253ff428a7
Summary: The new connect syntax has several advantages over the old syntax: (a) Connecting with the new syntax is faster; (b) It is compile time checked. There are still a few places where the old connect syntax is used, e.g. connecting to QML buttons in the Desktop Grid effect. Test Plan: Have been testing this patch for ~2 weeks, haven't noticed any regressions. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, broulik, graesslin, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18368
151 lines
4.4 KiB
C++
151 lines
4.4 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#include "invert.h"
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#include <QAction>
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#include <QFile>
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <KGlobalAccel>
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#include <KLocalizedString>
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#include <QStandardPaths>
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#include <QMatrix4x4>
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namespace KWin
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{
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InvertEffect::InvertEffect()
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: m_inited(false),
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m_valid(true),
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m_shader(NULL),
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m_allWindows(false)
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{
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QAction* a = new QAction(this);
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a->setObjectName(QStringLiteral("Invert"));
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a->setText(i18n("Toggle Invert Effect"));
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KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
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KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
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effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_I, a);
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connect(a, &QAction::triggered, this, &InvertEffect::toggleScreenInversion);
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QAction* b = new QAction(this);
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b->setObjectName(QStringLiteral("InvertWindow"));
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b->setText(i18n("Toggle Invert Effect on Window"));
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KGlobalAccel::self()->setDefaultShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
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KGlobalAccel::self()->setShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
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effects->registerGlobalShortcut(Qt::CTRL + Qt::META + Qt::Key_U, b);
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connect(b, &QAction::triggered, this, &InvertEffect::toggleWindow);
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connect(effects, &EffectsHandler::windowClosed, this, &InvertEffect::slotWindowClosed);
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}
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InvertEffect::~InvertEffect()
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{
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delete m_shader;
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}
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bool InvertEffect::supported()
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{
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return effects->compositingType() == OpenGL2Compositing;
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}
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bool InvertEffect::loadData()
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{
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m_inited = true;
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m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("invert.frag"));
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if (!m_shader->isValid()) {
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qCCritical(KWINEFFECTS) << "The shader failed to load!";
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return false;
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}
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return true;
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}
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void InvertEffect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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// Load if we haven't already
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if (m_valid && !m_inited)
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m_valid = loadData();
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bool useShader = m_valid && (m_allWindows != m_windows.contains(w));
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if (useShader) {
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ShaderManager *shaderManager = ShaderManager::instance();
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shaderManager->pushShader(m_shader);
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data.shader = m_shader;
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}
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effects->drawWindow(w, mask, region, data);
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if (useShader) {
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ShaderManager::instance()->popShader();
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}
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}
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void InvertEffect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
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{
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if (m_valid && m_allWindows) {
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frame->setShader(m_shader);
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ShaderBinder binder(m_shader);
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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} else {
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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}
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void InvertEffect::slotWindowClosed(EffectWindow* w)
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{
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m_windows.removeOne(w);
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}
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void InvertEffect::toggleScreenInversion()
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{
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m_allWindows = !m_allWindows;
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effects->addRepaintFull();
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}
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void InvertEffect::toggleWindow()
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{
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if (!effects->activeWindow()) {
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return;
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}
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if (!m_windows.contains(effects->activeWindow()))
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m_windows.append(effects->activeWindow());
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else
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m_windows.removeOne(effects->activeWindow());
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effects->activeWindow()->addRepaintFull();
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}
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bool InvertEffect::isActive() const
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{
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return m_valid && (m_allWindows || !m_windows.isEmpty());
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}
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bool InvertEffect::provides(Feature f)
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{
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return f == ScreenInversion;
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}
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} // namespace
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