kwin/effects/invert/invert.cpp
Martin Gräßlin 613d76f2df [effects] Combine all shaders in resources
One resource is used for shader version 1.10 and one for version 1.40.

The ideas behind this change is to remove the locating of the shader
sources and also to fix that user provided shaders could be loaded
instead of the original ones (possible attack vector on Wayland).

To simplify the ShaderManager provides a new method call to load the
shader from the resource. This means the effects don't need to
duplicate the check for the shader version any more and also don't
need to duplicate the file reading functionality.

REVIEW: 126905
2016-02-01 08:42:30 +01:00

165 lines
4.8 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(NULL),
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, SIGNAL(triggered(bool)), this, SLOT(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, SIGNAL(triggered(bool)), this, SLOT(toggleWindow()));
connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
}
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::prePaintScreen(ScreenPrePaintData &data, int time)
{
effects->prePaintScreen(data, time);
}
void InvertEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
{
if (m_valid && (m_allWindows != m_windows.contains(w))) {
data.mask |= PAINT_WINDOW_TRANSFORMED;
}
effects->prePaintWindow(w, data, time);
}
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
#include "invert.moc"