613d76f2df
One resource is used for shader version 1.10 and one for version 1.40. The ideas behind this change is to remove the locating of the shader sources and also to fix that user provided shaders could be loaded instead of the original ones (possible attack vector on Wayland). To simplify the ShaderManager provides a new method call to load the shader from the resource. This means the effects don't need to duplicate the check for the shader version any more and also don't need to duplicate the file reading functionality. REVIEW: 126905
252 lines
7.5 KiB
C++
252 lines
7.5 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 <mgraesslin@kde.org>
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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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#ifndef KWIN_CUBE_H
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#define KWIN_CUBE_H
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#include <kwineffects.h>
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#include <kwinglutils.h>
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#include <QObject>
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#include <QQueue>
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#include <QMatrix4x4>
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#include <QTimeLine>
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#include "cube_inside.h"
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#include "cube_proxy.h"
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namespace KWin
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{
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class CubeEffect
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: public Effect
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{
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Q_OBJECT
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Q_PROPERTY(qreal cubeOpacity READ configuredCubeOpacity)
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Q_PROPERTY(bool opacityDesktopOnly READ isOpacityDesktopOnly)
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Q_PROPERTY(bool displayDesktopName READ isDisplayDesktopName)
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Q_PROPERTY(bool reflection READ isReflection)
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Q_PROPERTY(int rotationDuration READ configuredRotationDuration)
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Q_PROPERTY(QColor backgroundColor READ configuredBackgroundColor)
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Q_PROPERTY(QColor capColor READ configuredCapColor)
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Q_PROPERTY(bool paintCaps READ isPaintCaps)
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Q_PROPERTY(bool closeOnMouseRelease READ isCloseOnMouseRelease)
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Q_PROPERTY(qreal zPosition READ configuredZPosition)
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Q_PROPERTY(bool useForTabBox READ isUseForTabBox)
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Q_PROPERTY(bool invertKeys READ isInvertKeys)
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Q_PROPERTY(bool invertMouse READ isInvertMouse)
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Q_PROPERTY(qreal capDeformationFactor READ configuredCapDeformationFactor)
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Q_PROPERTY(bool useZOrdering READ isUseZOrdering)
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Q_PROPERTY(bool texturedCaps READ isTexturedCaps)
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// TODO: electric borders: not a registered type
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public:
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CubeEffect();
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~CubeEffect();
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virtual void reconfigure(ReconfigureFlags);
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virtual void prePaintScreen(ScreenPrePaintData& data, int time);
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virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data);
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virtual void postPaintScreen();
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virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
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virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
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virtual bool borderActivated(ElectricBorder border);
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virtual void grabbedKeyboardEvent(QKeyEvent* e);
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virtual void windowInputMouseEvent(QEvent* e);
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virtual bool isActive() const;
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int requestedEffectChainPosition() const override {
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return 50;
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}
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// proxy functions
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virtual void* proxy();
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void registerCubeInsideEffect(CubeInsideEffect* effect);
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void unregisterCubeInsideEffect(CubeInsideEffect* effect);
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static bool supported();
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// for properties
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qreal configuredCubeOpacity() const {
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return cubeOpacity;
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}
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bool isOpacityDesktopOnly() const {
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return opacityDesktopOnly;
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}
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bool isDisplayDesktopName() const {
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return displayDesktopName;
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}
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bool isReflection() const {
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return reflection;
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}
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int configuredRotationDuration() const {
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return rotationDuration;
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}
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QColor configuredBackgroundColor() const {
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return backgroundColor;
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}
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QColor configuredCapColor() const {
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return capColor;
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}
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bool isPaintCaps() const {
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return paintCaps;
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}
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bool isCloseOnMouseRelease() const {
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return closeOnMouseRelease;
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}
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qreal configuredZPosition() const {
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return zPosition;
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}
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bool isUseForTabBox() const {
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return useForTabBox;
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}
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bool isInvertKeys() const {
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return invertKeys;
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}
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bool isInvertMouse() const {
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return invertMouse;
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}
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qreal configuredCapDeformationFactor() const {
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return capDeformationFactor;
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}
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bool isUseZOrdering() const {
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return useZOrdering;
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}
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bool isTexturedCaps() const {
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return texturedCaps;
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}
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private Q_SLOTS:
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void toggleCube();
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void toggleCylinder();
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void toggleSphere();
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// slots for global shortcut changed
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// needed to toggle the effect
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void globalShortcutChanged(QAction *action, const QKeySequence &seq);
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void slotTabBoxAdded(int mode);
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void slotTabBoxUpdated();
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void slotTabBoxClosed();
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void slotCubeCapLoaded();
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void slotWallPaperLoaded();
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private:
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enum RotationDirection {
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Left,
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Right,
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Upwards,
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Downwards
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};
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enum VerticalRotationPosition {
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Up,
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Normal,
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Down
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};
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enum CubeMode {
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Cube,
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Cylinder,
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Sphere
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};
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void toggle(CubeMode newMode = Cube);
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void paintCube(int mask, QRegion region, ScreenPaintData& data);
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void paintCap(bool frontFirst, float zOffset, const QMatrix4x4 &projection);
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void paintCubeCap();
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void paintCylinderCap();
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void paintSphereCap();
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bool loadShader();
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void rotateCube();
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void rotateToDesktop(int desktop);
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void setActive(bool active);
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QImage loadCubeCap(const QString &capPath);
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QImage loadWallPaper(const QString &file);
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bool activated;
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bool cube_painting;
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bool keyboard_grab;
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bool schedule_close;
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QList<ElectricBorder> borderActivate;
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QList<ElectricBorder> borderActivateCylinder;
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QList<ElectricBorder> borderActivateSphere;
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int painting_desktop;
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int frontDesktop;
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float cubeOpacity;
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bool opacityDesktopOnly;
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bool displayDesktopName;
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EffectFrame* desktopNameFrame;
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QFont desktopNameFont;
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bool reflection;
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bool rotating;
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bool verticalRotating;
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bool desktopChangedWhileRotating;
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bool paintCaps;
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QTimeLine timeLine;
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QTimeLine verticalTimeLine;
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RotationDirection rotationDirection;
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RotationDirection verticalRotationDirection;
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VerticalRotationPosition verticalPosition;
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QQueue<RotationDirection> rotations;
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QQueue<RotationDirection> verticalRotations;
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QColor backgroundColor;
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QColor capColor;
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GLTexture* wallpaper;
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bool texturedCaps;
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GLTexture* capTexture;
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float manualAngle;
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float manualVerticalAngle;
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QTimeLine::CurveShape currentShape;
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bool start;
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bool stop;
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bool reflectionPainting;
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int rotationDuration;
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int activeScreen;
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bool bottomCap;
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bool closeOnMouseRelease;
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float zoom;
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float zPosition;
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bool useForTabBox;
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bool invertKeys;
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bool invertMouse;
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bool tabBoxMode;
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bool shortcutsRegistered;
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CubeMode mode;
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bool useShaders;
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GLShader* cylinderShader;
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GLShader* sphereShader;
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GLShader* m_reflectionShader;
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GLShader* m_capShader;
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float capDeformationFactor;
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bool useZOrdering;
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float zOrderingFactor;
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bool useList;
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// needed for reflection
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float mAddedHeightCoeff1;
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float mAddedHeightCoeff2;
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QMatrix4x4 m_rotationMatrix;
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QMatrix4x4 m_reflectionMatrix;
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QMatrix4x4 m_textureMirrorMatrix;
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QMatrix4x4 m_currentFaceMatrix;
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GLVertexBuffer *m_cubeCapBuffer;
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// Shortcuts - needed to toggle the effect
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QList<QKeySequence> cubeShortcut;
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QList<QKeySequence> cylinderShortcut;
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QList<QKeySequence> sphereShortcut;
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// proxy
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CubeEffectProxy m_proxy;
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QList< CubeInsideEffect* > m_cubeInsideEffects;
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};
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} // namespace
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#endif
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