kwin/effects/lookingglass/lookingglass.cpp
Martin Gräßlin 2132b1e0c8 [effects] Use arg="true" in the kcfg files
Summary:
By changing all kcfg to have arg="true" we can pass in the same
KSharedConfigPtr into all effects. This allows to have fake config in
the tests and in the planned effect demo mode.

Also it means that we don't have to hardcode the name kwinrc into the
files. In the configs - where we cannot access the effectshandler - we
use the define KWIN_CONFIG which gets generated based on the compile
time arguments.

Reviewers: #kwin, #plasma

Subscribers: plasma-devel, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D3571
2017-04-15 10:03:34 +02:00

257 lines
8.4 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "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(NULL)
, m_fbo(NULL)
, m_vbo(NULL)
, m_shader(NULL)
, 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, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
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, 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();
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