kwin/effects/snaphelper/snaphelper.cpp
Martin Gräßlin 990001c5d7 Drop GLVertexBuffer::useShader.
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.
2011-01-30 14:12:02 +01:00

214 lines
7.5 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2009 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 "snaphelper.h"
#include "kwinglutils.h"
//#include "kwinxrenderutils.h"
namespace KWin
{
KWIN_EFFECT( snaphelper, SnapHelperEffect )
KWIN_EFFECT_SUPPORTED( snaphelper, SnapHelperEffect::supported() )
SnapHelperEffect::SnapHelperEffect()
: m_active( false )
, m_window( NULL )
{
m_timeline.setCurveShape( TimeLine::LinearCurve );
reconfigure( ReconfigureAll );
/*if( effects->compositingType() == XRenderCompositing )
{
XGCValues gcattr;
// TODO: Foreground color
gcattr.line_width = 4;
m_gc = XCreateGC( display(), rootWindow(), GCLineWidth, &gcattr );
}*/
}
SnapHelperEffect::~SnapHelperEffect()
{
//if( effects->compositingType() == XRenderCompositing )
// XFreeGC( display(), m_gc );
}
void SnapHelperEffect::reconfigure( ReconfigureFlags )
{
m_timeline.setDuration( animationTime( 250 ));
}
bool SnapHelperEffect::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
void SnapHelperEffect::prePaintScreen( ScreenPrePaintData &data, int time )
{
double oldValue = m_timeline.value();
if( m_active )
m_timeline.addTime( time );
else
m_timeline.removeTime( time );
if( oldValue != m_timeline.value() )
effects->addRepaintFull();
effects->prePaintScreen( data, time );
}
void SnapHelperEffect::postPaintScreen()
{
effects->postPaintScreen();
if( m_timeline.value() != 0.0 )
{ // Display the guide
if( effects->compositingType() == OpenGLCompositing )
{
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
#endif
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
}
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
QColor color;
color.setRedF(0.5);
color.setGreenF(0.5);
color.setBlueF(0.5);
color.setAlphaF(m_timeline.value() * 0.5);
vbo->setColor(color);
glLineWidth( 4.0 );
QVector<float> verts;
verts.reserve(effects->numScreens()*24);
for (int i = 0; i < effects->numScreens(); i++) {
const QRect& rect = effects->clientArea( ScreenArea, i, 0 );
int midX = rect.x() + rect.width() / 2;
int midY = rect.y() + rect.height() / 2 ;
int halfWidth = m_window->width() / 2;
int halfHeight = m_window->height() / 2;
// Center lines
verts << rect.x() + rect.width() / 2 << rect.y();
verts << rect.x() + rect.width() / 2 << rect.y() + rect.height();
verts << rect.x() << rect.y() + rect.height() / 2;
verts << rect.x() + rect.width() << rect.y() + rect.height() / 2;
// Window outline
// The +/- 2 is to prevent line overlap
verts << midX - halfWidth + 2 << midY - halfHeight;
verts << midX + halfWidth + 2 << midY - halfHeight;
verts << midX + halfWidth << midY - halfHeight + 2;
verts << midX + halfWidth << midY + halfHeight + 2;
verts << midX + halfWidth - 2 << midY + halfHeight;
verts << midX - halfWidth - 2 << midY + halfHeight;
verts << midX - halfWidth << midY + halfHeight - 2;
verts << midX - halfWidth << midY - halfHeight - 2;
}
vbo->setData(verts.count()/2, 2, verts.data(), NULL);
vbo->render(GL_LINES);
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->popShader();
}
glDisable( GL_BLEND );
glLineWidth( 1.0 );
#ifndef KWIN_HAVE_OPENGLES
glPopAttrib();
#endif
}
/*if( effects->compositingType() == XRenderCompositing )
{ // TODO
for( int i = 0; i < effects->numScreens(); i++ )
{
const QRect& rect = effects->clientArea( ScreenArea, i, 0 );
int midX = rect.x() + rect.width() / 2;
int midY = rect.y() + rect.height() / 2 ;
int halfWidth = m_window->width() / 2;
int halfHeight = m_window->height() / 2;
XSegment segments[6];
// Center lines
segments[0].x1 = rect.x() + rect.width() / 2;
segments[0].y1 = rect.y();
segments[0].x2 = rect.x() + rect.width() / 2;
segments[0].y2 = rect.y() + rect.height();
segments[1].x1 = rect.x();
segments[1].y1 = rect.y() + rect.height() / 2;
segments[1].x2 = rect.x() + rect.width();
segments[1].y2 = rect.y() + rect.height() / 2;
// Window outline
// The +/- 2 is to prevent line overlap
segments[2].x1 = midX - halfWidth + 2;
segments[2].y1 = midY - halfHeight;
segments[2].x2 = midX + halfWidth + 2;
segments[2].y2 = midY - halfHeight;
segments[3].x1 = midX + halfWidth;
segments[3].y1 = midY - halfHeight + 2;
segments[3].x2 = midX + halfWidth;
segments[3].y2 = midY + halfHeight + 2;
segments[4].x1 = midX + halfWidth - 2;
segments[4].y1 = midY + halfHeight;
segments[4].x2 = midX - halfWidth - 2;
segments[4].y2 = midY + halfHeight;
segments[5].x1 = midX - halfWidth;
segments[5].y1 = midY + halfHeight - 2;
segments[5].x2 = midX - halfWidth;
segments[5].y2 = midY - halfHeight - 2;
XDrawSegments( display(), effects->xrenderBufferPicture(), m_gc, segments, 6 );
}
}*/
}
else if( m_window )
{
if( m_window->isDeleted() )
m_window->unrefWindow();
m_window = NULL;
}
}
void SnapHelperEffect::windowClosed( EffectWindow* w )
{
if( m_window == w )
{
m_window->refWindow();
m_active = false;
}
}
void SnapHelperEffect::windowUserMovedResized( EffectWindow* w, bool first, bool last )
{
if( first && !last && w->isMovable() )
{
m_active = true;
m_window = w;
effects->addRepaintFull();
}
else if( last )
m_active = false;
}
} // namespace