149e97fcb9
General problem known from bug #325154 BUG: 325154 FXED-IN: 4.11.2 REVIEW: 112877
186 lines
5.6 KiB
C++
186 lines
5.6 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 <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <kactioncollection.h>
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#include <kaction.h>
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#include <KDE/KGlobal>
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#include <KDE/KLocalizedString>
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#include <kdebug.h>
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#include <KStandardDirs>
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#include <QMatrix4x4>
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namespace KWin
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{
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KWIN_EFFECT(invert, InvertEffect)
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KWIN_EFFECT_SUPPORTED(invert, InvertEffect::supported())
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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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KActionCollection* actionCollection = new KActionCollection(this);
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KAction* a = (KAction*)actionCollection->addAction("Invert");
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a->setText(i18n("Toggle Invert Effect"));
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a->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::META + Qt::Key_I));
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connect(a, SIGNAL(triggered(bool)), this, SLOT(toggleScreenInversion()));
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KAction* b = (KAction*)actionCollection->addAction("InvertWindow");
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b->setText(i18n("Toggle Invert Effect on Window"));
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b->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::META + Qt::Key_U));
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connect(b, SIGNAL(triggered(bool)), this, SLOT(toggleWindow()));
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(screenGeometryChanged(const QSize&)), this, SLOT(resetShader()));
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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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QString shadersDir = "kwin/shaders/1.10/";
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#ifdef KWIN_HAVE_OPENGLES
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const qint64 coreVersionNumber = kVersionNumber(3, 0);
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#else
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const qint64 coreVersionNumber = kVersionNumber(1, 40);
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#endif
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if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
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shadersDir = "kwin/shaders/1.40/";
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const QString fragmentshader = KGlobal::dirs()->findResource("data", shadersDir + "invert.frag");
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if (!m_shader->isValid()) {
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kError(1212) << "The shader failed to load!" << endl;
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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::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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effects->prePaintScreen(data, time);
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}
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void InvertEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
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{
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if (m_valid && (m_allWindows != m_windows.contains(w))) {
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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}
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effects->prePaintWindow(w, data, time);
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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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GLShader *genericShader = shaderManager->pushShader(ShaderManager::GenericShader);
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QMatrix4x4 screenTransformation = genericShader->getUniformMatrix4x4("screenTransformation");
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shaderManager->popShader();
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shaderManager->pushShader(m_shader);
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m_shader->setUniform("screenTransformation", screenTransformation);
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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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m_shader->setUniform("screenTransformation", QMatrix4x4());
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m_shader->setUniform("windowTransformation", QMatrix4x4());
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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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void InvertEffect::resetShader()
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{
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ShaderManager::instance()->resetShader(m_shader, ShaderManager::GenericShader);
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}
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} // namespace
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#include "invert.moc"
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