75a1ee7aa8
This includes quite some refactoring. For the cube cap a VBO is used instead of glLists and all the required transformations are moved into paintCap() which makes paintScreen more clean. Currently the mirroring of bottom texture is still missing and cylinder and sphere caps are not yet ported to using VBO. I wouldn't be surprised if it is broken for legacy GL atm.
189 lines
6.1 KiB
C++
189 lines
6.1 KiB
C++
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2008 Martin Gräßlin <ubuntu@martin-graesslin.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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#ifndef KWIN_CUBE_H
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#define KWIN_CUBE_H
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#include <kwineffects.h>
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#include <kwinglutils.h>
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#include <kshortcut.h>
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#include <QObject>
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#include <QQueue>
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#include <QMatrix4x4>
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#include "cube_inside.h"
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#include "cube_proxy.h"
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namespace KWin
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{
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class CubeEffect
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: public QObject, public Effect
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{
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Q_OBJECT
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public:
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CubeEffect();
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~CubeEffect();
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virtual void reconfigure( ReconfigureFlags );
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void postPaintScreen();
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual bool borderActivated( ElectricBorder border );
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virtual void grabbedKeyboardEvent( QKeyEvent* e );
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virtual void mouseChanged( const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
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Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers );
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virtual void windowInputMouseEvent( Window w, QEvent* e );
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virtual void tabBoxAdded( int mode );
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virtual void tabBoxUpdated();
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virtual void tabBoxClosed();
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virtual void windowAdded( EffectWindow* );
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// proxy functions
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virtual void* proxy();
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void registerCubeInsideEffect( CubeInsideEffect* effect );
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void unregisterCubeInsideEffect( CubeInsideEffect* effect );
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static bool supported();
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private slots:
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void toggleCube();
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void toggleCylinder();
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void toggleSphere();
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// slots for global shortcut changed
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// needed to toggle the effect
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void cubeShortcutChanged( const QKeySequence& seq );
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void cylinderShortcutChanged( const QKeySequence& seq );
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void sphereShortcutChanged( const QKeySequence& seq );
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private:
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enum RotationDirection
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{
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Left,
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Right,
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Upwards,
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Downwards
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};
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enum VerticalRotationPosition
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{
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Up,
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Normal,
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Down
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};
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enum CubeMode
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{
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Cube,
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Cylinder,
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Sphere
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};
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void toggle( CubeMode newMode = Cube );
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void paintCube( int mask, QRegion region, ScreenPaintData& data );
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void paintCap(bool frontFirst, float zOffset);
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void paintCubeCap();
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void paintCylinderCap();
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void paintSphereCap();
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bool loadShader();
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void loadConfig( QString config );
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void rotateCube();
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void rotateToDesktop( int desktop );
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void setActive( bool active );
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bool activated;
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bool mousePolling;
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bool cube_painting;
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bool keyboard_grab;
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bool schedule_close;
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QList<ElectricBorder> borderActivate;
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QList<ElectricBorder> borderActivateCylinder;
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QList<ElectricBorder> borderActivateSphere;
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int painting_desktop;
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Window input;
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int frontDesktop;
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float cubeOpacity;
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bool opacityDesktopOnly;
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bool displayDesktopName;
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EffectFrame* desktopNameFrame;
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QFont desktopNameFont;
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bool reflection;
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bool rotating;
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bool verticalRotating;
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bool desktopChangedWhileRotating;
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bool paintCaps;
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TimeLine timeLine;
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TimeLine verticalTimeLine;
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RotationDirection rotationDirection;
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RotationDirection verticalRotationDirection;
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VerticalRotationPosition verticalPosition;
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QQueue<RotationDirection> rotations;
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QQueue<RotationDirection> verticalRotations;
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QColor backgroundColor;
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QColor capColor;
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GLTexture* wallpaper;
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bool texturedCaps;
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GLTexture* capTexture;
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float manualAngle;
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float manualVerticalAngle;
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TimeLine::CurveShape currentShape;
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bool start;
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bool stop;
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bool reflectionPainting;
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int rotationDuration;
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int activeScreen;
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bool bottomCap;
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bool closeOnMouseRelease;
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float zoom;
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float zPosition;
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bool useForTabBox;
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bool invertKeys;
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bool invertMouse;
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bool tabBoxMode;
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bool shortcutsRegistered;
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CubeMode mode;
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bool useShaders;
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GLShader* cylinderShader;
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GLShader* sphereShader;
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GLShader* m_reflectionShader;
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GLShader* m_capShader;
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float capDeformationFactor;
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bool useZOrdering;
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float zOrderingFactor;
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bool useList;
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// needed for reflection
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float mAddedHeightCoeff1;
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float mAddedHeightCoeff2;
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// GL lists
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bool capListCreated;
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bool recompileList;
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GLuint glList;
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QMatrix4x4 m_rotationMatrix;
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QMatrix4x4 m_reflectionMatrix;
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GLVertexBuffer *m_cubeCapBuffer;
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// Shortcuts - needed to toggle the effect
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KShortcut cubeShortcut;
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KShortcut cylinderShortcut;
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KShortcut sphereShortcut;
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// proxy
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CubeEffectProxy m_proxy;
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QList< CubeInsideEffect* > m_cubeInsideEffects;
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};
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} // namespace
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#endif
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