kwin/effects/showfps.cpp
Dirk Mueller 6c224134db porting simplifications regarding KConfig::readEntry
svn path=/branches/work/kwin_composite/; revision=632199
2007-02-10 09:12:35 +00:00

223 lines
6.7 KiB
C++

/*****************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
You can Freely distribute this program under the GNU General Public
License. See the file "COPYING" for the exact licensing terms.
******************************************************************/
#include "showfps.h"
#include <workspace.h>
#include <options.h>
#include <scene_opengl.h>
#include <scene_xrender.h>
#include <GL/gl.h>
namespace KWinInternal
{
const int FPS_WIDTH = 10;
const int MAX_TIME = 100;
ShowFpsEffect::ShowFpsEffect()
: paints_pos( 0 )
, frames_pos( 0 )
{
for( int i = 0;
i < NUM_PAINTS;
++i )
paints[ i ] = 0;
for( int i = 0;
i < MAX_FPS;
++i )
frames[ i ] = 0;
alpha = options->effectShowFpsAlpha;
x = options->effectShowFpsX;
y = options->effectShowFpsY;
if( x == -10000 ) // there's no -0 :(
x = displayWidth() - NUM_PAINTS - FPS_WIDTH;
else if ( x < 0 )
x = displayWidth() - NUM_PAINTS - FPS_WIDTH - x;
if( y == -10000 )
y = displayHeight() - MAX_TIME;
else if ( y < 0 )
y = displayHeight() - MAX_TIME - y;
}
void ShowFpsEffect::prePaintScreen( int* mask, QRegion* region, int time )
{
if( time == 0 ) {
// TODO optimized away
}
t.start();
frames[ frames_pos ] = t.minute() * 60000 + t.second() * 1000 + t.msec();
if( ++frames_pos == MAX_FPS )
frames_pos = 0;
effects->prePaintScreen( mask, region, time );
*region += QRect( x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME );
}
void ShowFpsEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
int fps = 0;
for( int i = 0;
i < MAX_FPS;
++i )
if( abs( t.minute() * 60000 + t.second() * 1000 + t.msec() - frames[ i ] ) < 1000 )
++fps; // count all frames in the last second
if( fps > MAX_TIME )
fps = MAX_TIME; // keep it the same height
if( dynamic_cast< SceneOpenGL* >( scene ))
{
paintGL( fps );
glFinish(); // make sure all rendering is done
}
else
{
paintX( fps );
XSync( display(), False ); // make sure all rendering is done
}
}
void ShowFpsEffect::paintGL( int fps )
{
int x = this->x;
int y = this->y;
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
// TODO painting first the background white and then the contents
// means that the contents also blend with the background, I guess
glColor4f( 1, 1, 1, alpha ); // white
glBegin( GL_QUADS );
glVertex2i( x, y );
glVertex2i( x + NUM_PAINTS + FPS_WIDTH, y );
glVertex2i( x + NUM_PAINTS + FPS_WIDTH, y + MAX_TIME );
glVertex2i( x, y + MAX_TIME );
glEnd();
y += MAX_TIME; // paint up from the bottom
glBegin( GL_QUADS );
glColor4f( 0, 0, 1, alpha ); // blue
glVertex2i( x, y );
glVertex2i( x + FPS_WIDTH, y );
glVertex2i( x + FPS_WIDTH, y - fps );
glVertex2i( x, y - fps );
glEnd();
glColor4f( 0, 0, 0, alpha ); // black
glBegin( GL_LINES );
for( int i = 10;
i < MAX_TIME;
i += 10 )
{
glVertex2i( x, y - i );
glVertex2i( x + FPS_WIDTH, y - i );
}
glEnd();
x += FPS_WIDTH;
glBegin( GL_LINES );
for( int i = 0;
i < NUM_PAINTS;
++i )
{
int value = paints[ ( i + paints_pos ) % NUM_PAINTS ];
if( value > MAX_TIME )
value = MAX_TIME; // limit
if( value <= 10 )
glColor4f( 0, 1, 0, alpha ); // green
else if( value <= 20 )
glColor4f( 1, 1, 0, alpha ); // yellow
else if( value <= 50 )
glColor4f( 1, 0, 0, alpha ); // red
else
glColor4f( 0, 0, 0, alpha ); // black
glVertex2i( x + NUM_PAINTS - i, y );
glVertex2i( x + NUM_PAINTS - i, y - value );
}
glEnd();
glPopAttrib();
}
/*
Differences between OpenGL and XRender:
- differenly specified rectangles (X: width/height, O: x2,y2)
- XRender uses pre-multiplied alpha
*/
void ShowFpsEffect::paintX( int fps )
{
Pixmap pixmap = XCreatePixmap( display(), rootWindow(), NUM_PAINTS + FPS_WIDTH, MAX_TIME, 32 );
XRenderPictFormat* format = XRenderFindStandardFormat( display(), PictStandardARGB32 );
Picture p = XRenderCreatePicture( display(), pixmap, format, 0, NULL );
XFreePixmap( display(), pixmap );
XRenderColor col;
col.alpha = int( alpha * 0xffff );
col.red = int( alpha * 0xffff ); // white
col.green = int( alpha * 0xffff );
col.blue= int( alpha * 0xffff );
XRenderFillRectangle( display(), PictOpSrc, p, &col, 0, 0, NUM_PAINTS + FPS_WIDTH, MAX_TIME );
col.red = 0; // blue
col.green = 0;
col.blue = int( alpha * 0xffff );
XRenderFillRectangle( display(), PictOpSrc, p, &col, 0, MAX_TIME - fps, FPS_WIDTH, fps );
col.red = 0; // black
col.green = 0;
col.blue = 0;
for( int i = 10;
i < MAX_TIME;
i += 10 )
{
XRenderFillRectangle( display(), PictOpSrc, p, &col, 0, MAX_TIME - i, FPS_WIDTH, 1 );
}
for( int i = 0;
i < NUM_PAINTS;
++i )
{
int value = paints[ ( i + paints_pos ) % NUM_PAINTS ];
if( value > MAX_TIME )
value = MAX_TIME; // limit
if( value <= 10 )
{ // green
col.red = 0;
col.green = int( alpha * 0xffff );
col.blue = 0;
}
else if( value <= 20 )
{ // yellow
col.red = int( alpha * 0xffff );
col.green = int( alpha * 0xffff );
col.blue = 0;
}
else if( value <= 50 )
{ // red
col.red = int( alpha * 0xffff );
col.green = 0;
col.blue = 0;
}
else
{ // black
col.red = 0;
col.green = 0;
col.blue = 0;
}
XRenderFillRectangle( display(), PictOpSrc, p, &col, FPS_WIDTH + NUM_PAINTS - i, MAX_TIME - value, 1, value );
}
XRenderComposite( display(), alpha != 1.0 ? PictOpOver : PictOpSrc, p, None,
static_cast< SceneXrender* >( scene )->bufferPicture(), 0, 0, 0, 0, x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME );
XRenderFreePicture( display(), p );
}
void ShowFpsEffect::postPaintScreen()
{
effects->postPaintScreen();
paints[ paints_pos ] = t.elapsed();
if( ++paints_pos == NUM_PAINTS )
paints_pos = 0;
workspace()->addDamage( x, y, FPS_WIDTH + NUM_PAINTS, MAX_TIME );
}
} // namespace