990001c5d7
The vertex buffer implementation uses the shader manager to decide whether core painting should be used or not. Shader manager is only used by shaders using vertex attributes instead of gl_Vertex etc.
214 lines
7.5 KiB
C++
214 lines
7.5 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) 2009 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 "snaphelper.h"
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#include "kwinglutils.h"
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//#include "kwinxrenderutils.h"
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namespace KWin
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{
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KWIN_EFFECT( snaphelper, SnapHelperEffect )
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KWIN_EFFECT_SUPPORTED( snaphelper, SnapHelperEffect::supported() )
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SnapHelperEffect::SnapHelperEffect()
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: m_active( false )
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, m_window( NULL )
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{
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m_timeline.setCurveShape( TimeLine::LinearCurve );
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reconfigure( ReconfigureAll );
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/*if( effects->compositingType() == XRenderCompositing )
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{
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XGCValues gcattr;
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// TODO: Foreground color
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gcattr.line_width = 4;
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m_gc = XCreateGC( display(), rootWindow(), GCLineWidth, &gcattr );
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}*/
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}
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SnapHelperEffect::~SnapHelperEffect()
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{
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//if( effects->compositingType() == XRenderCompositing )
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// XFreeGC( display(), m_gc );
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}
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void SnapHelperEffect::reconfigure( ReconfigureFlags )
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{
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m_timeline.setDuration( animationTime( 250 ));
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}
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bool SnapHelperEffect::supported()
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{
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return effects->compositingType() == OpenGLCompositing;
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}
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void SnapHelperEffect::prePaintScreen( ScreenPrePaintData &data, int time )
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{
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double oldValue = m_timeline.value();
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if( m_active )
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m_timeline.addTime( time );
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else
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m_timeline.removeTime( time );
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if( oldValue != m_timeline.value() )
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effects->addRepaintFull();
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effects->prePaintScreen( data, time );
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}
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void SnapHelperEffect::postPaintScreen()
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{
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effects->postPaintScreen();
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if( m_timeline.value() != 0.0 )
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{ // Display the guide
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if( effects->compositingType() == OpenGLCompositing )
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{
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#ifndef KWIN_HAVE_OPENGLES
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
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#endif
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GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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if (ShaderManager::instance()->isValid()) {
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ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
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}
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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QColor color;
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color.setRedF(0.5);
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color.setGreenF(0.5);
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color.setBlueF(0.5);
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color.setAlphaF(m_timeline.value() * 0.5);
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vbo->setColor(color);
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glLineWidth( 4.0 );
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QVector<float> verts;
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verts.reserve(effects->numScreens()*24);
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for (int i = 0; i < effects->numScreens(); i++) {
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const QRect& rect = effects->clientArea( ScreenArea, i, 0 );
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int midX = rect.x() + rect.width() / 2;
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int midY = rect.y() + rect.height() / 2 ;
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int halfWidth = m_window->width() / 2;
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int halfHeight = m_window->height() / 2;
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// Center lines
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verts << rect.x() + rect.width() / 2 << rect.y();
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verts << rect.x() + rect.width() / 2 << rect.y() + rect.height();
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verts << rect.x() << rect.y() + rect.height() / 2;
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verts << rect.x() + rect.width() << rect.y() + rect.height() / 2;
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// Window outline
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// The +/- 2 is to prevent line overlap
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verts << midX - halfWidth + 2 << midY - halfHeight;
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verts << midX + halfWidth + 2 << midY - halfHeight;
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verts << midX + halfWidth << midY - halfHeight + 2;
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verts << midX + halfWidth << midY + halfHeight + 2;
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verts << midX + halfWidth - 2 << midY + halfHeight;
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verts << midX - halfWidth - 2 << midY + halfHeight;
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verts << midX - halfWidth << midY + halfHeight - 2;
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verts << midX - halfWidth << midY - halfHeight - 2;
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}
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vbo->setData(verts.count()/2, 2, verts.data(), NULL);
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vbo->render(GL_LINES);
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if (ShaderManager::instance()->isValid()) {
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ShaderManager::instance()->popShader();
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}
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glDisable( GL_BLEND );
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glLineWidth( 1.0 );
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#ifndef KWIN_HAVE_OPENGLES
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glPopAttrib();
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#endif
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}
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/*if( effects->compositingType() == XRenderCompositing )
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{ // TODO
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for( int i = 0; i < effects->numScreens(); i++ )
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{
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const QRect& rect = effects->clientArea( ScreenArea, i, 0 );
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int midX = rect.x() + rect.width() / 2;
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int midY = rect.y() + rect.height() / 2 ;
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int halfWidth = m_window->width() / 2;
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int halfHeight = m_window->height() / 2;
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XSegment segments[6];
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// Center lines
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segments[0].x1 = rect.x() + rect.width() / 2;
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segments[0].y1 = rect.y();
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segments[0].x2 = rect.x() + rect.width() / 2;
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segments[0].y2 = rect.y() + rect.height();
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segments[1].x1 = rect.x();
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segments[1].y1 = rect.y() + rect.height() / 2;
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segments[1].x2 = rect.x() + rect.width();
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segments[1].y2 = rect.y() + rect.height() / 2;
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// Window outline
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// The +/- 2 is to prevent line overlap
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segments[2].x1 = midX - halfWidth + 2;
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segments[2].y1 = midY - halfHeight;
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segments[2].x2 = midX + halfWidth + 2;
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segments[2].y2 = midY - halfHeight;
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segments[3].x1 = midX + halfWidth;
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segments[3].y1 = midY - halfHeight + 2;
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segments[3].x2 = midX + halfWidth;
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segments[3].y2 = midY + halfHeight + 2;
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segments[4].x1 = midX + halfWidth - 2;
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segments[4].y1 = midY + halfHeight;
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segments[4].x2 = midX - halfWidth - 2;
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segments[4].y2 = midY + halfHeight;
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segments[5].x1 = midX - halfWidth;
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segments[5].y1 = midY + halfHeight - 2;
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segments[5].x2 = midX - halfWidth;
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segments[5].y2 = midY - halfHeight - 2;
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XDrawSegments( display(), effects->xrenderBufferPicture(), m_gc, segments, 6 );
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}
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}*/
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}
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else if( m_window )
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{
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if( m_window->isDeleted() )
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m_window->unrefWindow();
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m_window = NULL;
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}
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}
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void SnapHelperEffect::windowClosed( EffectWindow* w )
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{
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if( m_window == w )
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{
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m_window->refWindow();
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m_active = false;
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}
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}
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void SnapHelperEffect::windowUserMovedResized( EffectWindow* w, bool first, bool last )
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{
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if( first && !last && w->isMovable() )
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{
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m_active = true;
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m_window = w;
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effects->addRepaintFull();
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}
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else if( last )
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m_active = false;
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}
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} // namespace
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