kwin/effects/lookingglass/lookingglass.cpp
Martin Gräßlin 145f0c096f [kwin/effects] Do not use KActionCollections for the global shortcuts
Most effects had a "collection" for one action. We don't need the
action collection, all it was used for is setting the object name.

With the removal of KActionCollection the effects do not need to link
XmlGui any more, though the dependency is still pulled in through
plasma.
2013-12-10 11:45:33 +01:00

267 lines
8.7 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 <KDE/KStandardAction>
#include <KDE/KGlobalAccel>
#include <KDE/KLocalizedString>
#include <QVector2D>
#include <kmessagebox.h>
namespace KWin
{
KWIN_EFFECT(lookingglass, LookingGlassEffect)
KWIN_EFFECT_SUPPORTED(lookingglass, LookingGlassEffect::supported())
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)
{
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);
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);
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);
connect(effects, SIGNAL(mouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)),
this, SLOT(slotMouseChanged(QPoint,QPoint,Qt::MouseButtons,Qt::MouseButtons,Qt::KeyboardModifiers,Qt::KeyboardModifiers)));
reconfigure(ReconfigureAll);
}
LookingGlassEffect::~LookingGlassEffect()
{
delete m_texture;
delete m_fbo;
delete m_shader;
delete m_vbo;
}
bool LookingGlassEffect::supported()
{
return effects->compositingType() == OpenGL2Compositing;
}
void LookingGlassEffect::reconfigure(ReconfigureFlags)
{
LookingGlassConfig::self()->readConfig();
initialradius = LookingGlassConfig::radius();
radius = initialradius;
qCDebug(KWINEFFECTS) << QStringLiteral("Radius from config: %1").arg(radius) << endl;
m_valid = loadData();
}
bool LookingGlassEffect::loadData()
{
// If NPOT textures are not supported, use nearest power-of-two sized
// texture. It wastes memory, but it's possible to support systems without
// NPOT textures that way
int texw = displayWidth();
int texh = displayHeight();
if (!GLTexture::NPOTTextureSupported()) {
qWarning() << "NPOT textures not supported, wasting some memory" ;
texw = nearestPowerOfTwo(texw);
texh = nearestPowerOfTwo(texh);
}
// Create texture and render target
m_texture = new GLTexture(texw, texh);
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;
}
QString shadersDir = QStringLiteral("kwin/shaders/1.10/");
#ifdef KWIN_HAVE_OPENGLES
const qint64 coreVersionNumber = kVersionNumber(3, 0);
#else
const qint64 coreVersionNumber = kVersionNumber(1, 40);
#endif
if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
shadersDir = QStringLiteral("kwin/shaders/1.40/");
const QString fragmentshader = QStandardPaths::locate(QStandardPaths::GenericDataLocation, shadersDir + QStringLiteral("lookingglass.frag"));
m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::SimpleShader, fragmentshader);
if (m_shader->isValid()) {
ShaderBinder binder(m_shader);
m_shader->setUniform("u_textureSize", QVector2D(displayWidth(), displayHeight()));
} else {
qCritical() << "The shader failed to load!" << endl;
return false;
}
m_vbo = new GLVertexBuffer(GLVertexBuffer::Static);
QVector<float> verts;
QVector<float> texcoords;
texcoords << displayWidth() << 0.0;
verts << displayWidth() << 0.0;
texcoords << 0.0 << 0.0;
verts << 0.0 << 0.0;
texcoords << 0.0 << displayHeight();
verts << 0.0 << displayHeight();
texcoords << 0.0 << displayHeight();
verts << 0.0 << displayHeight();
texcoords << displayWidth() << displayHeight();
verts << displayWidth() << displayHeight();
texcoords << displayWidth() << 0.0;
verts << displayWidth() << 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::postPaintScreen()
{
// Call the next effect.
effects->postPaintScreen();
if (m_valid && m_enabled) {
// Disable render texture
GLRenderTarget* target = GLRenderTarget::popRenderTarget();
assert(target == m_fbo);
Q_UNUSED(target);
m_texture->bind();
// 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_vbo->render(GL_TRIANGLES);
m_texture->unbind();
}
}
bool LookingGlassEffect::isActive() const
{
return m_valid && m_enabled;
}
} // namespace
#include "lookingglass.moc"