9f2cb0ae1b
Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
1747 lines
72 KiB
C++
1747 lines
72 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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SPDX-FileCopyrightText: 2008 Martin Gräßlin <mgraesslin@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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#include "cube.h"
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// KConfigSkeleton
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#include "cubeconfig.h"
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#include <QAction>
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#include <KGlobalAccel>
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#include <KLocalizedString>
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#include <kwinconfig.h>
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#include <QApplication>
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#include <QColor>
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#include <QElapsedTimer>
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#include <QRect>
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#include <QEvent>
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#include <QFutureWatcher>
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#include <QKeyEvent>
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#include <QtConcurrentRun>
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#include <QVector2D>
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#include <QVector3D>
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#include <cmath>
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#include <kwinglplatform.h>
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namespace KWin
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{
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CubeEffect::CubeEffect()
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: activated(false)
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, cube_painting(false)
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, keyboard_grab(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(nullptr)
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, reflection(true)
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, desktopChangedWhileRotating(false)
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, paintCaps(true)
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, wallpaper(nullptr)
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, texturedCaps(true)
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, capTexture(nullptr)
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, lastPresentTime(std::chrono::milliseconds::zero())
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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(nullptr)
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, sphereShader(nullptr)
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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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, m_cubeCapBuffer(nullptr)
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, m_proxy(this)
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, m_cubeAction(new QAction(this))
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, m_cylinderAction(new QAction(this))
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, m_sphereAction(new QAction(this))
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{
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initConfig<CubeConfig>();
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desktopNameFont.setBold(true);
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desktopNameFont.setPointSize(14);
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if (effects->compositingType() == OpenGL2Compositing) {
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m_reflectionShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("cube-reflection.glsl"));
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m_capShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("cube-cap.glsl"));
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} else {
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m_reflectionShader = nullptr;
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m_capShader = nullptr;
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}
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m_textureMirrorMatrix.scale(1.0, -1.0, 1.0);
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m_textureMirrorMatrix.translate(0.0, -1.0, 0.0);
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connect(effects, &EffectsHandler::tabBoxAdded, this, &CubeEffect::slotTabBoxAdded);
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connect(effects, &EffectsHandler::tabBoxClosed, this, &CubeEffect::slotTabBoxClosed);
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connect(effects, &EffectsHandler::tabBoxUpdated, this, &CubeEffect::slotTabBoxUpdated);
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connect(effects, &EffectsHandler::screenAboutToLock, this, [this]() {
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// Set active(false) does not release key grabs until the animation completes
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// As we know the lockscreen is trying to grab them, release them early
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// all other grabs are released in the normal way
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setActive(false);
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if (keyboard_grab) {
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effects->ungrabKeyboard();
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keyboard_grab = false;
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}
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});
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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->isOpenGLCompositing();
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}
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void CubeEffect::reconfigure(ReconfigureFlags)
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{
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CubeConfig::self()->read();
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foreach (ElectricBorder border, borderActivate) {
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effects->unreserveElectricBorder(border, this);
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}
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foreach (ElectricBorder border, borderActivateCylinder) {
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effects->unreserveElectricBorder(border, this);
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}
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foreach (ElectricBorder border, borderActivateSphere) {
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effects->unreserveElectricBorder(border, this);
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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 = CubeConfig::borderActivate();
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foreach (int i, borderList) {
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borderActivate.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i), this);
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}
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borderList.clear();
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borderList.append(int(ElectricNone));
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borderList = CubeConfig::borderActivateCylinder();
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foreach (int i, borderList) {
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borderActivateCylinder.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i), this);
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}
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borderList.clear();
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borderList.append(int(ElectricNone));
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borderList = CubeConfig::borderActivateSphere();
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foreach (int i, borderList) {
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borderActivateSphere.append(ElectricBorder(i));
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effects->reserveElectricBorder(ElectricBorder(i), this);
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}
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cubeOpacity = (float)CubeConfig::opacity() / 100.0f;
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opacityDesktopOnly = CubeConfig::opacityDesktopOnly();
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displayDesktopName = CubeConfig::displayDesktopName();
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reflection = CubeConfig::reflection();
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// TODO: Rename rotationDuration to duration so we
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// can use animationTime<CubeConfig>(500).
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const int d = CubeConfig::rotationDuration() != 0
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? CubeConfig::rotationDuration()
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: 500;
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rotationDuration = std::chrono::milliseconds(static_cast<int>(animationTime(d)));
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backgroundColor = CubeConfig::backgroundColor();
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capColor = CubeConfig::capColor();
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paintCaps = CubeConfig::caps();
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closeOnMouseRelease = CubeConfig::closeOnMouseRelease();
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zPosition = CubeConfig::zPosition();
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useForTabBox = CubeConfig::tabBox();
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invertKeys = CubeConfig::invertKeys();
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invertMouse = CubeConfig::invertMouse();
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capDeformationFactor = (float)CubeConfig::capDeformation() / 100.0f;
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useZOrdering = CubeConfig::zOrdering();
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delete wallpaper;
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wallpaper = nullptr;
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delete capTexture;
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capTexture = nullptr;
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texturedCaps = CubeConfig::texturedCaps();
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timeLine.setEasingCurve(QEasingCurve::InOutSine);
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timeLine.setDuration(rotationDuration);
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verticalTimeLine.setEasingCurve(QEasingCurve::InOutSine);
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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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QAction* cubeAction = m_cubeAction;
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cubeAction->setObjectName(QStringLiteral("Cube"));
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cubeAction->setText(i18n("Desktop Cube"));
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KGlobalAccel::self()->setDefaultShortcut(cubeAction, QList<QKeySequence>() << Qt::CTRL + Qt::Key_F11);
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KGlobalAccel::self()->setShortcut(cubeAction, QList<QKeySequence>() << Qt::CTRL + Qt::Key_F11);
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effects->registerGlobalShortcut(Qt::CTRL + Qt::Key_F11, cubeAction);
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effects->registerPointerShortcut(Qt::ControlModifier | Qt::AltModifier, Qt::LeftButton, cubeAction);
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cubeShortcut = KGlobalAccel::self()->shortcut(cubeAction);
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QAction* cylinderAction = m_cylinderAction;
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cylinderAction->setObjectName(QStringLiteral("Cylinder"));
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cylinderAction->setText(i18n("Desktop Cylinder"));
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KGlobalAccel::self()->setShortcut(cylinderAction, QList<QKeySequence>());
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effects->registerGlobalShortcut(QKeySequence(), cylinderAction);
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cylinderShortcut = KGlobalAccel::self()->shortcut(cylinderAction);
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QAction* sphereAction = m_sphereAction;
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sphereAction->setObjectName(QStringLiteral("Sphere"));
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sphereAction->setText(i18n("Desktop Sphere"));
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KGlobalAccel::self()->setShortcut(sphereAction, QList<QKeySequence>());
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sphereShortcut = KGlobalAccel::self()->shortcut(sphereAction);
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effects->registerGlobalShortcut(QKeySequence(), sphereAction);
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connect(cubeAction, &QAction::triggered, this, &CubeEffect::toggleCube);
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connect(cylinderAction, &QAction::triggered, this, &CubeEffect::toggleCylinder);
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connect(sphereAction, &QAction::triggered, this, &CubeEffect::toggleSphere);
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connect(KGlobalAccel::self(), &KGlobalAccel::globalShortcutChanged, this, &CubeEffect::globalShortcutChanged);
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shortcutsRegistered = true;
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}
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// set the cap color on the shader
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if (m_capShader && m_capShader->isValid()) {
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ShaderBinder binder(m_capShader);
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m_capShader->setUniform(GLShader::Color, capColor);
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}
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// touch borders
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const QVector<ElectricBorder> relevantBorders{ElectricLeft, ElectricTop, ElectricRight, ElectricBottom};
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for (auto e : relevantBorders) {
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effects->unregisterTouchBorder(e, m_cubeAction);
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effects->unregisterTouchBorder(e, m_sphereAction);
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effects->unregisterTouchBorder(e, m_cylinderAction);
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}
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auto touchEdge = [&relevantBorders] (const QList<int> touchBorders, QAction *action) {
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for (int i : touchBorders) {
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if (!relevantBorders.contains(ElectricBorder(i))) {
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continue;
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}
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effects->registerTouchBorder(ElectricBorder(i), action);
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}
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};
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touchEdge(CubeConfig::touchBorderActivate(), m_cubeAction);
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touchEdge(CubeConfig::touchBorderActivateCylinder(), m_cylinderAction);
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touchEdge(CubeConfig::touchBorderActivateSphere(), m_sphereAction);
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}
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CubeEffect::~CubeEffect()
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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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delete desktopNameFrame;
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delete m_reflectionShader;
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delete m_capShader;
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delete m_cubeCapBuffer;
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}
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QImage CubeEffect::loadCubeCap(const QString &capPath)
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{
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if (!texturedCaps) {
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return QImage();
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}
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return QImage(capPath);
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}
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void CubeEffect::slotCubeCapLoaded()
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{
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QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
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if (!watcher) {
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// not invoked from future watcher
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return;
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}
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QImage img = watcher->result();
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if (!img.isNull()) {
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effects->makeOpenGLContextCurrent();
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capTexture = new GLTexture(img);
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capTexture->setFilter(GL_LINEAR);
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if (!GLPlatform::instance()->isGLES()) {
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capTexture->setWrapMode(GL_CLAMP_TO_BORDER);
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}
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// need to recreate the VBO for the cube cap
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delete m_cubeCapBuffer;
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m_cubeCapBuffer = nullptr;
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effects->addRepaintFull();
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}
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watcher->deleteLater();
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}
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QImage CubeEffect::loadWallPaper(const QString &file)
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{
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return QImage(file);
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}
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void CubeEffect::slotWallPaperLoaded()
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{
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QFutureWatcher<QImage> *watcher = dynamic_cast<QFutureWatcher<QImage>*>(sender());
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if (!watcher) {
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// not invoked from future watcher
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return;
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}
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QImage img = watcher->result();
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if (!img.isNull()) {
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effects->makeOpenGLContextCurrent();
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wallpaper = new GLTexture(img);
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effects->addRepaintFull();
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}
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watcher->deleteLater();
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}
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bool CubeEffect::loadShader()
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{
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effects->makeOpenGLContextCurrent();
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if (!(GLPlatform::instance()->supports(GLSL) &&
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(effects->compositingType() == OpenGL2Compositing)))
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return false;
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cylinderShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture | ShaderTrait::AdjustSaturation | ShaderTrait::Modulate, QStringLiteral("cylinder.vert"), QString());
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if (!cylinderShader->isValid()) {
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qCCritical(KWINEFFECTS) << "The cylinder shader failed to load!";
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return false;
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} else {
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ShaderBinder binder(cylinderShader);
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cylinderShader->setUniform("sampler", 0);
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QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
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cylinderShader->setUniform("width", (float)rect.width() * 0.5f);
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}
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sphereShader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture | ShaderTrait::AdjustSaturation | ShaderTrait::Modulate, QStringLiteral("sphere.vert"), QString());
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if (!sphereShader->isValid()) {
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qCCritical(KWINEFFECTS) << "The sphere shader failed to load!";
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return false;
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} else {
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ShaderBinder binder(sphereShader);
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sphereShader->setUniform("sampler", 0);
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QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
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sphereShader->setUniform("width", (float)rect.width() * 0.5f);
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sphereShader->setUniform("height", (float)rect.height() * 0.5f);
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sphereShader->setUniform("u_offset", QVector2D(0, 0));
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}
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return true;
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}
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void CubeEffect::startAnimation(AnimationState state)
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{
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QEasingCurve curve;
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/* If this is first and only animation -> EaseInOut
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* there is more -> EaseIn
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* If there was an animation before, and this is the last one -> EaseOut
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* there is more -> Linear */
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if (animationState == AnimationState::None) {
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curve.setType(animations.empty() ? QEasingCurve::InOutSine : QEasingCurve::InCurve);
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} else {
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curve.setType(animations.empty() ? QEasingCurve::OutCurve : QEasingCurve::Linear);
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}
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timeLine.reset();
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timeLine.setEasingCurve(curve);
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startAngle = currentAngle;
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startFrontDesktop = frontDesktop;
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animationState = state;
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}
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void CubeEffect::startVerticalAnimation(VerticalAnimationState state)
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{
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/* Ignore if there is nowhere to rotate */
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if ((qFuzzyIsNull(verticalCurrentAngle - 90.0f) && state == VerticalAnimationState::Upwards) ||
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(qFuzzyIsNull(verticalCurrentAngle + 90.0f) && state == VerticalAnimationState::Downwards)) {
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return;
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}
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verticalTimeLine.reset();
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verticalStartAngle = verticalCurrentAngle;
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verticalAnimationState = state;
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}
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void CubeEffect::prePaintScreen(ScreenPrePaintData& data, std::chrono::milliseconds presentTime)
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{
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std::chrono::milliseconds delta = std::chrono::milliseconds::zero();
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if (lastPresentTime.count()) {
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delta = presentTime - lastPresentTime;
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}
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lastPresentTime = presentTime;
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if (activated) {
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data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
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if (animationState == AnimationState::None && !animations.empty()) {
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startAnimation(animations.dequeue());
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}
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if (verticalAnimationState == VerticalAnimationState::None && !verticalAnimations.empty()) {
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startVerticalAnimation(verticalAnimations.dequeue());
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}
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if (animationState != AnimationState::None || verticalAnimationState != VerticalAnimationState::None) {
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if (animationState != AnimationState::None) {
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timeLine.update(delta);
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}
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if (verticalAnimationState != VerticalAnimationState::None) {
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verticalTimeLine.update(delta);
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}
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rotateCube();
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}
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}
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effects->prePaintScreen(data, presentTime);
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}
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void CubeEffect::paintScreen(int mask, const QRegion ®ion, ScreenPaintData& data)
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{
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if (activated) {
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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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ShaderBinder binder(ShaderTrait::MapTexture);
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binder.shader()->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
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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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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 (animationState == AnimationState::Start) {
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zTranslate *= timeLine.value();
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} else if (animationState == AnimationState::Stop) {
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zTranslate *= (1.0 - timeLine.value());
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}
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// reflection
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if (reflection) {
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// we can use a huge scale factor (needed to calculate the rearground vertices)
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float scaleFactor = 1000000 * tan(60.0 * M_PI / 360.0f) / rect.height();
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m_reflectionMatrix.setToIdentity();
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m_reflectionMatrix.scale(1.0, -1.0, 1.0);
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double translate = 0.0;
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if (mode == Cube) {
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double addedHeight1 = -rect.height() * cos(verticalCurrentAngle*M_PI/180.0f) - rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)/tan(M_PI/effects->numberOfDesktops());
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double addedHeight2 = -rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)*tan(M_PI*0.5f/effects->numberOfDesktops());
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if (verticalCurrentAngle > 0.0f && effects->numberOfDesktops() & 1)
|
|
translate = cos(fabs(currentAngle)*effects->numberOfDesktops()*M_PI/360.0f) * addedHeight2 + addedHeight1 - float(rect.height());
|
|
else
|
|
translate = sin(fabs(currentAngle)*effects->numberOfDesktops()*M_PI/360.0f) * addedHeight2 + addedHeight1 - float(rect.height());
|
|
} else if (mode == Cylinder) {
|
|
double addedHeight1 = -rect.height() * cos(verticalCurrentAngle*M_PI/180.0f) - rect.width() * sin(fabs(verticalCurrentAngle)*M_PI/180.0f)/tan(M_PI/effects->numberOfDesktops());
|
|
translate = addedHeight1 - float(rect.height());
|
|
} else {
|
|
float radius = (rect.width() * 0.5) / cos(cubeAngle * 0.5 * M_PI / 180.0);
|
|
translate = -rect.height()-2*radius;
|
|
}
|
|
m_reflectionMatrix.translate(0.0f, translate, 0.0f);
|
|
|
|
reflectionPainting = true;
|
|
glEnable(GL_CULL_FACE);
|
|
paintCap(true, -point - zTranslate, data.projectionMatrix());
|
|
|
|
// cube
|
|
glCullFace(GL_BACK);
|
|
paintCube(mask, region, data);
|
|
|
|
glCullFace(GL_FRONT);
|
|
paintCube(mask, region, data);
|
|
|
|
paintCap(false, -point - zTranslate, data.projectionMatrix());
|
|
glDisable(GL_CULL_FACE);
|
|
reflectionPainting = false;
|
|
|
|
const float width = rect.width();
|
|
const float height = rect.height();
|
|
float vertices[] = {
|
|
-width * 0.5f, height, 0.0,
|
|
width * 0.5f, height, 0.0,
|
|
width * scaleFactor, height, -5000,
|
|
-width * scaleFactor, height, -5000
|
|
};
|
|
// foreground
|
|
float alpha = 0.7;
|
|
if (animationState == AnimationState::Start) {
|
|
alpha = 0.3 + 0.4 * timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
alpha = 0.3 + 0.4 * (1.0 - timeLine.value());
|
|
}
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
if (m_reflectionShader && m_reflectionShader->isValid()) {
|
|
// ensure blending is enabled - no attribute stack
|
|
ShaderBinder binder(m_reflectionShader);
|
|
QMatrix4x4 windowTransformation = data.projectionMatrix();
|
|
windowTransformation.translate(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
|
|
m_reflectionShader->setUniform(GLShader::ModelViewProjectionMatrix, windowTransformation);
|
|
m_reflectionShader->setUniform("u_alpha", alpha);
|
|
QVector<float> verts;
|
|
QVector<float> texcoords;
|
|
verts.reserve(18);
|
|
texcoords.reserve(12);
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[6] << vertices[7] << vertices[8];
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[9] << vertices[10] << vertices[11];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[0] << vertices[1] << vertices[2];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[0] << vertices[1] << vertices[2];
|
|
texcoords << 1.0 << 0.0;
|
|
verts << vertices[3] << vertices[4] << vertices[5];
|
|
texcoords << 0.0 << 0.0;
|
|
verts << vertices[6] << vertices[7] << vertices[8];
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
vbo->setData(6, 3, verts.data(), texcoords.data());
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
glEnable(GL_CULL_FACE);
|
|
// caps
|
|
paintCap(false, -point - zTranslate, data.projectionMatrix());
|
|
|
|
// cube
|
|
glCullFace(GL_FRONT);
|
|
paintCube(mask, region, data);
|
|
|
|
glCullFace(GL_BACK);
|
|
paintCube(mask, region, data);
|
|
|
|
// cap
|
|
paintCap(true, -point - zTranslate, data.projectionMatrix());
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
// desktop name box - inspired from coverswitch
|
|
if (displayDesktopName) {
|
|
double opacity = 1.0;
|
|
if (animationState == AnimationState::Start) {
|
|
opacity = timeLine.value();
|
|
} else if (animationState == AnimationState::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());
|
|
if (!desktopNameFrame) {
|
|
desktopNameFrame = effects->effectFrame(EffectFrameStyled);
|
|
desktopNameFrame->setFont(desktopNameFont);
|
|
}
|
|
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());
|
|
m_rotationMatrix.setToIdentity();
|
|
float internalCubeAngle = 360.0f / effects->numberOfDesktops();
|
|
float zTranslate = zPosition + zoom;
|
|
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);
|
|
/* Animations */
|
|
if (animationState == AnimationState::Start) {
|
|
zTranslate *= timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
currentAngle = startAngle * (1.0 - timeLine.value());
|
|
zTranslate *= (1.0 - timeLine.value());
|
|
} else if (animationState != AnimationState::None) {
|
|
/* Left or right */
|
|
float endAngle = animationState == AnimationState::Right ? internalCubeAngle : -internalCubeAngle;
|
|
currentAngle = startAngle + timeLine.value() * (endAngle - startAngle);
|
|
frontDesktop = startFrontDesktop;
|
|
}
|
|
/* Switching to next desktop: either by mouse or due to animation */
|
|
if (currentAngle > internalCubeAngle * 0.5f) {
|
|
currentAngle -= internalCubeAngle;
|
|
frontDesktop--;
|
|
if (frontDesktop < 1) {
|
|
frontDesktop = effects->numberOfDesktops();
|
|
}
|
|
}
|
|
if (currentAngle < -internalCubeAngle * 0.5f) {
|
|
currentAngle += internalCubeAngle;
|
|
frontDesktop++;
|
|
if (frontDesktop > effects->numberOfDesktops()) {
|
|
frontDesktop = 1;
|
|
}
|
|
}
|
|
/* Vertical animations */
|
|
if (verticalAnimationState != VerticalAnimationState::None) {
|
|
float verticalEndAngle = 0.0;
|
|
if (verticalAnimationState == VerticalAnimationState::Upwards && verticalStartAngle >= 0.0) {
|
|
verticalEndAngle = 90.0;
|
|
}
|
|
if (verticalAnimationState == VerticalAnimationState::Downwards && verticalStartAngle <= 0.0) {
|
|
verticalEndAngle = -90.0;
|
|
}
|
|
// This also handles the "VerticalAnimationState::Stop" correctly, since it has endAngle = 0.0
|
|
verticalCurrentAngle = verticalStartAngle + verticalTimeLine.value() * (verticalEndAngle - verticalStartAngle);
|
|
}
|
|
/* Updating rotation matrix */
|
|
if (verticalAnimationState != VerticalAnimationState::None || verticalCurrentAngle != 0.0f) {
|
|
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
m_rotationMatrix.rotate(verticalCurrentAngle, 1.0, 0.0, 0.0);
|
|
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
|
|
}
|
|
if (animationState != AnimationState::None || currentAngle != 0.0f) {
|
|
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
|
|
m_rotationMatrix.rotate(currentAngle, 0.0, 1.0, 0.0);
|
|
m_rotationMatrix.translate(-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 (animationState == AnimationState::Start) {
|
|
zTranslate *= timeLine.value();
|
|
} else if (animationState == AnimationState::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();
|
|
}
|
|
QMatrix4x4 matrix;
|
|
matrix.translate(0, 0, -zTranslate);
|
|
const QVector3D origin(rect.width() / 2, 0.0, -point);
|
|
matrix.translate(origin);
|
|
matrix.rotate(internalCubeAngle * i, 0, 1, 0);
|
|
matrix.translate(-origin);
|
|
m_currentFaceMatrix = matrix;
|
|
effects->paintScreen(mask, region, data);
|
|
}
|
|
cube_painting = false;
|
|
painting_desktop = effects->currentDesktop();
|
|
}
|
|
|
|
void CubeEffect::paintCap(bool frontFirst, float zOffset, const QMatrix4x4 &projection)
|
|
{
|
|
if ((!paintCaps) || effects->numberOfDesktops() <= 2)
|
|
return;
|
|
GLenum firstCull = frontFirst ? GL_FRONT : GL_BACK;
|
|
GLenum secondCull = frontFirst ? GL_BACK : GL_FRONT;
|
|
const QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
|
|
// create the VBO if not yet created
|
|
if (!m_cubeCapBuffer) {
|
|
switch(mode) {
|
|
case Cube:
|
|
paintCubeCap();
|
|
break;
|
|
case Cylinder:
|
|
paintCylinderCap();
|
|
break;
|
|
case Sphere:
|
|
paintSphereCap();
|
|
break;
|
|
default:
|
|
// impossible
|
|
break;
|
|
}
|
|
}
|
|
|
|
QMatrix4x4 capMvp;
|
|
QMatrix4x4 capMatrix;
|
|
capMatrix.translate(rect.width() / 2, 0.0, zOffset);
|
|
capMatrix.rotate((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
|
|
capMatrix.translate(0.0, rect.height(), 0.0);
|
|
if (mode == Sphere) {
|
|
capMatrix.scale(1.0, -1.0, 1.0);
|
|
}
|
|
|
|
bool capShader = false;
|
|
if (effects->compositingType() == OpenGL2Compositing && m_capShader && m_capShader->isValid()) {
|
|
capShader = true;
|
|
ShaderManager::instance()->pushShader(m_capShader);
|
|
float opacity = cubeOpacity;
|
|
if (animationState == AnimationState::Start) {
|
|
opacity *= timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
opacity *= (1.0 - timeLine.value());
|
|
}
|
|
m_capShader->setUniform("u_opacity", opacity);
|
|
m_capShader->setUniform("u_mirror", 1);
|
|
if (reflectionPainting) {
|
|
capMvp = projection * m_reflectionMatrix * m_rotationMatrix;
|
|
} else {
|
|
capMvp = projection * m_rotationMatrix;
|
|
}
|
|
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, capMvp * capMatrix);
|
|
m_capShader->setUniform("u_untextured", texturedCaps ? 0 : 1);
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
capTexture->bind();
|
|
}
|
|
}
|
|
|
|
glEnable(GL_BLEND);
|
|
glCullFace(firstCull);
|
|
m_cubeCapBuffer->render(GL_TRIANGLES);
|
|
|
|
if (mode == Sphere) {
|
|
capMatrix.scale(1.0, -1.0, 1.0);
|
|
}
|
|
capMatrix.translate(0.0, -rect.height(), 0.0);
|
|
if (capShader) {
|
|
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, capMvp * capMatrix);
|
|
m_capShader->setUniform("u_mirror", 0);
|
|
}
|
|
glCullFace(secondCull);
|
|
m_cubeCapBuffer->render(GL_TRIANGLES);
|
|
glDisable(GL_BLEND);
|
|
|
|
if (capShader) {
|
|
ShaderManager::instance()->popShader();
|
|
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
|
|
capTexture->unbind();
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
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;
|
|
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) {
|
|
if (capTexture->isYInverted()) {
|
|
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;
|
|
texCoords << texX1 << texY1;
|
|
} else {
|
|
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;
|
|
texCoords << texX1 << texY1;
|
|
}
|
|
}
|
|
verts << x1 << 0.0 << z1;
|
|
if (texture) {
|
|
texCoords << texX2 << texY2;
|
|
}
|
|
verts << x2 << 0.0 << z2;
|
|
if (texture) {
|
|
texCoords << texX3 << texY3;
|
|
}
|
|
verts << x3 << 0.0 << z3;
|
|
}
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
|
|
}
|
|
|
|
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;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
for (int i = 1; i <= 30; i++) {
|
|
int steps = 72;
|
|
for (int j = 0; j <= steps; j++) {
|
|
const float azimuthAngle = (j * (360.0f / steps)) * M_PI / 180.0f;
|
|
const float azimuthAngle2 = ((j + 1) * (360.0f / steps)) * M_PI / 180.0f;
|
|
const float x1 = segment * (i - 1) * sin(azimuthAngle);
|
|
const float x2 = segment * i * sin(azimuthAngle);
|
|
const float x3 = segment * (i - 1) * sin(azimuthAngle2);
|
|
const float x4 = segment * i * sin(azimuthAngle2);
|
|
const float z1 = segment * (i - 1) * cos(azimuthAngle);
|
|
const float z2 = segment * i * cos(azimuthAngle);
|
|
const float z3 = segment * (i - 1) * cos(azimuthAngle2);
|
|
const float z4 = segment * i * cos(azimuthAngle2);
|
|
if (texture) {
|
|
if (capTexture->isYInverted()) {
|
|
texCoords << (radius + x1) / (radius * 2.0f) << (z1 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x4) / (radius * 2.0f) << (z4 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << (z2 + radius) / (radius * 2.0f);
|
|
} else {
|
|
texCoords << (radius + x1) / (radius * 2.0f) << 1.0f - (z1 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x4) / (radius * 2.0f) << 1.0f - (z4 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x3) / (radius * 2.0f) << 1.0f - (z3 + radius) / (radius * 2.0f);
|
|
texCoords << (radius + x2) / (radius * 2.0f) << 1.0f - (z2 + radius) / (radius * 2.0f);
|
|
}
|
|
}
|
|
verts << x1 << 0.0 << z1;
|
|
verts << x2 << 0.0 << z2;
|
|
verts << x3 << 0.0 << z3;
|
|
verts << x4 << 0.0 << z4;
|
|
verts << x3 << 0.0 << z3;
|
|
verts << x2 << 0.0 << z2;
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
|
|
}
|
|
|
|
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;
|
|
QVector<float> verts;
|
|
QVector<float> texCoords;
|
|
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() * 0.5 - radius * cos(topAngle));
|
|
yTop *= (1.0f-capDeformationFactor);
|
|
float yBottom = rect.height() * 0.5 - radius * cos(bottomAngle);
|
|
yBottom *= (1.0f - capDeformationFactor);
|
|
for (int j = 0; j < 36; j++) {
|
|
const float x1 = radius * sin(topAngle) * sin((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float z1 = radius * sin(topAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float x2 = radius * sin(bottomAngle) * sin((90.0 + j * 10.0) * M_PI / 180.00);
|
|
const float z2 = radius * sin(bottomAngle) * cos((90.0 + j * 10.0) * M_PI / 180.0);
|
|
const float x3 = radius * sin(bottomAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float z3 = radius * sin(bottomAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float x4 = radius * sin(topAngle) * sin((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
const float z4 = radius * sin(topAngle) * cos((90.0 + (j + 1) * 10.0) * M_PI / 180.0);
|
|
if (texture) {
|
|
if (capTexture->isYInverted()) {
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
|
|
texCoords << x1 / (rect.width()) + 0.5 << 0.5 + z1 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 + z2 / zTexture * 0.5;
|
|
texCoords << x3 / (rect.width()) + 0.5 << 0.5 + z3 / zTexture * 0.5;
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 + z4 / zTexture * 0.5;
|
|
} else {
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
|
|
texCoords << x1 / (rect.width()) + 0.5 << 0.5 - z1 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
|
|
texCoords << x2 / (rect.width()) + 0.5 << 0.5 - z2 / zTexture * 0.5;
|
|
texCoords << x3 / (rect.width()) + 0.5 << 0.5 - z3 / zTexture * 0.5;
|
|
texCoords << x4 / (rect.width()) + 0.5 << 0.5 - z4 / zTexture * 0.5;
|
|
}
|
|
}
|
|
verts << x4 << yTop << z4;
|
|
verts << x1 << yTop << z1;
|
|
verts << x2 << yBottom << z2;
|
|
verts << x2 << yBottom << z2;
|
|
verts << x3 << yBottom << z3;
|
|
verts << x4 << yTop << z4;
|
|
}
|
|
}
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
m_cubeCapBuffer->setData(verts.count() / 3, 3, verts.constData(), texture ? texCoords.constData() : nullptr);
|
|
}
|
|
|
|
void CubeEffect::postPaintScreen()
|
|
{
|
|
effects->postPaintScreen();
|
|
if (!activated)
|
|
return;
|
|
|
|
bool animation = (animationState != AnimationState::None || verticalAnimationState != VerticalAnimationState::None);
|
|
if (animationState != AnimationState::None && timeLine.done()) {
|
|
/* An animation have just finished! */
|
|
if (animationState == AnimationState::Stop) {
|
|
/* If the stop animation is finished, we're done */
|
|
if (keyboard_grab)
|
|
effects->ungrabKeyboard();
|
|
keyboard_grab = false;
|
|
effects->stopMouseInterception(this);
|
|
effects->setCurrentDesktop(frontDesktop);
|
|
effects->setActiveFullScreenEffect(nullptr);
|
|
delete m_cubeCapBuffer;
|
|
m_cubeCapBuffer = nullptr;
|
|
if (desktopNameFrame)
|
|
desktopNameFrame->free();
|
|
activated = false;
|
|
// User can press Esc several times, and several Stop animations can be added to queue. We don't want it
|
|
animationState = AnimationState::None;
|
|
animations.clear();
|
|
verticalAnimationState = VerticalAnimationState::None;
|
|
verticalAnimations.clear();
|
|
lastPresentTime = std::chrono::milliseconds::zero();
|
|
} else {
|
|
if (!animations.empty())
|
|
startAnimation(animations.dequeue());
|
|
else
|
|
animationState = AnimationState::None;
|
|
}
|
|
}
|
|
/* Vertical animation have finished */
|
|
if (verticalAnimationState != VerticalAnimationState::None && verticalTimeLine.done()) {
|
|
if (!verticalAnimations.empty()) {
|
|
startVerticalAnimation(verticalAnimations.dequeue());
|
|
} else {
|
|
verticalAnimationState = VerticalAnimationState::None;
|
|
}
|
|
}
|
|
/* Repaint if there is any animation */
|
|
if (animation) {
|
|
effects->addRepaintFull();
|
|
} else {
|
|
lastPresentTime = std::chrono::milliseconds::zero();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, std::chrono::milliseconds presentTime)
|
|
{
|
|
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() && !w->isOnAllDesktops())
|
|
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 && !useZOrdering) {
|
|
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, presentTime);
|
|
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 && !useZOrdering) {
|
|
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, presentTime);
|
|
return;
|
|
}
|
|
}
|
|
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
|
|
}
|
|
}
|
|
}
|
|
effects->prePaintWindow(w, data, presentTime);
|
|
}
|
|
|
|
void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
|
|
{
|
|
ShaderManager *shaderManager = ShaderManager::instance();
|
|
if (activated && cube_painting) {
|
|
region= infiniteRegion(); // we need to explicitly prevent any clipping, bug #325432
|
|
//qCDebug(KWINEFFECTS) << w->caption();
|
|
float opacity = cubeOpacity;
|
|
if (animationState == AnimationState::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;
|
|
} else if (animationState == AnimationState::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 && !w->isOnAllDesktops()) {
|
|
float zOrdering = (effects->stackingOrder().indexOf(w) + 1) * zOrderingFactor;
|
|
if (animationState == AnimationState::Start) {
|
|
zOrdering *= timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
zOrdering *= (1.0 - timeLine.value());
|
|
}
|
|
data.translate(0.0, 0.0, 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;
|
|
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;
|
|
data.setXTranslation(-rect.width());
|
|
}
|
|
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;
|
|
data.setXTranslation(rect.width());
|
|
}
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
|
|
|
|
if (animationState == AnimationState::Start || animationState == AnimationState::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 (animationState == AnimationState::Start) {
|
|
opacity = timeLine.value() * cubeOpacity;
|
|
} else if (animationState == AnimationState::Stop) {
|
|
opacity = cubeOpacity * (1.0 - timeLine.value());
|
|
}
|
|
}
|
|
if (next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width()) {
|
|
if (animationState == AnimationState::Start) {
|
|
opacity = timeLine.value() * cubeOpacity;
|
|
} else if (animationState == AnimationState::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.multiplyOpacity(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;
|
|
}
|
|
GLShader *currentShader = nullptr;
|
|
if (mode == Cylinder) {
|
|
shaderManager->pushShader(cylinderShader);
|
|
cylinderShader->setUniform("xCoord", (float)w->x());
|
|
cylinderShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
|
|
float factor = 0.0f;
|
|
if (animationState == AnimationState::Start) {
|
|
factor = 1.0f - timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
factor = timeLine.value();
|
|
}
|
|
cylinderShader->setUniform("timeLine", factor);
|
|
currentShader = cylinderShader;
|
|
}
|
|
if (mode == Sphere) {
|
|
shaderManager->pushShader(sphereShader);
|
|
sphereShader->setUniform("u_offset", QVector2D(w->x(), w->y()));
|
|
sphereShader->setUniform("cubeAngle", (effects->numberOfDesktops() - 2) / (float)effects->numberOfDesktops() * 90.0f);
|
|
float factor = 0.0f;
|
|
if (animationState == AnimationState::Start) {
|
|
factor = 1.0f - timeLine.value();
|
|
} else if (animationState == AnimationState::Stop) {
|
|
factor = timeLine.value();
|
|
}
|
|
sphereShader->setUniform("timeLine", factor);
|
|
currentShader = sphereShader;
|
|
}
|
|
if (currentShader) {
|
|
data.shader = currentShader;
|
|
}
|
|
data.setProjectionMatrix(data.screenProjectionMatrix());
|
|
if (reflectionPainting) {
|
|
data.setModelViewMatrix(m_reflectionMatrix * m_rotationMatrix * m_currentFaceMatrix);
|
|
} else {
|
|
data.setModelViewMatrix(m_rotationMatrix * m_currentFaceMatrix);
|
|
}
|
|
}
|
|
effects->paintWindow(w, mask, region, data);
|
|
if (activated && cube_painting) {
|
|
if (mode == Cylinder || mode == Sphere) {
|
|
shaderManager->popShader();
|
|
}
|
|
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()) {
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
QVector<float> verts;
|
|
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;
|
|
for (const QRect &paintRect : paint) {
|
|
for (int i = 0; i <= (paintRect.height() / quadSize); i++) {
|
|
for (int j = 0; j <= (paintRect.width() / quadSize); j++) {
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
|
|
verts << paintRect.x() + j*quadSize << paintRect.y() + i*quadSize;
|
|
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << paintRect.x() + j*quadSize << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << qMin(paintRect.y() + (i + 1)*quadSize, (float)paintRect.y() + paintRect.height());
|
|
verts << qMin(paintRect.x() + (j + 1)*quadSize, (float)paintRect.x() + paintRect.width()) << paintRect.y() + i*quadSize;
|
|
}
|
|
}
|
|
}
|
|
bool capShader = false;
|
|
if (effects->compositingType() == OpenGL2Compositing && m_capShader && m_capShader->isValid()) {
|
|
capShader = true;
|
|
ShaderManager::instance()->pushShader(m_capShader);
|
|
m_capShader->setUniform("u_mirror", 0);
|
|
m_capShader->setUniform("u_untextured", 1);
|
|
QMatrix4x4 mvp = data.screenProjectionMatrix();
|
|
if (reflectionPainting) {
|
|
mvp = mvp * m_reflectionMatrix * m_rotationMatrix * m_currentFaceMatrix;
|
|
} else {
|
|
mvp = mvp * m_rotationMatrix * m_currentFaceMatrix;
|
|
}
|
|
m_capShader->setUniform(GLShader::ModelViewProjectionMatrix, mvp);
|
|
}
|
|
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
|
|
vbo->reset();
|
|
QColor color = capColor;
|
|
capColor.setAlphaF(cubeOpacity);
|
|
vbo->setColor(color);
|
|
vbo->setData(verts.size() / 2, 2, verts.constData(), nullptr);
|
|
if (!capShader || mode == Cube) {
|
|
// TODO: use sphere and cylinder shaders
|
|
vbo->render(GL_TRIANGLES);
|
|
}
|
|
if (capShader) {
|
|
ShaderManager::instance()->popShader();
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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()
|
|
{
|
|
qCDebug(KWINEFFECTS) << "toggle cube";
|
|
toggle(Cube);
|
|
}
|
|
|
|
void CubeEffect::toggleCylinder()
|
|
{
|
|
qCDebug(KWINEFFECTS) << "toggle cylinder";
|
|
if (!useShaders)
|
|
useShaders = loadShader();
|
|
if (useShaders)
|
|
toggle(Cylinder);
|
|
}
|
|
|
|
void CubeEffect::toggleSphere()
|
|
{
|
|
qCDebug(KWINEFFECTS) << "toggle sphere";
|
|
if (!useShaders)
|
|
useShaders = loadShader();
|
|
if (useShaders)
|
|
toggle(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 either stop is running or is scheduled - ignore all events
|
|
if ((!animations.isEmpty() && animations.last() == AnimationState::Stop) || animationState == AnimationState::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;
|
|
}
|
|
|
|
int key = e->key();
|
|
if (invertKeys) {
|
|
if (key == Qt::Key_Left)
|
|
key = Qt::Key_Right;
|
|
else if (key == Qt::Key_Right)
|
|
key = Qt::Key_Left;
|
|
else if (key == Qt::Key_Up)
|
|
key = Qt::Key_Down;
|
|
else if (key == Qt::Key_Down)
|
|
key = Qt::Key_Up;
|
|
}
|
|
|
|
switch(key) {
|
|
// wrap only on autorepeat
|
|
case Qt::Key_Left:
|
|
qCDebug(KWINEFFECTS) << "left";
|
|
if (animations.count() < effects->numberOfDesktops())
|
|
animations.enqueue(AnimationState::Left);
|
|
break;
|
|
case Qt::Key_Right:
|
|
qCDebug(KWINEFFECTS) << "right";
|
|
if (animations.count() < effects->numberOfDesktops())
|
|
animations.enqueue(AnimationState::Right);
|
|
break;
|
|
case Qt::Key_Up:
|
|
qCDebug(KWINEFFECTS) << "up";
|
|
verticalAnimations.enqueue(VerticalAnimationState::Upwards);
|
|
break;
|
|
case Qt::Key_Down:
|
|
qCDebug(KWINEFFECTS) << "down";
|
|
verticalAnimations.enqueue(VerticalAnimationState::Downwards);
|
|
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:
|
|
case Qt::Key_Equal:
|
|
zoom -= 10.0;
|
|
zoom = qMax(-zPosition, zoom);
|
|
rotateCube();
|
|
break;
|
|
case Qt::Key_Minus:
|
|
zoom += 10.0f;
|
|
rotateCube();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
|
|
void CubeEffect::rotateToDesktop(int desktop)
|
|
{
|
|
// all scheduled animations will be removed as a speed up
|
|
animations.clear();
|
|
verticalAnimations.clear();
|
|
// we want only startAnimation to finish gracefully
|
|
// all the others can be interrupted
|
|
if (animationState != AnimationState::Start) {
|
|
animationState = AnimationState::None;
|
|
}
|
|
verticalAnimationState = VerticalAnimationState::None;
|
|
// find the fastest rotation path from frontDesktop to desktop
|
|
int rightRotations = frontDesktop - desktop;
|
|
if (rightRotations < 0) {
|
|
rightRotations += effects->numberOfDesktops();
|
|
}
|
|
int leftRotations = desktop - frontDesktop;
|
|
if (leftRotations < 0) {
|
|
leftRotations += effects->numberOfDesktops();
|
|
}
|
|
if (leftRotations <= rightRotations) {
|
|
for (int i = 0; i < leftRotations; i++) {
|
|
animations.enqueue(AnimationState::Left);
|
|
}
|
|
} else {
|
|
for (int i = 0; i < rightRotations; i++) {
|
|
animations.enqueue(AnimationState::Right);
|
|
}
|
|
}
|
|
// we want the face of desktop to appear, it might need also vertical animation
|
|
if (verticalCurrentAngle > 0.0f) {
|
|
verticalAnimations.enqueue(VerticalAnimationState::Downwards);
|
|
}
|
|
if (verticalCurrentAngle < 0.0f) {
|
|
verticalAnimations.enqueue(VerticalAnimationState::Upwards);
|
|
}
|
|
/* Start immediately, so there is no pause:
|
|
* during that pause, actual frontDesktop might change
|
|
* if user moves his mouse fast, leading to incorrect desktop */
|
|
if (animationState == AnimationState::None && !animations.empty()) {
|
|
startAnimation(animations.dequeue());
|
|
}
|
|
if (verticalAnimationState == VerticalAnimationState::None && !verticalAnimations.empty()) {
|
|
startVerticalAnimation(verticalAnimations.dequeue());
|
|
}
|
|
}
|
|
|
|
void CubeEffect::setActive(bool active)
|
|
{
|
|
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
|
|
inside->setActive(true);
|
|
}
|
|
if (active) {
|
|
QString capPath = CubeConfig::capPath();
|
|
if (texturedCaps && !capTexture && !capPath.isEmpty()) {
|
|
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
|
|
connect(watcher, &QFutureWatcher<QImage>::finished, this, &CubeEffect::slotCubeCapLoaded);
|
|
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadCubeCap, capPath));
|
|
}
|
|
QString wallpaperPath = CubeConfig::wallpaper().toLocalFile();
|
|
if (!wallpaper && !wallpaperPath.isEmpty()) {
|
|
QFutureWatcher<QImage> *watcher = new QFutureWatcher<QImage>(this);
|
|
connect(watcher, &QFutureWatcher<QImage>::finished, this, &CubeEffect::slotWallPaperLoaded);
|
|
watcher->setFuture(QtConcurrent::run(this, &CubeEffect::loadWallPaper, wallpaperPath));
|
|
}
|
|
activated = true;
|
|
activeScreen = effects->activeScreen();
|
|
keyboard_grab = effects->grabKeyboard(this);
|
|
effects->startMouseInterception(this, Qt::OpenHandCursor);
|
|
frontDesktop = effects->currentDesktop();
|
|
zoom = 0.0;
|
|
zOrderingFactor = zPosition / (effects->stackingOrder().count() - 1);
|
|
animations.enqueue(AnimationState::Start);
|
|
animationState = AnimationState::None;
|
|
verticalAnimationState = VerticalAnimationState::None;
|
|
effects->setActiveFullScreenEffect(this);
|
|
qCDebug(KWINEFFECTS) << "Cube is activated";
|
|
currentAngle = 0.0;
|
|
verticalCurrentAngle = 0.0;
|
|
if (reflection) {
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
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);
|
|
}
|
|
m_rotationMatrix.setToIdentity();
|
|
} else {
|
|
animations.enqueue(AnimationState::Stop);
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
|
|
void CubeEffect::windowInputMouseEvent(QEvent* e)
|
|
{
|
|
if (!activated)
|
|
return;
|
|
if (tabBoxMode)
|
|
return;
|
|
if ((!animations.isEmpty() && animations.last() == AnimationState::Stop) || animationState == AnimationState::Stop)
|
|
return;
|
|
|
|
QMouseEvent *mouse = dynamic_cast< QMouseEvent* >(e);
|
|
if (!mouse)
|
|
return;
|
|
|
|
static QPoint oldpos;
|
|
static QElapsedTimer dblClckTime;
|
|
static int dblClckCounter(0);
|
|
if (mouse->type() == QEvent::MouseMove && mouse->buttons().testFlag(Qt::LeftButton)) {
|
|
const QPoint pos = mouse->pos();
|
|
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
|
|
bool repaint = false;
|
|
// vertical movement only if there is not a rotation
|
|
if (verticalAnimationState == VerticalAnimationState::None) {
|
|
// display height corresponds to 180*
|
|
int deltaY = pos.y() - oldpos.y();
|
|
float deltaVerticalDegrees = (float)deltaY / rect.height() * 180.0f;
|
|
if (invertMouse)
|
|
verticalCurrentAngle += deltaVerticalDegrees;
|
|
else
|
|
verticalCurrentAngle -= deltaVerticalDegrees;
|
|
// don't get too excited
|
|
verticalCurrentAngle = qBound(-90.0f, verticalCurrentAngle, 90.0f);
|
|
|
|
if (deltaVerticalDegrees != 0.0)
|
|
repaint = true;
|
|
}
|
|
// horizontal movement only if there is not a rotation
|
|
if (animationState == AnimationState::None) {
|
|
// 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() == rect.width() - 1)
|
|
deltaDegrees = -5.0f;
|
|
}
|
|
if (invertMouse)
|
|
currentAngle += deltaDegrees;
|
|
else
|
|
currentAngle -= deltaDegrees;
|
|
if (deltaDegrees != 0.0)
|
|
repaint = true;
|
|
}
|
|
if (repaint) {
|
|
rotateCube();
|
|
effects->addRepaintFull();
|
|
}
|
|
oldpos = pos;
|
|
}
|
|
|
|
else if (mouse->type() == QEvent::MouseButtonPress && mouse->button() == Qt::LeftButton) {
|
|
oldpos = mouse->pos();
|
|
if (dblClckTime.elapsed() > QApplication::doubleClickInterval())
|
|
dblClckCounter = 0;
|
|
if (!dblClckCounter)
|
|
dblClckTime.start();
|
|
}
|
|
|
|
else if (mouse->type() == QEvent::MouseButtonRelease) {
|
|
effects->defineCursor(Qt::OpenHandCursor);
|
|
if (mouse->button() == Qt::LeftButton && ++dblClckCounter == 2) {
|
|
dblClckCounter = 0;
|
|
if (dblClckTime.elapsed() < QApplication::doubleClickInterval()) {
|
|
setActive(false);
|
|
return;
|
|
}
|
|
}
|
|
else if (mouse->button() == Qt::XButton1) {
|
|
if (animations.count() < effects->numberOfDesktops()) {
|
|
if (invertMouse)
|
|
animations.enqueue(AnimationState::Right);
|
|
else
|
|
animations.enqueue(AnimationState::Left);
|
|
}
|
|
effects->addRepaintFull();
|
|
} else if (mouse->button() == Qt::XButton2) {
|
|
if (animations.count() < effects->numberOfDesktops()) {
|
|
if (invertMouse)
|
|
animations.enqueue(AnimationState::Left);
|
|
else
|
|
animations.enqueue(AnimationState::Right);
|
|
}
|
|
effects->addRepaintFull();
|
|
} else if (mouse->button() == Qt::RightButton || (mouse->button() == Qt::LeftButton && closeOnMouseRelease)) {
|
|
setActive(false);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotTabBoxAdded(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::slotTabBoxUpdated()
|
|
{
|
|
if (activated) {
|
|
rotateToDesktop(effects->currentTabBoxDesktop());
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::slotTabBoxClosed()
|
|
{
|
|
if (activated) {
|
|
effects->unrefTabBox();
|
|
tabBoxMode = false;
|
|
setActive(false);
|
|
}
|
|
}
|
|
|
|
void CubeEffect::globalShortcutChanged(QAction *action, const QKeySequence &seq)
|
|
{
|
|
if (action->objectName() == QStringLiteral("Cube")) {
|
|
cubeShortcut.clear();
|
|
cubeShortcut.append(seq);
|
|
} else if (action->objectName() == QStringLiteral("Cylinder")) {
|
|
cylinderShortcut.clear();
|
|
cylinderShortcut.append(seq);
|
|
} else if (action->objectName() == QStringLiteral("Sphere")) {
|
|
sphereShortcut.clear();
|
|
sphereShortcut.append(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);
|
|
}
|
|
|
|
bool CubeEffect::isActive() const
|
|
{
|
|
return activated && !effects->isScreenLocked();
|
|
}
|
|
|
|
} // namespace
|