kwin/effects/lookingglass/lookingglass.h
Martin Gräßlin 863726a085 LookingGlass ported to GLES.
LookingGlass does not inherit ShaderEffect any more and uses just a
fragment shader. It still renders to a FBO, this could probably be
improved.
2011-01-30 14:12:05 +01:00

80 lines
2.2 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) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
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/>.
*********************************************************************/
#ifndef KWIN_LOOKINGGLASS_H
#define KWIN_LOOKINGGLASS_H
#include <kwineffects.h>
class KActionCollection;
namespace KWin
{
class GLRenderTarget;
class GLShader;
class GLTexture;
class GLVertexBuffer;
/**
* Enhanced magnifier
**/
class LookingGlassEffect : public QObject, public Effect
{
Q_OBJECT
public:
LookingGlassEffect();
virtual ~LookingGlassEffect();
virtual void reconfigure( ReconfigureFlags );
virtual void mouseChanged( const QPoint& pos, const QPoint& old,
Qt::MouseButtons buttons, Qt::MouseButtons oldbuttons,
Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers );
virtual void prePaintScreen( ScreenPrePaintData& data, int time );
virtual void postPaintScreen();
static bool supported();
public slots:
void toggle();
void zoomIn();
void zoomOut();
private:
bool loadData();
double zoom;
double target_zoom;
bool polling; // Mouse polling
int radius;
int initialradius;
KActionCollection* actionCollection;
GLTexture *m_texture;
GLRenderTarget *m_fbo;
GLVertexBuffer *m_vbo;
GLShader *m_shader;
bool m_enabled;
bool m_valid;
};
} // namespace
#endif