kwin/effects/invert/invert.cpp
Vlad Zahorodnii 62a7db7028 Use nullptr everywhere
Summary:
Because KWin is a very old project, we use three kinds of null pointer
literals: 0, NULL, and nullptr. Since C++11, it's recommended to use
nullptr keyword.

This change converts all usages of 0 and NULL literal to nullptr. Even
though it breaks git history, we need to do it in order to have consistent
code as well to ease code reviews (it's very tempting for some people to
add unrelated changes to their patches, e.g. converting NULL to nullptr).

Test Plan: Compiles.

Reviewers: #kwin, davidedmundson, romangg

Reviewed By: #kwin, davidedmundson, romangg

Subscribers: romangg, kwin

Tags: #kwin

Differential Revision: https://phabricator.kde.org/D23618
2019-09-19 17:48:21 +03:00

151 lines
4.4 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) 2008 Lucas Murray <lmurray@undefinedfire.com>
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 "invert.h"
#include <QAction>
#include <QFile>
#include <kwinglutils.h>
#include <kwinglplatform.h>
#include <KGlobalAccel>
#include <KLocalizedString>
#include <QStandardPaths>
#include <QMatrix4x4>
namespace KWin
{
InvertEffect::InvertEffect()
: m_inited(false),
m_valid(true),
m_shader(nullptr),
m_allWindows(false)
{
QAction* a = new QAction(this);
a->setObjectName(QStringLiteral("Invert"));
a->setText(i18n("Toggle Invert Effect"));
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_I, a);
connect(a, &QAction::triggered, this, &InvertEffect::toggleScreenInversion);
QAction* b = new QAction(this);
b->setObjectName(QStringLiteral("InvertWindow"));
b->setText(i18n("Toggle Invert Effect on Window"));
KGlobalAccel::self()->setDefaultShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
KGlobalAccel::self()->setShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_U, b);
connect(b, &QAction::triggered, this, &InvertEffect::toggleWindow);
connect(effects, &EffectsHandler::windowClosed, this, &InvertEffect::slotWindowClosed);
}
InvertEffect::~InvertEffect()
{
delete m_shader;
}
bool InvertEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing;
}
bool InvertEffect::loadData()
{
m_inited = true;
m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("invert.frag"));
if (!m_shader->isValid()) {
qCCritical(KWINEFFECTS) << "The shader failed to load!";
return false;
}
return true;
}
void InvertEffect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
// Load if we haven't already
if (m_valid && !m_inited)
m_valid = loadData();
bool useShader = m_valid && (m_allWindows != m_windows.contains(w));
if (useShader) {
ShaderManager *shaderManager = ShaderManager::instance();
shaderManager->pushShader(m_shader);
data.shader = m_shader;
}
effects->drawWindow(w, mask, region, data);
if (useShader) {
ShaderManager::instance()->popShader();
}
}
void InvertEffect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
{
if (m_valid && m_allWindows) {
frame->setShader(m_shader);
ShaderBinder binder(m_shader);
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
} else {
effects->paintEffectFrame(frame, region, opacity, frameOpacity);
}
}
void InvertEffect::slotWindowClosed(EffectWindow* w)
{
m_windows.removeOne(w);
}
void InvertEffect::toggleScreenInversion()
{
m_allWindows = !m_allWindows;
effects->addRepaintFull();
}
void InvertEffect::toggleWindow()
{
if (!effects->activeWindow()) {
return;
}
if (!m_windows.contains(effects->activeWindow()))
m_windows.append(effects->activeWindow());
else
m_windows.removeOne(effects->activeWindow());
effects->activeWindow()->addRepaintFull();
}
bool InvertEffect::isActive() const
{
return m_valid && (m_allWindows || !m_windows.isEmpty());
}
bool InvertEffect::provides(Feature f)
{
return f == ScreenInversion;
}
} // namespace