kwin/effects/cube/cube.h
Martin Gräßlin 9291b18cee Merge branch 'master' into frameworks-scratch
Conflicts:
	CMakeLists.txt
	kwin/effects.cpp
	kwin/effects/logout/logout.cpp
	kwin/effects/presentwindows/main.qml
	kwin/effects/presentwindows/presentwindows.cpp
	kwin/effects/presentwindows/presentwindows.h
	kwin/effects/zoom/zoom_config.cpp
	kwin/libkwineffects/kwinglutils_funcs.cpp
	kwin/libkwineffects/kwinxrenderutils.cpp
	kwin/nvidiahack.cpp
	kwin/xcbutils.h
	plasma/desktop/containments/desktop/plasma-containment-desktop.desktop
	plasma/generic/wallpapers/image/image.cpp
	plasma/generic/wallpapers/image/plasma-wallpaper-image.desktop
2013-08-07 10:10:06 +02:00

252 lines
7.5 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2008 Martin Gräßlin <mgraesslin@kde.org>
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_CUBE_H
#define KWIN_CUBE_H
#include <kwineffects.h>
#include <kwinglutils.h>
#include <kshortcut.h>
#include <QObject>
#include <QQueue>
#include <QMatrix4x4>
#include <QTimeLine>
#include "cube_inside.h"
#include "cube_proxy.h"
namespace KWin
{
class CubeEffect
: public Effect
{
Q_OBJECT
Q_PROPERTY(qreal cubeOpacity READ configuredCubeOpacity)
Q_PROPERTY(bool opacityDesktopOnly READ isOpacityDesktopOnly)
Q_PROPERTY(bool displayDesktopName READ isDisplayDesktopName)
Q_PROPERTY(bool reflection READ isReflection)
Q_PROPERTY(int rotationDuration READ configuredRotationDuration)
Q_PROPERTY(QColor backgroundColor READ configuredBackgroundColor)
Q_PROPERTY(QColor capColor READ configuredCapColor)
Q_PROPERTY(bool paintCaps READ isPaintCaps)
Q_PROPERTY(bool closeOnMouseRelease READ isCloseOnMouseRelease)
Q_PROPERTY(qreal zPosition READ configuredZPosition)
Q_PROPERTY(bool useForTabBox READ isUseForTabBox)
Q_PROPERTY(bool invertKeys READ isInvertKeys)
Q_PROPERTY(bool invertMouse READ isInvertMouse)
Q_PROPERTY(qreal capDeformationFactor READ configuredCapDeformationFactor)
Q_PROPERTY(bool useZOrdering READ isUseZOrdering)
Q_PROPERTY(bool texturedCaps READ isTexturedCaps)
// TODO: electric borders: not a registered type
public:
CubeEffect();
~CubeEffect();
virtual void reconfigure(ReconfigureFlags);
virtual void prePaintScreen(ScreenPrePaintData& data, int time);
virtual void paintScreen(int mask, QRegion region, ScreenPaintData& data);
virtual void postPaintScreen();
virtual void prePaintWindow(EffectWindow* w, WindowPrePaintData& data, int time);
virtual void paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data);
virtual bool borderActivated(ElectricBorder border);
virtual void grabbedKeyboardEvent(QKeyEvent* e);
virtual void windowInputMouseEvent(QEvent* e);
virtual bool isActive() const;
// proxy functions
virtual void* proxy();
void registerCubeInsideEffect(CubeInsideEffect* effect);
void unregisterCubeInsideEffect(CubeInsideEffect* effect);
static bool supported();
// for properties
qreal configuredCubeOpacity() const {
return cubeOpacity;
}
bool isOpacityDesktopOnly() const {
return opacityDesktopOnly;
}
bool isDisplayDesktopName() const {
return displayDesktopName;
}
bool isReflection() const {
return reflection;
}
int configuredRotationDuration() const {
return rotationDuration;
}
QColor configuredBackgroundColor() const {
return backgroundColor;
}
QColor configuredCapColor() const {
return capColor;
}
bool isPaintCaps() const {
return paintCaps;
}
bool isCloseOnMouseRelease() const {
return closeOnMouseRelease;
}
qreal configuredZPosition() const {
return zPosition;
}
bool isUseForTabBox() const {
return useForTabBox;
}
bool isInvertKeys() const {
return invertKeys;
}
bool isInvertMouse() const {
return invertMouse;
}
qreal configuredCapDeformationFactor() const {
return capDeformationFactor;
}
bool isUseZOrdering() const {
return useZOrdering;
}
bool isTexturedCaps() const {
return texturedCaps;
}
private Q_SLOTS:
void toggleCube();
void toggleCylinder();
void toggleSphere();
// slots for global shortcut changed
// needed to toggle the effect
void cubeShortcutChanged(const QKeySequence& seq);
void cylinderShortcutChanged(const QKeySequence& seq);
void sphereShortcutChanged(const QKeySequence& seq);
void slotTabBoxAdded(int mode);
void slotTabBoxUpdated();
void slotTabBoxClosed();
void slotCubeCapLoaded();
void slotWallPaperLoaded();
private:
enum RotationDirection {
Left,
Right,
Upwards,
Downwards
};
enum VerticalRotationPosition {
Up,
Normal,
Down
};
enum CubeMode {
Cube,
Cylinder,
Sphere
};
void toggle(CubeMode newMode = Cube);
void paintCube(int mask, QRegion region, ScreenPaintData& data);
void paintCap(bool frontFirst, float zOffset);
void paintCubeCap();
void paintCylinderCap();
void paintSphereCap();
bool loadShader();
void rotateCube();
void rotateToDesktop(int desktop);
void setActive(bool active);
QImage loadCubeCap(const QString &capPath);
QImage loadWallPaper(const QString &file);
bool activated;
bool cube_painting;
bool keyboard_grab;
bool schedule_close;
QList<ElectricBorder> borderActivate;
QList<ElectricBorder> borderActivateCylinder;
QList<ElectricBorder> borderActivateSphere;
int painting_desktop;
int frontDesktop;
float cubeOpacity;
bool opacityDesktopOnly;
bool displayDesktopName;
EffectFrame* desktopNameFrame;
QFont desktopNameFont;
bool reflection;
bool rotating;
bool verticalRotating;
bool desktopChangedWhileRotating;
bool paintCaps;
QTimeLine timeLine;
QTimeLine verticalTimeLine;
RotationDirection rotationDirection;
RotationDirection verticalRotationDirection;
VerticalRotationPosition verticalPosition;
QQueue<RotationDirection> rotations;
QQueue<RotationDirection> verticalRotations;
QColor backgroundColor;
QColor capColor;
GLTexture* wallpaper;
bool texturedCaps;
GLTexture* capTexture;
float manualAngle;
float manualVerticalAngle;
QTimeLine::CurveShape currentShape;
bool start;
bool stop;
bool reflectionPainting;
int rotationDuration;
int activeScreen;
bool bottomCap;
bool closeOnMouseRelease;
float zoom;
float zPosition;
bool useForTabBox;
bool invertKeys;
bool invertMouse;
bool tabBoxMode;
bool shortcutsRegistered;
CubeMode mode;
bool useShaders;
GLShader* cylinderShader;
GLShader* sphereShader;
GLShader* m_reflectionShader;
GLShader* m_capShader;
float capDeformationFactor;
bool useZOrdering;
float zOrderingFactor;
bool useList;
// needed for reflection
float mAddedHeightCoeff1;
float mAddedHeightCoeff2;
QString m_shadersDir;
QMatrix4x4 m_rotationMatrix;
QMatrix4x4 m_reflectionMatrix;
QMatrix4x4 m_textureMirrorMatrix;
GLVertexBuffer *m_cubeCapBuffer;
// Shortcuts - needed to toggle the effect
KShortcut cubeShortcut;
KShortcut cylinderShortcut;
KShortcut sphereShortcut;
// proxy
CubeEffectProxy m_proxy;
QList< CubeInsideEffect* > m_cubeInsideEffects;
};
} // namespace
#endif