kwin/effects/logout/logout.cpp
Lucas Murray 89384118ea Change the logout blur effect and fix a small animation issue when
reverting back.

svn path=/trunk/KDE/kdebase/workspace/; revision=1044210
2009-11-03 09:47:33 +00:00

351 lines
12 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com>
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 "logout.h"
#include "kwinglutils.h"
#include <math.h>
#include <kconfiggroup.h>
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( logout, LogoutEffect )
LogoutEffect::LogoutEffect()
: progress( 0.0 )
, logoutWindow( NULL )
, logoutWindowClosed( true )
, logoutWindowPassed( false )
{
char net_wm_cm_name[ 100 ];
sprintf( net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen( display()));
Atom net_wm_cm = XInternAtom( display(), net_wm_cm_name, False );
Window sel = XGetSelectionOwner( display(), net_wm_cm );
Atom hack = XInternAtom( display(), "_KWIN_LOGOUT_EFFECT", False );
XChangeProperty( display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1 );
// the atom is not removed when effect is destroyed, this is temporary anyway
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
blurTexture = NULL;
blurTarget = NULL;
#endif
reconfigure( ReconfigureAll );
}
LogoutEffect::~LogoutEffect()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete blurTexture;
delete blurTarget;
#endif
}
void LogoutEffect::reconfigure( ReconfigureFlags )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
frameDelay = 0;
KConfigGroup conf = effects->effectConfig( "Logout" );
useBlur = conf.readEntry( "UseBlur", true );
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
#endif
}
void LogoutEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( !logoutWindow && progress == 0.0 )
{
if( blurTexture )
{
delete blurTexture;
blurTexture = NULL;
delete blurTarget;
blurTarget = NULL;
blurSupported = false;
}
}
else if( !blurTexture )
{
blurSupported = false;
delete blurTarget; // catch as we just tested the texture ;-P
if( effects->compositingType() == OpenGLCompositing && GLTexture::NPOTTextureSupported() && useBlur )
{ // TODO: It seems that it is not possible to create a GLRenderTarget that has
// a different size than the display right now. Most likely a KWin core bug.
// Create texture and render target
blurTexture = new GLTexture( displayWidth(), displayHeight() );
blurTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
blurTexture->setWrapMode( GL_CLAMP_TO_EDGE );
blurTarget = new GLRenderTarget( blurTexture );
if( blurTarget->valid() )
blurSupported = true;
// As creating the render target takes time it can cause the first two frames of the
// blur animation to be jerky. For this reason we only start the animation after the
// third frame.
frameDelay = 2;
}
}
if( frameDelay )
--frameDelay;
else
#endif
{
if( logoutWindow != NULL && !logoutWindowClosed )
progress = qMin( 1.0, progress + time / animationTime( 2000.0 ));
else if( progress > 0.0 )
progress = qMax( 0.0, progress - time / animationTime( 500.0 ));
}
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 )
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
}
#endif
effects->prePaintScreen( data, time );
}
void LogoutEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( progress > 0.0 )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && w == logoutWindow )
{
windowOpacity = data.opacity;
data.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it
}
else
{
if( w != logoutWindow && !logoutWindowPassed )
{
if( blurSupported )
data.saturation *= ( 1.0 - progress * 0.2 );
else
{
data.saturation *= ( 1.0 - progress * 0.8 );
data.brightness *= ( 1.0 - progress * 0.3 );
}
}
if( blurSupported && logoutWindowPassed )
{
windows.append( w );
windowsOpacities[ w ] = data.opacity;
data.opacity = 0.0;
}
}
#else
if( w != logoutWindow && !logoutWindowPassed )
{
data.saturation *= ( 1.0 - progress * 0.8 );
data.brightness *= ( 1.0 - progress * 0.3 );
}
#endif
if( w == logoutWindow )
{
// logout window - all following windows are on top and should not be altered
logoutWindowPassed = true;
}
}
effects->paintWindow( w, mask, region, data );
}
void LogoutEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 )
{
effects->pushRenderTarget( blurTarget );
}
#endif
effects->paintScreen( mask, region, data );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 )
{
GLRenderTarget* target = effects->popRenderTarget();
assert( target == blurTarget );
Q_UNUSED( target );
//--------------------------
// Render the screen effect
glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT );
// Unmodified base image
blurTexture->bind();
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 );
glVertex2f( 0.0, displayHeight() );
glTexCoord2f( 1.0, 0.0 );
glVertex2f( displayWidth(), displayHeight() );
glTexCoord2f( 1.0, 1.0 );
glVertex2f( displayWidth(), 0.0 );
glTexCoord2f( 0.0, 1.0 );
glVertex2f( 0.0, 0.0 );
glEnd();
// Blurred image
GLfloat bias[1];
glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75 );
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
glEnable( GL_BLEND );
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
glColor4f( 1.0f, 1.0f, 1.0f, progress * 0.4 );
glBegin( GL_QUADS );
glTexCoord2f( 0.0, 0.0 );
glVertex2f( 0.0, displayHeight() );
glTexCoord2f( 1.0, 0.0 );
glVertex2f( displayWidth(), displayHeight() );
glTexCoord2f( 1.0, 1.0 );
glVertex2f( displayWidth(), 0.0 );
glTexCoord2f( 0.0, 1.0 );
glVertex2f( 0.0, 0.0 );
glEnd();
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
blurTexture->unbind();
// Vignetting (Radial gradient with transparent middle and black edges)
for( int screen = 0; screen < effects->numScreens(); screen++ )
{ // TODO: Cache
QRect screenGeom = effects->clientArea( ScreenArea, screen, 0 );
glScissor( screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(),
screenGeom.width(), screenGeom.height() ); // GL coords are flipped
glEnable( GL_SCISSOR_TEST ); // Geom must be set before enable
float ro = float(( screenGeom.width() > screenGeom.height() )
? screenGeom.width() : screenGeom.height() ) * 0.8f; // Outer radius
glBegin( GL_TRIANGLES );
const float a = M_PI / 8.0f; // Angle of increment
for( float i = 0.0f; i < M_PI * 1.99f; i += a )
{
float x, y;
glColor4f( 0.0f, 0.0f, 0.0f, 0.0f );
x = screenGeom.x() + screenGeom.width() / 2;
y = screenGeom.y() + screenGeom.height() / 2;
glVertex3f( x, y, 0 );
glColor4f( 0.0f, 0.0f, 0.0f, progress * 0.9f );
x = ro * cos( i ) + screenGeom.x() + screenGeom.width() / 2;
y = ro * sin( i ) + screenGeom.y() + screenGeom.height() / 2;
glVertex3f( x, y, 0 );
x = ro * cos( i + a ) + screenGeom.x() + screenGeom.width() / 2;
y = ro * sin( i + a ) + screenGeom.y() + screenGeom.height() / 2;
glVertex3f( x, y, 0 );
}
glEnd();
glDisable( GL_SCISSOR_TEST );
}
glPopAttrib();
//--------------------------
// Render the logout window
if( logoutWindow )
{
int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData( logoutWindow );
winData.opacity = windowOpacity;
effects->drawWindow( logoutWindow, winMask, region, winData );
}
// Render all windows on top of logout window
foreach( EffectWindow* w, windows )
{
int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData( w );
winData.opacity = windowsOpacities[ w ];
effects->drawWindow( w, winMask, region, winData );
}
windows.clear();
windowsOpacities.clear();
}
#endif
}
void LogoutEffect::postPaintScreen()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if(( progress != 0.0 && progress != 1.0 ) || frameDelay )
effects->addRepaintFull();
#else
if( progress != 0.0 && progress != 1.0 )
effects->addRepaintFull();
#endif
if( progress > 0.0 )
logoutWindowPassed = false;
effects->postPaintScreen();
}
void LogoutEffect::windowAdded( EffectWindow* w )
{
if( isLogoutDialog( w ))
{
logoutWindow = w;
logoutWindowClosed = false; // So we don't blur the window on close
progress = 0.0;
effects->addRepaintFull();
}
}
void LogoutEffect::windowClosed( EffectWindow* w )
{
if( w == logoutWindow )
{
logoutWindowClosed = true;
effects->addRepaintFull();
}
}
void LogoutEffect::windowDeleted( EffectWindow* w )
{
if( w == logoutWindow )
logoutWindow = NULL;
}
bool LogoutEffect::isLogoutDialog( EffectWindow* w )
{ // TODO there should be probably a better way (window type?)
if( w->windowClass() == "ksmserver ksmserver"
&& ( w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect" ))
{
return true;
}
return false;
}
} // namespace