253ff428a7
Summary: The new connect syntax has several advantages over the old syntax: (a) Connecting with the new syntax is faster; (b) It is compile time checked. There are still a few places where the old connect syntax is used, e.g. connecting to QML buttons in the Desktop Grid effect. Test Plan: Have been testing this patch for ~2 weeks, haven't noticed any regressions. Reviewers: #kwin, davidedmundson Reviewed By: #kwin, davidedmundson Subscribers: davidedmundson, broulik, graesslin, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D18368
257 lines
8.2 KiB
C++
257 lines
8.2 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/>.
|
|
*********************************************************************/
|
|
|
|
#include "lookingglass.h"
|
|
|
|
// KConfigSkeleton
|
|
#include "lookingglassconfig.h"
|
|
|
|
#include <QAction>
|
|
#include <kwinglutils.h>
|
|
#include <kwinglplatform.h>
|
|
|
|
#include <KStandardAction>
|
|
#include <KGlobalAccel>
|
|
#include <KLocalizedString>
|
|
#include <QVector2D>
|
|
#include <QFile>
|
|
|
|
#include <kmessagebox.h>
|
|
|
|
#include <cmath>
|
|
|
|
namespace KWin
|
|
{
|
|
|
|
LookingGlassEffect::LookingGlassEffect()
|
|
: zoom(1.0f)
|
|
, target_zoom(1.0f)
|
|
, polling(false)
|
|
, m_texture(NULL)
|
|
, m_fbo(NULL)
|
|
, m_vbo(NULL)
|
|
, m_shader(NULL)
|
|
, m_enabled(false)
|
|
, m_valid(false)
|
|
{
|
|
initConfig<LookingGlassConfig>();
|
|
QAction* a;
|
|
a = KStandardAction::zoomIn(this, SLOT(zoomIn()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Equal);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_Equal, a);
|
|
|
|
a = KStandardAction::zoomOut(this, SLOT(zoomOut()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_Minus);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_Minus, a);
|
|
|
|
a = KStandardAction::actualSize(this, SLOT(toggle()), this);
|
|
KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
|
|
KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::META + Qt::Key_0);
|
|
effects->registerGlobalShortcut(Qt::META + Qt::Key_0, a);
|
|
|
|
connect(effects, &EffectsHandler::mouseChanged, this, &LookingGlassEffect::slotMouseChanged);
|
|
|
|
reconfigure(ReconfigureAll);
|
|
}
|
|
|
|
LookingGlassEffect::~LookingGlassEffect()
|
|
{
|
|
delete m_texture;
|
|
delete m_fbo;
|
|
delete m_shader;
|
|
delete m_vbo;
|
|
}
|
|
|
|
bool LookingGlassEffect::supported()
|
|
{
|
|
return effects->compositingType() == OpenGL2Compositing && !GLPlatform::instance()->supports(LimitedNPOT);
|
|
}
|
|
|
|
void LookingGlassEffect::reconfigure(ReconfigureFlags)
|
|
{
|
|
LookingGlassConfig::self()->read();
|
|
initialradius = LookingGlassConfig::radius();
|
|
radius = initialradius;
|
|
qCDebug(KWINEFFECTS) << "Radius from config:" << radius;
|
|
m_valid = loadData();
|
|
}
|
|
|
|
bool LookingGlassEffect::loadData()
|
|
{
|
|
const QSize screenSize = effects->virtualScreenSize();
|
|
int texw = screenSize.width();
|
|
int texh = screenSize.height();
|
|
|
|
// Create texture and render target
|
|
const int levels = std::log2(qMin(texw, texh)) + 1;
|
|
m_texture = new GLTexture(GL_RGBA8, texw, texh, levels);
|
|
m_texture->setFilter(GL_LINEAR_MIPMAP_LINEAR);
|
|
m_texture->setWrapMode(GL_CLAMP_TO_EDGE);
|
|
|
|
m_fbo = new GLRenderTarget(*m_texture);
|
|
if (!m_fbo->valid()) {
|
|
return false;
|
|
}
|
|
|
|
m_shader = ShaderManager::instance()->generateShaderFromResources(ShaderTrait::MapTexture, QString(), QStringLiteral("lookingglass.frag"));
|
|
if (m_shader->isValid()) {
|
|
ShaderBinder binder(m_shader);
|
|
m_shader->setUniform("u_textureSize", QVector2D(screenSize.width(), screenSize.height()));
|
|
} else {
|
|
qCCritical(KWINEFFECTS) << "The shader failed to load!";
|
|
return false;
|
|
}
|
|
|
|
m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
|
|
QVector<float> verts;
|
|
QVector<float> texcoords;
|
|
texcoords << screenSize.width() << 0.0;
|
|
verts << screenSize.width() << 0.0;
|
|
texcoords << 0.0 << 0.0;
|
|
verts << 0.0 << 0.0;
|
|
texcoords << 0.0 << screenSize.height();
|
|
verts << 0.0 << screenSize.height();
|
|
texcoords << 0.0 << screenSize.height();
|
|
verts << 0.0 << screenSize.height();
|
|
texcoords << screenSize.width() << screenSize.height();
|
|
verts << screenSize.width() << screenSize.height();
|
|
texcoords << screenSize.width() << 0.0;
|
|
verts << screenSize.width() << 0.0;
|
|
m_vbo->setData(6, 2, verts.constData(), texcoords.constData());
|
|
return true;
|
|
}
|
|
|
|
void LookingGlassEffect::toggle()
|
|
{
|
|
if (target_zoom == 1.0f) {
|
|
target_zoom = 2.0f;
|
|
if (!polling) {
|
|
polling = true;
|
|
effects->startMousePolling();
|
|
}
|
|
m_enabled = true;
|
|
} else {
|
|
target_zoom = 1.0f;
|
|
if (polling) {
|
|
polling = false;
|
|
effects->stopMousePolling();
|
|
}
|
|
if (zoom == target_zoom) {
|
|
m_enabled = false;
|
|
}
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::zoomIn()
|
|
{
|
|
target_zoom = qMin(7.0, target_zoom + 0.5);
|
|
m_enabled = true;
|
|
if (!polling) {
|
|
polling = true;
|
|
effects->startMousePolling();
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::zoomOut()
|
|
{
|
|
target_zoom -= 0.5;
|
|
if (target_zoom < 1) {
|
|
target_zoom = 1;
|
|
if (polling) {
|
|
polling = false;
|
|
effects->stopMousePolling();
|
|
}
|
|
if (zoom == target_zoom) {
|
|
m_enabled = false;
|
|
}
|
|
}
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
|
|
void LookingGlassEffect::prePaintScreen(ScreenPrePaintData& data, int time)
|
|
{
|
|
if (zoom != target_zoom) {
|
|
double diff = time / animationTime(500.0);
|
|
if (target_zoom > zoom)
|
|
zoom = qMin(zoom * qMax(1.0 + diff, 1.2), target_zoom);
|
|
else
|
|
zoom = qMax(zoom * qMin(1.0 - diff, 0.8), target_zoom);
|
|
qCDebug(KWINEFFECTS) << "zoom is now " << zoom;
|
|
radius = qBound((double)initialradius, initialradius * zoom, 3.5 * initialradius);
|
|
|
|
if (zoom <= 1.0f) {
|
|
m_enabled = false;
|
|
}
|
|
|
|
effects->addRepaint(cursorPos().x() - radius, cursorPos().y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
if (m_valid && m_enabled) {
|
|
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
|
|
// Start rendering to texture
|
|
GLRenderTarget::pushRenderTarget(m_fbo);
|
|
}
|
|
|
|
effects->prePaintScreen(data, time);
|
|
}
|
|
|
|
void LookingGlassEffect::slotMouseChanged(const QPoint& pos, const QPoint& old, Qt::MouseButtons,
|
|
Qt::MouseButtons, Qt::KeyboardModifiers, Qt::KeyboardModifiers)
|
|
{
|
|
if (pos != old && m_enabled) {
|
|
effects->addRepaint(pos.x() - radius, pos.y() - radius, 2 * radius, 2 * radius);
|
|
effects->addRepaint(old.x() - radius, old.y() - radius, 2 * radius, 2 * radius);
|
|
}
|
|
}
|
|
|
|
void LookingGlassEffect::paintScreen(int mask, QRegion region, ScreenPaintData &data)
|
|
{
|
|
// Call the next effect.
|
|
effects->paintScreen(mask, region, data);
|
|
if (m_valid && m_enabled) {
|
|
// Disable render texture
|
|
GLRenderTarget* target = GLRenderTarget::popRenderTarget();
|
|
assert(target == m_fbo);
|
|
Q_UNUSED(target);
|
|
m_texture->bind();
|
|
m_texture->generateMipmaps();
|
|
|
|
// Use the shader
|
|
ShaderBinder binder(m_shader);
|
|
m_shader->setUniform("u_zoom", (float)zoom);
|
|
m_shader->setUniform("u_radius", (float)radius);
|
|
m_shader->setUniform("u_cursor", QVector2D(cursorPos().x(), cursorPos().y()));
|
|
m_shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
|
|
m_vbo->render(GL_TRIANGLES);
|
|
m_texture->unbind();
|
|
}
|
|
}
|
|
|
|
bool LookingGlassEffect::isActive() const
|
|
{
|
|
return m_valid && m_enabled;
|
|
}
|
|
|
|
} // namespace
|
|
|