kwin/effects/cube/cube.cpp
Martin Gräßlin 32adc59e4b Use cap shader to render area between screens in cube
This fixes most of the rendering issues with cube in multi
screen setups and GLSL backend. For cylinder and sphere the
rendering of areas between screen is currently disabled if
using the GLSL backend. It needs adjustments to use another
vertex shader. Not sure if it is worth the effort.
2011-05-01 11:28:07 +02:00

2060 lines
84 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.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 "cube.h"
#include "cube_inside.h"
#include <kaction.h>
#include <kactioncollection.h>
#include <klocale.h>
#include <kwinconfig.h>
#include <kconfiggroup.h>
#include <kcolorscheme.h>
#include <kglobal.h>
#include <kstandarddirs.h>
#include <kdebug.h>
#include <QColor>
#include <QRect>
#include <QEvent>
#include <QKeyEvent>
#include <QVector2D>
#include <math.h>
#include <kwinglutils.h>
#include <kwinglplatform.h>
namespace KWin
{
KWIN_EFFECT(cube, CubeEffect)
KWIN_EFFECT_SUPPORTED(cube, CubeEffect::supported())
CubeEffect::CubeEffect()
: activated(false)
, mousePolling(false)
, cube_painting(false)
, keyboard_grab(false)
, schedule_close(false)
, painting_desktop(1)
, frontDesktop(0)
, cubeOpacity(1.0)
, opacityDesktopOnly(true)
, displayDesktopName(false)
, desktopNameFrame(effects->effectFrame(EffectFrameStyled))
, reflection(true)
, rotating(false)
, desktopChangedWhileRotating(false)
, paintCaps(true)
, rotationDirection(Left)
, verticalRotationDirection(Upwards)
, verticalPosition(Normal)
, wallpaper(NULL)
, texturedCaps(true)
, capTexture(NULL)
, manualAngle(0.0)
, manualVerticalAngle(0.0)
, currentShape(QTimeLine::EaseInOutCurve)
, start(false)
, stop(false)
, reflectionPainting(false)
, activeScreen(0)
, bottomCap(false)
, closeOnMouseRelease(false)
, zoom(0.0)
, zPosition(0.0)
, useForTabBox(false)
, tabBoxMode(false)
, shortcutsRegistered(false)
, mode(Cube)
, useShaders(false)
, cylinderShader(0)
, sphereShader(0)
, zOrderingFactor(0.0f)
, mAddedHeightCoeff1(0.0f)
, mAddedHeightCoeff2(0.0f)
, m_cubeCapBuffer(NULL)
, m_proxy(this)
{
desktopNameFont.setBold(true);
desktopNameFont.setPointSize(14);
desktopNameFrame->setFont(desktopNameFont);
const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cube-reflection.glsl");
m_reflectionShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
const QString capshader = KGlobal::dirs()->findResource("data", "kwin/cube-cap.glsl");
m_capShader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, capshader);
m_textureMirrorMatrix.scale(1.0, -1.0, 1.0);
m_textureMirrorMatrix.translate(0.0, -1.0, 0.0);
connect(effects, SIGNAL(tabBoxAdded(int)), this, SLOT(slotTabBoxAdded(int)));
connect(effects, SIGNAL(tabBoxClosed()), this, SLOT(slotTabBoxClosed()));
connect(effects, SIGNAL(tabBoxUpdated()), this, SLOT(slotTabBoxUpdated()));
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);
}
bool CubeEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void CubeEffect::reconfigure(ReconfigureFlags)
{
loadConfig("Cube");
}
void CubeEffect::loadConfig(QString config)
{
KConfigGroup conf = effects->effectConfig(config);
foreach (ElectricBorder border, borderActivate) {
effects->unreserveElectricBorder(border);
}
foreach (ElectricBorder border, borderActivateCylinder) {
effects->unreserveElectricBorder(border);
}
foreach (ElectricBorder border, borderActivateSphere) {
effects->unreserveElectricBorder(border);
}
borderActivate.clear();
borderActivateCylinder.clear();
borderActivateSphere.clear();
QList<int> borderList = QList<int>();
borderList.append(int(ElectricNone));
borderList = conf.readEntry("BorderActivate", borderList);
foreach (int i, borderList) {
borderActivate.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i));
}
borderList.clear();
borderList.append(int(ElectricNone));
borderList = conf.readEntry("BorderActivateCylinder", borderList);
foreach (int i, borderList) {
borderActivateCylinder.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i));
}
borderList.clear();
borderList.append(int(ElectricNone));
borderList = conf.readEntry("BorderActivateSphere", borderList);
foreach (int i, borderList) {
borderActivateSphere.append(ElectricBorder(i));
effects->reserveElectricBorder(ElectricBorder(i));
}
cubeOpacity = (float)conf.readEntry("Opacity", 80) / 100.0f;
opacityDesktopOnly = conf.readEntry("OpacityDesktopOnly", false);
displayDesktopName = conf.readEntry("DisplayDesktopName", true);
reflection = conf.readEntry("Reflection", true);
rotationDuration = animationTime(conf, "RotationDuration", 500);
backgroundColor = conf.readEntry("BackgroundColor", QColor(Qt::black));
capColor = conf.readEntry("CapColor", KColorScheme(QPalette::Active, KColorScheme::Window).background().color());
paintCaps = conf.readEntry("Caps", true);
closeOnMouseRelease = conf.readEntry("CloseOnMouseRelease", false);
float defaultZPosition = 100.0f;
if (config == "Sphere")
defaultZPosition = 450.0f;
zPosition = conf.readEntry("ZPosition", defaultZPosition);
useForTabBox = conf.readEntry("TabBox", false);
invertKeys = conf.readEntry("InvertKeys", false);
invertMouse = conf.readEntry("InvertMouse", false);
capDeformationFactor = conf.readEntry("CapDeformation", 0) / 100.0f;
useZOrdering = conf.readEntry("ZOrdering", false);
QString file = conf.readEntry("Wallpaper", QString(""));
if (wallpaper)
wallpaper->discard();
delete wallpaper;
wallpaper = NULL;
if (!file.isEmpty()) {
QImage img = QImage(file);
if (!img.isNull()) {
wallpaper = new GLTexture(img);
}
}
delete capTexture;
capTexture = NULL;
texturedCaps = conf.readEntry("TexturedCaps", true);
if (texturedCaps) {
QString capPath = conf.readEntry("CapPath", KGlobal::dirs()->findResource("appdata", "cubecap.png"));
QImage img = QImage(capPath);
if (!img.isNull()) {
capTexture = new GLTexture(img);
capTexture->setFilter(GL_LINEAR);
#ifndef KWIN_HAVE_OPENGLES
capTexture->setWrapMode(GL_CLAMP_TO_BORDER);
#endif
}
}
timeLine.setCurveShape(QTimeLine::EaseInOutCurve);
timeLine.setDuration(rotationDuration);
verticalTimeLine.setCurveShape(QTimeLine::EaseInOutCurve);
verticalTimeLine.setDuration(rotationDuration);
// do not connect the shortcut if we use cylinder or sphere
if (!shortcutsRegistered) {
KActionCollection* actionCollection = new KActionCollection(this);
KAction* cubeAction = static_cast< KAction* >(actionCollection->addAction("Cube"));
cubeAction->setText(i18n("Desktop Cube"));
cubeAction->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::Key_F11));
cubeShortcut = cubeAction->globalShortcut();
KAction* cylinderAction = static_cast< KAction* >(actionCollection->addAction("Cylinder"));
cylinderAction->setText(i18n("Desktop Cylinder"));
cylinderAction->setGlobalShortcut(KShortcut(), KAction::ActiveShortcut);
cylinderShortcut = cylinderAction->globalShortcut();
KAction* sphereAction = static_cast< KAction* >(actionCollection->addAction("Sphere"));
sphereAction->setText(i18n("Desktop Sphere"));
sphereAction->setGlobalShortcut(KShortcut(), KAction::ActiveShortcut);
sphereShortcut = sphereAction->globalShortcut();
connect(cubeAction, SIGNAL(triggered(bool)), this, SLOT(toggleCube()));
connect(cylinderAction, SIGNAL(triggered(bool)), this, SLOT(toggleCylinder()));
connect(sphereAction, SIGNAL(triggered(bool)), this, SLOT(toggleSphere()));
connect(cubeAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(cubeShortcutChanged(QKeySequence)));
connect(cylinderAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(cylinderShortcutChanged(QKeySequence)));
connect(sphereAction, SIGNAL(globalShortcutChanged(QKeySequence)), this, SLOT(sphereShortcutChanged(QKeySequence)));
shortcutsRegistered = true;
}
// set the cap color on the shader
if (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
ShaderManager::instance()->pushShader(m_capShader);
m_capShader->setUniform("u_capColor", capColor);
ShaderManager::instance()->popShader();
}
}
CubeEffect::~CubeEffect()
{
foreach (ElectricBorder border, borderActivate) {
effects->unreserveElectricBorder(border);
}
foreach (ElectricBorder border, borderActivateCylinder) {
effects->unreserveElectricBorder(border);
}
foreach (ElectricBorder border, borderActivateSphere) {
effects->unreserveElectricBorder(border);
}
delete wallpaper;
delete capTexture;
delete cylinderShader;
delete sphereShader;
delete desktopNameFrame;
delete m_reflectionShader;
delete m_capShader;
delete m_cubeCapBuffer;
}
bool CubeEffect::loadShader()
{
if (!(GLPlatform::instance()->supports(GLSL) &&
(effects->compositingType() == OpenGLCompositing)))
return false;
QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.frag");
QString cylinderVertexshader = KGlobal::dirs()->findResource("data", "kwin/cylinder.vert");
QString sphereVertexshader = KGlobal::dirs()->findResource("data", "kwin/sphere.vert");
if (fragmentshader.isEmpty() || cylinderVertexshader.isEmpty() || sphereVertexshader.isEmpty()) {
kError(1212) << "Couldn't locate shader files" << endl;
return false;
}
ShaderManager *shaderManager = ShaderManager::instance();
// TODO: use generic shader - currently it is failing in alpha/brightness manipulation
cylinderShader = new GLShader(cylinderVertexshader, fragmentshader);
if (!cylinderShader->isValid()) {
kError(1212) << "The cylinder shader failed to load!" << endl;
return false;
} else {
shaderManager->pushShader(cylinderShader);
cylinderShader->setUniform("sampler", 0);
QMatrix4x4 projection;
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
cylinderShader->setUniform("projection", projection);
QMatrix4x4 modelview;
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
cylinderShader->setUniform("modelview", modelview);
const QMatrix4x4 identity;
cylinderShader->setUniform("screenTransformation", identity);
cylinderShader->setUniform("windowTransformation", identity);
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
cylinderShader->setUniform("width", (float)rect.width() * 0.5f);
shaderManager->popShader();
}
// TODO: use generic shader - currently it is failing in alpha/brightness manipulation
sphereShader = new GLShader(sphereVertexshader, fragmentshader);
if (!sphereShader->isValid()) {
kError(1212) << "The sphere shader failed to load!" << endl;
return false;
} else {
shaderManager->pushShader(sphereShader);
sphereShader->setUniform("sampler", 0);
QMatrix4x4 projection;
float fovy = 60.0f;
float aspect = 1.0f;
float zNear = 0.1f;
float zFar = 100.0f;
float ymax = zNear * tan(fovy * M_PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
projection.frustum(xmin, xmax, ymin, ymax, zNear, zFar);
sphereShader->setUniform("projection", projection);
QMatrix4x4 modelview;
float scaleFactor = 1.1 * tan(fovy * M_PI / 360.0f) / ymax;
modelview.translate(xmin * scaleFactor, ymax * scaleFactor, -1.1);
modelview.scale((xmax - xmin)*scaleFactor / displayWidth(), -(ymax - ymin)*scaleFactor / displayHeight(), 0.001);
sphereShader->setUniform("modelview", modelview);
const QMatrix4x4 identity;
sphereShader->setUniform("screenTransformation", identity);
sphereShader->setUniform("windowTransformation", identity);
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
sphereShader->setUniform("width", (float)rect.width() * 0.5f);
sphereShader->setUniform("height", (float)rect.height() * 0.5f);
sphereShader->setUniform("u_offset", QVector2D(0, 0));
shaderManager->popShader();
checkGLError("Loading Sphere Shader");
}
return true;
}
void CubeEffect::prePaintScreen(ScreenPrePaintData& data, int time)
{
if (activated) {
data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
if (rotating || start || stop) {
timeLine.setCurrentTime(timeLine.currentTime() + time);
rotateCube();
}
if (verticalRotating) {
verticalTimeLine.setCurrentTime(verticalTimeLine.currentTime() + time);
rotateCube();
}
}
effects->prePaintScreen(data, time);
}
void CubeEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data)
{
if (activated) {
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
// background
float clearColor[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, clearColor);
glClearColor(backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(clearColor[0], clearColor[1], clearColor[2], clearColor[3]);
// wallpaper
if (wallpaper) {
wallpaper->bind();
wallpaper->render(region, rect);
wallpaper->unbind();
}
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
#endif
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// some veriables needed for painting the caps
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);
float zTranslate = zPosition + zoom;
if (start)
zTranslate *= timeLine.currentValue();
if (stop)
zTranslate *= (1.0 - timeLine.currentValue());
// reflection
if (reflection && mode != Sphere) {
// restrict painting the reflections to the current screen
PaintClipper::push(QRegion(rect));
// we can use a huge scale factor (needed to calculate the rearground vertices)
// as we restrict with a PaintClipper painting on the current screen
float scaleFactor = 1000000 * tan(60.0 * M_PI / 360.0f) / rect.height();
m_reflectionMatrix.setToIdentity();
m_reflectionMatrix.scale(1.0, -1.0, 1.0);
// TODO reflection is not correct when mixing manual (mouse) rotating with rotation by cursor keys
// there's also a small bug when zooming
float addedHeight1 = -sin(asin(float(rect.height()) / mAddedHeightCoeff1) + fabs(manualVerticalAngle) * M_PI / 180.0f) * mAddedHeightCoeff1;
float addedHeight2 = -sin(asin(float(rect.height()) / mAddedHeightCoeff2) + fabs(manualVerticalAngle) * M_PI / 180.0f) * mAddedHeightCoeff2 - addedHeight1;
if (manualVerticalAngle > 0.0f && effects->numberOfDesktops() & 1) {
m_reflectionMatrix.translate(0.0, cos(fabs(manualAngle) * M_PI / 360.0f * float(effects->numberOfDesktops())) * addedHeight2 + addedHeight1 - float(rect.height()), 0.0);
} else {
m_reflectionMatrix.translate(0.0, sin(fabs(manualAngle) * M_PI / 360.0f * float(effects->numberOfDesktops())) * addedHeight2 + addedHeight1 - float(rect.height()), 0.0);
}
pushMatrix(m_reflectionMatrix);
#ifndef KWIN_HAVE_OPENGLES
// TODO: find a solution for GLES
glEnable(GL_CLIP_PLANE0);
#endif
reflectionPainting = true;
glEnable(GL_CULL_FACE);
paintCap(true, -point - zTranslate);
// cube
glCullFace(GL_BACK);
pushMatrix(m_rotationMatrix);
paintCube(mask, region, data);
popMatrix();
// call the inside cube effects
#ifndef KWIN_HAVE_OPENGLES
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
pushMatrix(m_rotationMatrix);
glTranslatef(rect.width() / 2, rect.height() / 2, -point - zTranslate);
glRotatef((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
inside->paint();
popMatrix();
}
#endif
glCullFace(GL_FRONT);
pushMatrix(m_rotationMatrix);
paintCube(mask, region, data);
popMatrix();
paintCap(false, -point - zTranslate);
glDisable(GL_CULL_FACE);
reflectionPainting = false;
#ifndef KWIN_HAVE_OPENGLES
// TODO: find a solution for GLES
glDisable(GL_CLIP_PLANE0);
#endif
popMatrix();
float vertices[] = {
-rect.width() * 0.5f, rect.height(), 0.0,
rect.width() * 0.5f, rect.height(), 0.0,
(float)rect.width()*scaleFactor, rect.height(), -5000,
-(float)rect.width()*scaleFactor, rect.height(), -5000
};
// foreground
float alpha = 0.7;
if (start)
alpha = 0.3 + 0.4 * timeLine.currentValue();
if (stop)
alpha = 0.3 + 0.4 * (1.0 - timeLine.currentValue());
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
ShaderManager *shaderManager = ShaderManager::instance();
if (shaderManager->isValid() && m_reflectionShader->isValid()) {
// ensure blending is enabled - no attribute stack
shaderManager->pushShader(m_reflectionShader);
QMatrix4x4 windowTransformation;
windowTransformation.translate(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
m_reflectionShader->setUniform("windowTransformation", 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);
shaderManager->popShader();
} else {
#ifndef KWIN_HAVE_OPENGLES
glColor4f(0.0, 0.0, 0.0, alpha);
glPushMatrix();
glTranslatef(rect.x() + rect.width() * 0.5f, 0.0, 0.0);
glBegin(GL_POLYGON);
glVertex3f(vertices[0], vertices[1], vertices[2]);
glVertex3f(vertices[3], vertices[4], vertices[5]);
// rearground
alpha = -1.0;
glColor4f(0.0, 0.0, 0.0, alpha);
glVertex3f(vertices[6], vertices[7], vertices[8]);
glVertex3f(vertices[9], vertices[10], vertices[11]);
glEnd();
glPopMatrix();
#endif
}
glDisable(GL_BLEND);
PaintClipper::pop(QRegion(rect));
}
glEnable(GL_CULL_FACE);
// caps
paintCap(false, -point - zTranslate);
// cube
glCullFace(GL_FRONT);
pushMatrix(m_rotationMatrix);
paintCube(mask, region, data);
popMatrix();
// call the inside cube effects
#ifndef KWIN_HAVE_OPENGLES
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
pushMatrix(m_rotationMatrix);
glTranslatef(rect.width() / 2, rect.height() / 2, -point - zTranslate);
glRotatef((1 - frontDesktop) * 360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
inside->paint();
popMatrix();
}
#endif
glCullFace(GL_BACK);
pushMatrix(m_rotationMatrix);
paintCube(mask, region, data);
popMatrix();
// cap
paintCap(true, -point - zTranslate);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
// desktop name box - inspired from coverswitch
if (displayDesktopName) {
double opacity = 1.0;
if (start)
opacity = timeLine.currentValue();
if (stop)
opacity = 1.0 - timeLine.currentValue();
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());
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;
if (start)
zTranslate *= timeLine.currentValue();
if (stop)
zTranslate *= (1.0 - timeLine.currentValue());
// 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);
if (verticalRotating || verticalPosition != Normal || manualVerticalAngle != 0.0) {
// change the verticalPosition if manualVerticalAngle > 90 or < -90 degrees
if (manualVerticalAngle <= -90.0) {
manualVerticalAngle += 90.0;
if (verticalPosition == Normal)
verticalPosition = Down;
if (verticalPosition == Up)
verticalPosition = Normal;
}
if (manualVerticalAngle >= 90.0) {
manualVerticalAngle -= 90.0;
if (verticalPosition == Normal)
verticalPosition = Up;
if (verticalPosition == Down)
verticalPosition = Normal;
}
float angle = 0.0;
if (verticalPosition == Up) {
angle = 90.0;
if (!verticalRotating) {
if (manualVerticalAngle < 0.0)
angle += manualVerticalAngle;
else
manualVerticalAngle = 0.0;
}
} else if (verticalPosition == Down) {
angle = -90.0;
if (!verticalRotating) {
if (manualVerticalAngle > 0.0)
angle += manualVerticalAngle;
else
manualVerticalAngle = 0.0;
}
} else {
angle = manualVerticalAngle;
}
if (verticalRotating) {
angle *= verticalTimeLine.currentValue();
if (verticalPosition == Normal && verticalRotationDirection == Upwards)
angle = -90.0 + 90 * verticalTimeLine.currentValue();
if (verticalPosition == Normal && verticalRotationDirection == Downwards)
angle = 90.0 - 90 * verticalTimeLine.currentValue();
angle += manualVerticalAngle * (1.0 - verticalTimeLine.currentValue());
}
if (stop)
angle *= (1.0 - timeLine.currentValue());
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
m_rotationMatrix.rotate(angle, 1.0, 0.0, 0.0);
m_rotationMatrix.translate(-rect.width() / 2, -rect.height() / 2, point + zTranslate);
}
if (rotating || (manualAngle != 0.0)) {
int tempFrontDesktop = frontDesktop;
if (manualAngle > internalCubeAngle * 0.5f) {
manualAngle -= internalCubeAngle;
tempFrontDesktop--;
if (tempFrontDesktop == 0)
tempFrontDesktop = effects->numberOfDesktops();
}
if (manualAngle < -internalCubeAngle * 0.5f) {
manualAngle += internalCubeAngle;
tempFrontDesktop++;
if (tempFrontDesktop > effects->numberOfDesktops())
tempFrontDesktop = 1;
}
float rotationAngle = internalCubeAngle * timeLine.currentValue();
if (rotationAngle > internalCubeAngle * 0.5f) {
rotationAngle -= internalCubeAngle;
if (!desktopChangedWhileRotating) {
desktopChangedWhileRotating = true;
if (rotationDirection == Left) {
tempFrontDesktop++;
} else if (rotationDirection == Right) {
tempFrontDesktop--;
}
if (tempFrontDesktop > effects->numberOfDesktops())
tempFrontDesktop = 1;
else if (tempFrontDesktop == 0)
tempFrontDesktop = effects->numberOfDesktops();
}
}
// don't change front desktop during stop animation as this would break some logic
if (!stop)
frontDesktop = tempFrontDesktop;
if (rotationDirection == Left) {
rotationAngle *= -1;
}
if (stop)
rotationAngle = manualAngle * (1.0 - timeLine.currentValue());
else
rotationAngle += manualAngle * (1.0 - timeLine.currentValue());
m_rotationMatrix.translate(rect.width() / 2, rect.height() / 2, -point - zTranslate);
m_rotationMatrix.rotate(rotationAngle, 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 (start)
zTranslate *= timeLine.currentValue();
if (stop)
zTranslate *= (1.0 - timeLine.currentValue());
// 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();
}
ScreenPaintData newData = data;
RotationData rot = RotationData();
rot.axis = RotationData::YAxis;
rot.angle = internalCubeAngle * i;
rot.xRotationPoint = rect.width() / 2;
rot.zRotationPoint = -point;
newData.rotation = &rot;
newData.zTranslate = -zTranslate;
effects->paintScreen(mask, region, newData);
}
cube_painting = false;
painting_desktop = effects->currentDesktop();
}
void CubeEffect::paintCap(bool frontFirst, float zOffset)
{
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 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 (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
capShader = true;
ShaderManager::instance()->pushShader(m_capShader);
float opacity = cubeOpacity;
if (start) {
opacity *= timeLine.currentValue();
} else if (stop) {
opacity *= (1.0 - timeLine.currentValue());
}
m_capShader->setUniform("u_opacity", opacity);
m_capShader->setUniform("u_mirror", 1);
if (reflectionPainting) {
m_capShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix);
} else {
m_capShader->setUniform("screenTransformation", m_rotationMatrix);
}
m_capShader->setUniform("windowTransformation", capMatrix);
m_capShader->setUniform("u_untextured", texturedCaps ? 0 : 1);
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
capTexture->bind();
}
} else {
pushMatrix(m_rotationMatrix * capMatrix);
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
#endif
pushMatrix();
loadMatrix(m_textureMirrorMatrix);
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_MODELVIEW);
glColor4f(capColor.redF(), capColor.greenF(), capColor.blueF(), cubeOpacity);
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
// modulate the cap texture: cap color should be background for translucent pixels
// cube opacity should be used for all pixels
// blend with cap color
float color[4] = { capColor.redF(), capColor.greenF(), capColor.blueF(), cubeOpacity };
glActiveTexture(GL_TEXTURE0);
capTexture->bind();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glColor4fv(color);
// set Opacity to cube opacity
// TODO: change opacity during start/stop animation
glActiveTexture(GL_TEXTURE1);
capTexture->bind();
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_CONSTANT);
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);
glActiveTexture(GL_TEXTURE0);
glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, color);
}
#endif
}
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("windowTransformation", capMatrix);
m_capShader->setUniform("u_mirror", 0);
} else {
#ifndef KWIN_HAVE_OPENGLES
glMatrixMode(GL_TEXTURE);
popMatrix();
glMatrixMode(GL_MODELVIEW);
#endif
popMatrix();
pushMatrix(m_rotationMatrix * capMatrix);
}
glCullFace(secondCull);
m_cubeCapBuffer->render(GL_TRIANGLES);
glDisable(GL_BLEND);
if (capShader) {
ShaderManager::instance()->popShader();
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
capTexture->unbind();
}
} else {
popMatrix();
if (texturedCaps && effects->numberOfDesktops() > 3 && capTexture) {
#ifndef KWIN_HAVE_OPENGLES
glActiveTexture(GL_TEXTURE1);
glDisable(capTexture->target());
glActiveTexture(GL_TEXTURE0);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f(0.0f, 0.0f, 0.0f, 0.0f);
capTexture->unbind();
#endif
}
}
}
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) {
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() : NULL);
}
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) {
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() : NULL);
}
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 -= (yTop - rect.height() * 0.5) * capDeformationFactor;
float yBottom = rect.height() * 0.5 - radius * cos(bottomAngle);
yBottom -= (yBottom - rect.height() * 0.5) * 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) {
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() : NULL);
}
void CubeEffect::postPaintScreen()
{
effects->postPaintScreen();
if (activated) {
if (start) {
if (timeLine.currentValue() == 1.0) {
start = false;
timeLine.setCurrentTime(0);
// more rotations?
if (!rotations.empty()) {
rotationDirection = rotations.dequeue();
rotating = true;
// change the curve shape if current shape is not easeInOut
if (currentShape != QTimeLine::EaseInOutCurve) {
// more rotations follow -> linear curve
if (!rotations.empty()) {
currentShape = QTimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else {
currentShape = QTimeLine::EaseOutCurve;
}
timeLine.setCurveShape(currentShape);
} else {
// if there is at least one more rotation, we can change to easeIn
if (!rotations.empty()) {
currentShape = QTimeLine::EaseInCurve;
timeLine.setCurveShape(currentShape);
}
}
}
}
effects->addRepaintFull();
return; // schedule_close could have been called, start has to finish first
}
if (stop) {
if (timeLine.currentValue() == 1.0) {
effects->setCurrentDesktop(frontDesktop);
stop = false;
timeLine.setCurrentTime(0);
activated = false;
// set the new desktop
if (keyboard_grab)
effects->ungrabKeyboard();
keyboard_grab = false;
effects->destroyInputWindow(input);
effects->setActiveFullScreenEffect(0);
delete m_cubeCapBuffer;
m_cubeCapBuffer = NULL;
desktopNameFrame->free();
}
effects->addRepaintFull();
}
if (rotating || verticalRotating) {
if (rotating && timeLine.currentValue() == 1.0) {
timeLine.setCurrentTime(0.0);
rotating = false;
desktopChangedWhileRotating = false;
manualAngle = 0.0;
// more rotations?
if (!rotations.empty()) {
rotationDirection = rotations.dequeue();
rotating = true;
// change the curve shape if current shape is not easeInOut
if (currentShape != QTimeLine::EaseInOutCurve) {
// more rotations follow -> linear curve
if (!rotations.empty()) {
currentShape = QTimeLine::LinearCurve;
}
// last rotation step -> easeOut curve
else {
currentShape = QTimeLine::EaseOutCurve;
}
timeLine.setCurveShape(currentShape);
} else {
// if there is at least one more rotation, we can change to easeIn
if (!rotations.empty()) {
currentShape = QTimeLine::EaseInCurve;
timeLine.setCurveShape(currentShape);
}
}
} else {
// reset curve shape if there are no more rotations
if (currentShape != QTimeLine::EaseInOutCurve) {
currentShape = QTimeLine::EaseInOutCurve;
timeLine.setCurveShape(currentShape);
}
}
}
if (verticalRotating && verticalTimeLine.currentValue() == 1.0) {
verticalTimeLine.setCurrentTime(0);
verticalRotating = false;
manualVerticalAngle = 0.0;
// more rotations?
if (!verticalRotations.empty()) {
verticalRotationDirection = verticalRotations.dequeue();
verticalRotating = true;
if (verticalRotationDirection == Upwards) {
if (verticalPosition == Normal)
verticalPosition = Up;
if (verticalPosition == Down)
verticalPosition = Normal;
}
if (verticalRotationDirection == Downwards) {
if (verticalPosition == Normal)
verticalPosition = Down;
if (verticalPosition == Up)
verticalPosition = Normal;
}
}
}
effects->addRepaintFull();
return; // rotation has to end before cube is closed
}
if (schedule_close) {
schedule_close = false;
stop = true;
effects->addRepaintFull();
}
}
}
void CubeEffect::prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time)
{
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, time);
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, time);
return;
}
}
w->disablePainting(EffectWindow::PAINT_DISABLED_BY_DESKTOP);
}
}
}
effects->prePaintWindow(w, data, time);
}
void CubeEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
{
ShaderManager *shaderManager = ShaderManager::instance();
GLShader *shader = shaderManager->pushShader(ShaderManager::GenericShader);
QMatrix4x4 origMatrix;
if (activated && cube_painting) {
//kDebug(1212) << w->caption();
float opacity = cubeOpacity;
if (start) {
opacity = 1.0 - (1.0 - opacity) * timeLine.currentValue();
if (reflectionPainting)
opacity = 0.5 + (cubeOpacity - 0.5) * timeLine.currentValue();
// fade in windows belonging to different desktops
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
opacity = timeLine.currentValue() * cubeOpacity;
}
if (stop) {
opacity = 1.0 - (1.0 - opacity) * (1.0 - timeLine.currentValue());
if (reflectionPainting)
opacity = 0.5 + (cubeOpacity - 0.5) * (1.0 - timeLine.currentValue());
// fade out windows belonging to different desktops
if (painting_desktop == effects->currentDesktop() && (!w->isOnDesktop(painting_desktop)))
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
}
// z-Ordering
if (!w->isDesktop() && !w->isDock() && useZOrdering && !w->isOnAllDesktops()) {
float zOrdering = (effects->stackingOrder().indexOf(w) + 1) * zOrderingFactor;
if (start)
zOrdering *= timeLine.currentValue();
if (stop)
zOrdering *= (1.0 - timeLine.currentValue());
data.zTranslate += 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 (!shader) {
pushMatrix();
}
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;
if (shader) {
data.xTranslate = -rect.width();
} else {
RotationData rot = RotationData();
rot.axis = RotationData::YAxis;
rot.xRotationPoint = rect.width() - w->x();
rot.angle = 360.0f / effects->numberOfDesktops();
data.rotation = &rot;
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);
QMatrix4x4 matrix;
matrix.translate(rect.width() / 2, 0.0, -point);
matrix.rotate(-360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
matrix.translate(-rect.width() / 2, 0.0, point);
multiplyMatrix(matrix);
}
}
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;
if (shader) {
data.xTranslate = rect.width();
} else {
RotationData rot = RotationData();
rot.axis = RotationData::YAxis;
rot.xRotationPoint = -w->x();
rot.angle = -360.0f / effects->numberOfDesktops();
data.rotation = &rot;
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);
QMatrix4x4 matrix;
matrix.translate(rect.width() / 2, 0.0, -point);
matrix.rotate(360.0f / effects->numberOfDesktops(), 0.0, 1.0, 0.0);
matrix.translate(-rect.width() / 2, 0.0, point);
multiplyMatrix(matrix);
}
}
QRect rect = effects->clientArea(FullArea, activeScreen, painting_desktop);
if (start || 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 (start)
opacity = timeLine.currentValue() * cubeOpacity;
if (stop)
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
}
if (next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width()) {
if (start)
opacity = timeLine.currentValue() * cubeOpacity;
if (stop)
opacity = cubeOpacity * (1.0 - timeLine.currentValue());
}
}
// 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.opacity *= 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;
}
if (shader) {
origMatrix = shader->getUniformMatrix4x4("screenTransformation");
GLShader *currentShader = shader;
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 (start)
factor = 1.0f - timeLine.currentValue();
if (stop)
factor = timeLine.currentValue();
cylinderShader->setUniform("timeLine", factor);
data.shader = cylinderShader;
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 (start)
factor = 1.0f - timeLine.currentValue();
if (stop)
factor = timeLine.currentValue();
sphereShader->setUniform("timeLine", factor);
data.shader = sphereShader;
currentShader = sphereShader;
}
if (reflectionPainting) {
currentShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix * origMatrix);
} else {
currentShader->setUniform("screenTransformation", m_rotationMatrix*origMatrix);
}
}
}
effects->paintWindow(w, mask, region, data);
if (activated && cube_painting) {
if (shader) {
if (mode == Cylinder || mode == Sphere) {
shaderManager->popShader();
} else {
shader->setUniform("screenTransformation", origMatrix);
}
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()) {
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT);
#endif
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;
foreach (const QRect & paintRect, paint.rects()) {
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 (ShaderManager::instance()->isValid() && m_capShader->isValid()) {
capShader = true;
ShaderManager::instance()->pushShader(m_capShader);
m_capShader->setUniform("u_mirror", 0);
m_capShader->setUniform("u_untextured", 1);
if (reflectionPainting) {
m_capShader->setUniform("screenTransformation", m_reflectionMatrix * m_rotationMatrix * origMatrix);
} else {
m_capShader->setUniform("screenTransformation", m_rotationMatrix * origMatrix);
}
m_capShader->setUniform("windowTransformation", QMatrix4x4());
}
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
QColor color = capColor;
capColor.setAlphaF(cubeOpacity);
vbo->setColor(color);
vbo->setData(verts.size() / 2, 2, verts.constData(), NULL);
if (!capShader || mode == Cube) {
// TODO: use sphere and cylinder shaders
vbo->render(GL_TRIANGLES);
}
if (capShader) {
ShaderManager::instance()->popShader();
}
glDisable(GL_BLEND);
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
}
if (!shader) {
popMatrix();
}
}
}
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()
{
kDebug(1212) << "toggle cube";
toggle(Cube);
}
void CubeEffect::toggleCylinder()
{
kDebug(1212) << "toggle cylinder";
if (!useShaders)
useShaders = loadShader();
if (useShaders)
toggle(Cylinder);
else
kError(1212) << "Sorry shaders are not available - cannot activate Cylinder";
}
void CubeEffect::toggleSphere()
{
kDebug(1212) << "toggle sphere";
if (!useShaders)
useShaders = loadShader();
if (useShaders)
toggle(Sphere);
else
kError(1212) << "Sorry shaders are not available - cannot activate 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 (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;
}
switch(e->key()) {
// wrap only on autorepeat
case Qt::Key_Left:
// rotate to previous desktop
kDebug(1212) << "left";
if (!rotating && !start) {
rotating = true;
if (invertKeys)
rotationDirection = Right;
else
rotationDirection = Left;
} else {
if (rotations.count() < effects->numberOfDesktops()) {
if (invertKeys)
rotations.enqueue(Right);
else
rotations.enqueue(Left);
}
}
break;
case Qt::Key_Right:
// rotate to next desktop
kDebug(1212) << "right";
if (!rotating && !start) {
rotating = true;
if (invertKeys)
rotationDirection = Left;
else
rotationDirection = Right;
} else {
if (rotations.count() < effects->numberOfDesktops()) {
if (invertKeys)
rotations.enqueue(Left);
else
rotations.enqueue(Right);
}
}
break;
case Qt::Key_Up:
kDebug(1212) << "up";
if (invertKeys) {
if (verticalPosition != Down) {
if (!verticalRotating) {
verticalRotating = true;
verticalRotationDirection = Downwards;
if (verticalPosition == Normal)
verticalPosition = Down;
if (verticalPosition == Up)
verticalPosition = Normal;
} else {
verticalRotations.enqueue(Downwards);
}
} else if (manualVerticalAngle > 0.0 && !verticalRotating) {
// rotate to down position from the manual position
verticalRotating = true;
verticalRotationDirection = Downwards;
verticalPosition = Down;
manualVerticalAngle -= 90.0;
}
} else {
if (verticalPosition != Up) {
if (!verticalRotating) {
verticalRotating = true;
verticalRotationDirection = Upwards;
if (verticalPosition == Normal)
verticalPosition = Up;
if (verticalPosition == Down)
verticalPosition = Normal;
} else {
verticalRotations.enqueue(Upwards);
}
} else if (manualVerticalAngle < 0.0 && !verticalRotating) {
// rotate to up position from the manual position
verticalRotating = true;
verticalRotationDirection = Upwards;
verticalPosition = Up;
manualVerticalAngle += 90.0;
}
}
break;
case Qt::Key_Down:
kDebug(1212) << "down";
if (invertKeys) {
if (verticalPosition != Up) {
if (!verticalRotating) {
verticalRotating = true;
verticalRotationDirection = Upwards;
if (verticalPosition == Normal)
verticalPosition = Up;
if (verticalPosition == Down)
verticalPosition = Normal;
} else {
verticalRotations.enqueue(Upwards);
}
} else if (manualVerticalAngle < 0.0 && !verticalRotating) {
// rotate to up position from the manual position
verticalRotating = true;
verticalRotationDirection = Upwards;
verticalPosition = Up;
manualVerticalAngle += 90.0;
}
} else {
if (verticalPosition != Down) {
if (!verticalRotating) {
verticalRotating = true;
verticalRotationDirection = Downwards;
if (verticalPosition == Normal)
verticalPosition = Down;
if (verticalPosition == Up)
verticalPosition = Normal;
} else {
verticalRotations.enqueue(Downwards);
}
} else if (manualVerticalAngle > 0.0 && !verticalRotating) {
// rotate to down position from the manual position
verticalRotating = true;
verticalRotationDirection = Downwards;
verticalPosition = Down;
manualVerticalAngle -= 90.0;
}
}
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:
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)
{
int tempFrontDesktop = frontDesktop;
if (!rotations.empty()) {
// all scheduled rotations will be removed as a speed up
rotations.clear();
}
if (rotating && !desktopChangedWhileRotating) {
// front desktop will change during the actual rotation - this has to be considered
if (rotationDirection == Left) {
tempFrontDesktop++;
} else if (rotationDirection == Right) {
tempFrontDesktop--;
}
if (tempFrontDesktop > effects->numberOfDesktops())
tempFrontDesktop = 1;
else if (tempFrontDesktop == 0)
tempFrontDesktop = effects->numberOfDesktops();
}
// find the fastest rotation path from tempFrontDesktop to desktop
int rightRotations = tempFrontDesktop - desktop;
if (rightRotations < 0)
rightRotations += effects->numberOfDesktops();
int leftRotations = desktop - tempFrontDesktop;
if (leftRotations < 0)
leftRotations += effects->numberOfDesktops();
if (leftRotations <= rightRotations) {
for (int i = 0; i < leftRotations; i++) {
rotations.enqueue(Left);
}
} else {
for (int i = 0; i < rightRotations; i++) {
rotations.enqueue(Right);
}
}
if (!start && !rotating && !rotations.empty()) {
rotating = true;
rotationDirection = rotations.dequeue();
}
// change timeline curve if more rotations are following
if (!rotations.empty()) {
currentShape = QTimeLine::EaseInCurve;
timeLine.setCurveShape(currentShape);
}
}
void CubeEffect::setActive(bool active)
{
foreach (CubeInsideEffect * inside, m_cubeInsideEffects) {
inside->setActive(true);
}
if (active) {
if (!mousePolling) {
effects->startMousePolling();
mousePolling = true;
}
activated = true;
activeScreen = effects->activeScreen();
keyboard_grab = effects->grabKeyboard(this);
input = effects->createInputWindow(this, 0, 0, displayWidth(), displayHeight(),
Qt::OpenHandCursor);
frontDesktop = effects->currentDesktop();
zoom = 0.0;
zOrderingFactor = zPosition / (effects->stackingOrder().count() - 1);
start = true;
effects->setActiveFullScreenEffect(this);
kDebug(1212) << "Cube is activated";
verticalPosition = Normal;
verticalRotating = false;
manualAngle = 0.0;
manualVerticalAngle = 0.0;
if (reflection) {
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
#ifndef KWIN_HAVE_OPENGLES
// clip parts above the reflection area
double eqn[4] = {0.0, 1.0, 0.0, 0.0};
glPushMatrix();
glTranslatef(0.0, rect.height(), 0.0);
glClipPlane(GL_CLIP_PLANE0, eqn);
glPopMatrix();
#endif
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();
effects->addRepaintFull();
} else {
if (mousePolling) {
effects->stopMousePolling();
mousePolling = false;
}
schedule_close = true;
// we have to add a repaint, to start the deactivating
effects->addRepaintFull();
}
}
void CubeEffect::slotMouseChanged(const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
{
if (!activated)
return;
if (tabBoxMode)
return;
if (stop)
return;
QRect rect = effects->clientArea(FullArea, activeScreen, effects->currentDesktop());
if (buttons.testFlag(Qt::LeftButton)) {
bool repaint = false;
// vertical movement only if there is not a rotation
if (!verticalRotating) {
// display height corresponds to 180*
int deltaY = pos.y() - oldpos.y();
float deltaVerticalDegrees = (float)deltaY / rect.height() * 180.0f;
if (invertMouse)
manualVerticalAngle += deltaVerticalDegrees;
else
manualVerticalAngle -= deltaVerticalDegrees;
if (deltaVerticalDegrees != 0.0)
repaint = true;
}
// horizontal movement only if there is not a rotation
if (!rotating) {
// 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() == displayWidth() - 1)
deltaDegrees = -5.0f;
}
if (invertMouse)
manualAngle += deltaDegrees;
else
manualAngle -= deltaDegrees;
if (deltaDegrees != 0.0)
repaint = true;
}
if (repaint) {
rotateCube();
effects->addRepaintFull();
}
}
if (!oldbuttons.testFlag(Qt::LeftButton) && buttons.testFlag(Qt::LeftButton)) {
XDefineCursor(display(), input, QCursor(Qt::ClosedHandCursor).handle());
}
if (oldbuttons.testFlag(Qt::LeftButton) && !buttons.testFlag(Qt::LeftButton)) {
XDefineCursor(display(), input, QCursor(Qt::OpenHandCursor).handle());
if (closeOnMouseRelease)
setActive(false);
}
if (oldbuttons.testFlag(Qt::RightButton) && !buttons.testFlag(Qt::RightButton)) {
// end effect on right mouse button
setActive(false);
}
}
void CubeEffect::windowInputMouseEvent(Window w, QEvent* e)
{
assert(w == input);
Q_UNUSED(w);
QMouseEvent *mouse = dynamic_cast< QMouseEvent* >(e);
if (mouse && mouse->type() == QEvent::MouseButtonRelease) {
if (mouse->button() == Qt::XButton1) {
if (!rotating && !start) {
rotating = true;
if (invertMouse)
rotationDirection = Right;
else
rotationDirection = Left;
} else {
if (rotations.count() < effects->numberOfDesktops()) {
if (invertMouse)
rotations.enqueue(Right);
else
rotations.enqueue(Left);
}
}
effects->addRepaintFull();
}
if (mouse->button() == Qt::XButton2) {
if (!rotating && !start) {
rotating = true;
if (invertMouse)
rotationDirection = Left;
else
rotationDirection = Right;
} else {
if (rotations.count() < effects->numberOfDesktops()) {
if (invertMouse)
rotations.enqueue(Left);
else
rotations.enqueue(Right);
}
}
effects->addRepaintFull();
}
}
}
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::cubeShortcutChanged(const QKeySequence& seq)
{
cubeShortcut = KShortcut(seq);
}
void CubeEffect::cylinderShortcutChanged(const QKeySequence& seq)
{
cylinderShortcut = KShortcut(seq);
}
void CubeEffect::sphereShortcutChanged(const QKeySequence& seq)
{
sphereShortcut = KShortcut(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);
}
} // namespace