kwin/effects/invert/invert.h
Martin Gräßlin b7ee35bba1 Invert effect ported to GLES.
It uses a generic vertex shader and because of that it needs to
mark all windows which are inverted as transformed.
There is currently a conflict with Lanczos (or thumbnails) and with
the desktop in cube effect.
2011-01-30 14:12:05 +01:00

68 lines
1.9 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) 2008 Lucas Murray <lmurray@undefinedfire.com>
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_INVERT_H
#define KWIN_INVERT_H
#include <kwineffects.h>
namespace KWin
{
class GLShader;
/**
* Inverts desktop's colors
**/
class InvertEffect
: public QObject, public Effect
{
Q_OBJECT
public:
InvertEffect();
~InvertEffect();
virtual void drawWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
virtual void prePaintScreen(ScreenPrePaintData &data, int time);
virtual void prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time);
virtual void paintEffectFrame( KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity );
virtual void windowClosed( EffectWindow* w );
static bool supported();
public slots:
void toggle();
void toggleWindow();
protected:
bool loadData();
private:
bool m_inited;
bool m_valid;
GLShader* m_shader;
bool m_allWindows;
QList<EffectWindow*> m_windows;
};
} // namespace
#endif