenSize.height();
texcoords << screenSize.width() << screenSize.height();
verts << screenSize.width() << screenSize.height();
texcoords << screenSize.width() << 0.0;
verts << screenSize.width() << 0.0;
m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
return true;
}
void LookingGlassEffect::toggle()
{
if (target_zoom == 1.0f) {
target_zoom = 2.0f;
if (!polling) {
polling = true;
effects->startMousePolling();
}
m_enabled = true;
} else {
target_zoom = 1.0f;
if (polling) {
polling = false;
effects->stopMousePolling();
}
if (zoom == target_zoom) {
m_enabled = false;
}
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::zoomIn()
{
target_zoom = qMin(7.0, target_zoom + 0.5);
m_enabled = true;
if (!polling) {
polling = true;
effects->startMousePolling();
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::zoomOut()
{
target_zoom -= 0.5;
if (target_zoom < 1) {
target_zoom = 1;
if (polling) {
polling = false;
effects->stopMousePolling();
}
if (zoom == target_zoom) {
m_enabled = false;
}
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
void LookingGlassEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (zoom != target_zoom) {
double diff = time / animationTime(500.0);
if (target_zoom > zoom)
zoom = qMin(zoom * qMax(1.0 + diff, 1.2), target_zoom);
else
zoom = qMax(zoom * qMin(1.0 - diff, 0.8), target_zoom);
qCDebug(KWINEFFECTS) << "zoom is now " << zoom;
radius = qBound((double)initialradius, initialradius * zoom, 3.5 * initialradius);
if (zoom <= 1.0f) {
m_enabled = false;
}
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
}
if (m_valid && m_enabled) {
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
// Start rendering to texture
GLRenderTarget::pushRenderTarget(m_fbo);
}
effects->prePaintScreen(data, time);
}
void LookingGlassEffect::slotMouseChanged(const QPoint& pos, const QPoint& old, Qt::MouseButtons,
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
{
if (pos != old && m_enabled) {
effects->addRepaint(pos.x() - radius, pos.y() - radius, 2 * radius, 2 * radius);
effects->addRepaint(old.x() - radius, old.y() - radius, 2 * radius, 2 * radius);
}
}
void LookingGlassEffect::paintScreen(int mask, const QRegion &region, ScreenPaintData &data)
{
// Call the next effect.
effects->paintScreen(mask, region, data);
if (m_valid && m_enabled) {
// Disable render texture
GLRenderTarget* target = GLRenderTarget::popRenderTarget();
Q_ASSERT(target == m_fbo);
Q_UNUSED(target);
m_texture->bind();
m_texture->generateMipmaps();
// Use the shader
ShaderBinder binder(m_shader);
m_shader->setUniform("u_zoom", (float)zoom);
m_shader->setUniform("u_radius", (float)radius);
m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
m_shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
m_vbo->render(GL_TRIANGLES);
m_texture->unbind();
}
}
bool LookingGlassEffect::isActive() const
{
return m_valid && m_enabled;
}
} // namespace