kwin/effects/screenshot/screenshot.cpp
Martin Gräßlin 49fea7de58 New screenshot effect.
Saves an image of the active window into the home directory when triggered.
It uses an OpenGL FBO and by that can include the alpha channel and the decoration shadows.

svn path=/trunk/KDE/kdebase/workspace/; revision=1157682
2010-07-31 20:55:48 +00:00

162 lines
6 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2010 Martin Gräßlin <kde@martin-graesslin.com>
Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
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 "screenshot.h"
#include <kwinglutils.h>
#include <QDir>
#include <KDE/KAction>
#include <KDE/KActionCollection>
namespace KWin
{
KWIN_EFFECT( screenshot, ScreenShotEffect )
KWIN_EFFECT_SUPPORTED( screenshot, ScreenShotEffect::supported() )
bool ScreenShotEffect::supported()
{
return effects->compositingType() == KWin::OpenGLCompositing && GLRenderTarget::supported();
}
ScreenShotEffect::ScreenShotEffect()
: m_scheduledScreenshot( 0 )
{
KActionCollection* actionCollection = new KActionCollection( this );
KAction* cubeAction = static_cast< KAction* >( actionCollection->addAction( "Screenshot Effect" ));
cubeAction->setText( i18n("Save screenshot of active window" ));
cubeAction->setGlobalShortcut( KShortcut(), KAction::ActiveShortcut);
connect( cubeAction, SIGNAL(triggered(bool)), SLOT(screenshot()) );
}
ScreenShotEffect::~ScreenShotEffect()
{
}
void ScreenShotEffect::postPaintScreen()
{
effects->postPaintScreen();
if( m_scheduledScreenshot )
{
int w = displayWidth();
int h = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
w = nearestPowerOfTwo( w );
h = nearestPowerOfTwo( h );
}
GLTexture* offscreenTexture = new GLTexture( w, h );
offscreenTexture->setFilter( GL_LINEAR );
offscreenTexture->setWrapMode( GL_CLAMP_TO_EDGE );
GLRenderTarget* target = new GLRenderTarget( offscreenTexture );
if( target->valid() )
{
WindowPaintData d( m_scheduledScreenshot );
double left = 0;
double top = 0;
double right = m_scheduledScreenshot->width();
double bottom = m_scheduledScreenshot->height();
foreach( const WindowQuad& quad, d.quads )
{
// we need this loop to include the decoration padding
left = qMin(left, quad.left());
top = qMin(top, quad.top());
right = qMax(right, quad.right());
bottom = qMax(bottom, quad.bottom());
}
int width = right - left;
int height = bottom - top;
d.xTranslate = -m_scheduledScreenshot->x() - left;
d.yTranslate = -m_scheduledScreenshot->y() - top;
// render window into offscreen texture
int mask = PAINT_WINDOW_TRANSFORMED | PAINT_WINDOW_TRANSLUCENT;
effects->pushRenderTarget( target );
glClear( GL_COLOR_BUFFER_BIT );
effects->drawWindow( m_scheduledScreenshot, mask, QRegion( 0, 0, width, height ), d );
// Create a scratch texture and copy the rendered window into it
GLTexture* tex = new GLTexture( width, height );
tex->setFilter( GL_LINEAR );
tex->setWrapMode( GL_CLAMP_TO_EDGE );
tex->bind();
glCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, 0, offscreenTexture->height() - height, width, height );
effects->popRenderTarget();
// copy content from GL texture into image
QImage img( QSize( width, height ), QImage::Format_ARGB32 );
tex->bind();
glGetTexImage( GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, img.bits() );
tex->unbind();
delete tex;
ScreenShotEffect::convertFromGLImage( img, width, height );
// save screenshot in home directory
QString filePart( QDir::homePath() + '/' + m_scheduledScreenshot->caption() );
QString file( filePart + ".png" );
int counter = 1;
while( QFile::exists( file ) )
{
file = QString( filePart + '_' + QString::number( counter ) + ".png" );
counter++;
}
img.save( file );
}
delete offscreenTexture;
delete target;
m_scheduledScreenshot = NULL;
}
}
void ScreenShotEffect::screenshot()
{
EffectWindow* w = effects->activeWindow();
m_scheduledScreenshot = w;
w->addRepaintFull();
}
void ScreenShotEffect::convertFromGLImage(QImage &img, int w, int h)
{
// from QtOpenGL/qgl.cpp
// Copyright (C) 2010 Nokia Corporation and/or its subsidiary(-ies)
// see http://qt.gitorious.org/qt/qt/blobs/master/src/opengl/qgl.cpp
if (QSysInfo::ByteOrder == QSysInfo::BigEndian) {
// OpenGL gives RGBA; Qt wants ARGB
uint *p = (uint*)img.bits();
uint *end = p + w*h;
while (p < end) {
uint a = *p << 24;
*p = (*p >> 8) | a;
p++;
}
} else {
// OpenGL gives ABGR (i.e. RGBA backwards); Qt wants ARGB
for (int y = 0; y < h; y++) {
uint *q = (uint*)img.scanLine(y);
for (int x=0; x < w; ++x) {
const uint pixel = *q;
*q = ((pixel << 16) & 0xff0000) | ((pixel >> 16) & 0xff)
| (pixel & 0xff00ff00);
q++;
}
}
}
img = img.mirrored();
}
} // namespace