kwin/effects/mousemark/mousemark.cpp
Martin Gräßlin 990001c5d7 Drop GLVertexBuffer::useShader.
The vertex buffer implementation uses the shader manager to decide
whether core painting should be used or not. Shader manager is only
used by shaders using vertex attributes instead of gl_Vertex etc.
2011-01-30 14:12:02 +01:00

200 lines
6.3 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2006 Lubos Lunak <l.lunak@kde.org>
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 "mousemark.h"
#include <kwinconfig.h>
#include <kwinglutils.h>
#include <kaction.h>
#include <kactioncollection.h>
#include <kglobal.h>
#include <klocale.h>
#include <kstandarddirs.h>
#include <kconfiggroup.h>
#include <math.h>
#include <kdebug.h>
namespace KWin
{
#define NULL_POINT (QPoint( -1, -1 )) // null point is (0,0), which is valid :-/
KWIN_EFFECT( mousemark, MouseMarkEffect )
MouseMarkEffect::MouseMarkEffect()
{
KActionCollection* actionCollection = new KActionCollection( this );
KAction* a = static_cast< KAction* >( actionCollection->addAction( "ClearMouseMarks" ));
a->setText( i18n( "Clear All Mouse Marks" ));
a->setGlobalShortcut( KShortcut( Qt::SHIFT + Qt::META + Qt::Key_F11 ));
connect( a, SIGNAL( triggered( bool )), this, SLOT( clear()));
a = static_cast< KAction* >( actionCollection->addAction( "ClearLastMouseMark" ));
a->setText( i18n( "Clear Last Mouse Mark" ));
a->setGlobalShortcut( KShortcut( Qt::SHIFT + Qt::META + Qt::Key_F12 ));
connect( a, SIGNAL( triggered( bool )), this, SLOT( clearLast()));
reconfigure( ReconfigureAll );
arrow_start = NULL_POINT;
effects->startMousePolling(); // We require it to detect activation as well
}
MouseMarkEffect::~MouseMarkEffect()
{
effects->stopMousePolling();
}
void MouseMarkEffect::reconfigure( ReconfigureFlags )
{
KConfigGroup conf = EffectsHandler::effectConfig("MouseMark");
width = conf.readEntry( "LineWidth", 3 );
color = conf.readEntry( "Color", QColor( Qt::red ));
color.setAlphaF(1.0);
}
void MouseMarkEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data ); // paint normal screen
if( marks.isEmpty() && drawing.isEmpty())
return;
#ifndef KWIN_HAVE_OPENGLES
glPushAttrib( GL_ENABLE_BIT | GL_CURRENT_BIT | GL_LINE_BIT );
glEnable( GL_LINE_SMOOTH );
#endif
glLineWidth( width );
GLVertexBuffer *vbo = GLVertexBuffer::streamingBuffer();
vbo->reset();
vbo->setUseColor(true);
vbo->setColor(color);
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
}
QVector<float> verts;
foreach (const Mark& mark, marks) {
verts.clear();
verts.reserve(mark.size()*2);
foreach (const QPoint& p, mark) {
verts << p.x() << p.y();
}
vbo->setData(verts.size()/2, 2, verts.data(), NULL);
vbo->render(GL_LINE_STRIP);
}
if (!drawing.isEmpty()) {
verts.clear();
verts.reserve(drawing.size()*2);
foreach (const QPoint& p, drawing) {
verts << p.x() << p.y();
}
vbo->setData(verts.size()/2, 2, verts.data(), NULL);
vbo->render(GL_LINE_STRIP);
}
if (ShaderManager::instance()->isValid()) {
ShaderManager::instance()->popShader();
}
glLineWidth( 1.0 );
#ifndef KWIN_HAVE_OPENGLES
glDisable( GL_LINE_SMOOTH );
glPopAttrib();
#endif
}
void MouseMarkEffect::mouseChanged( const QPoint& pos, const QPoint&,
Qt::MouseButtons, Qt::MouseButtons,
Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers )
{
if( modifiers == ( Qt::META | Qt::SHIFT | Qt::CTRL )) // start/finish arrow
{
if( arrow_start != NULL_POINT )
{
marks.append( createArrow( arrow_start, pos ));
arrow_start = NULL_POINT;
effects->addRepaintFull();
return;
}
else
arrow_start = pos;
}
if( arrow_start != NULL_POINT )
return;
// TODO the shortcuts now trigger this right before they're activated
if( modifiers == ( Qt::META | Qt::SHIFT )) // activated
{
if( drawing.isEmpty())
drawing.append( pos );
if( drawing.last() == pos )
return;
QPoint pos2 = drawing.last();
drawing.append( pos );
QRect repaint = QRect( qMin( pos.x(), pos2.x()), qMin( pos.y(), pos2.y()),
qMax( pos.x(), pos2.x()), qMax( pos.y(), pos2.y()));
repaint.adjust( -width, -width, width, width );
effects->addRepaint( repaint );
}
else if( !drawing.isEmpty())
{
marks.append( drawing );
drawing.clear();
}
}
void MouseMarkEffect::clear()
{
drawing.clear();
marks.clear();
effects->addRepaintFull();
}
void MouseMarkEffect::clearLast()
{
if( arrow_start != NULL_POINT )
{
arrow_start = NULL_POINT;
}
else if( !drawing.isEmpty())
{
drawing.clear();
effects->addRepaintFull();
}
else if( !marks.isEmpty())
{
marks.pop_back();
effects->addRepaintFull();
}
}
MouseMarkEffect::Mark MouseMarkEffect::createArrow( QPoint arrow_start, QPoint arrow_end )
{
Mark ret;
double angle = atan2( (double) (arrow_end.y() - arrow_start.y()), (double) (arrow_end.x() - arrow_start.x()));
ret += arrow_start + QPoint( 50 * cos( angle + M_PI / 6 ),
50 * sin( angle + M_PI / 6 )); // right one
ret += arrow_start;
ret += arrow_end;
ret += arrow_start; // it's connected lines, so go back with the middle one
ret += arrow_start + QPoint( 50 * cos( angle - M_PI / 6 ),
50 * sin( angle - M_PI / 6 )); // left one
return ret;
}
} // namespace
#include "mousemark.moc"