882b909364
svn path=/trunk/KDE/kdebase/workspace/; revision=869928
1669 lines
62 KiB
C++
1669 lines
62 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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#include "cube.h"
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#include <kaction.h>
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#include <kactioncollection.h>
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#include <klocale.h>
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#include <kwinconfig.h>
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#include <kconfiggroup.h>
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#include <kcolorscheme.h>
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#include <kglobal.h>
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#include <kstandarddirs.h>
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#include <kdebug.h>
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#include <QColor>
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#include <QRect>
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#include <QEvent>
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#include <QKeyEvent>
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#include <math.h>
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#include <GL/gl.h>
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namespace KWin
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{
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KWIN_EFFECT( cube, CubeEffect )
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CubeEffect::CubeEffect()
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: activated( false )
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, cube_painting( false )
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, keyboard_grab( false )
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, schedule_close( false )
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, borderActivate( ElectricNone )
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, frontDesktop( 0 )
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, cubeOpacity( 1.0 )
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, displayDesktopName( true )
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, reflection( true )
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, rotating( false )
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, desktopChangedWhileRotating( false )
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, paintCaps( true )
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, rotationDirection( Left )
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, verticalRotationDirection( Upwards )
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, verticalPosition( Normal )
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, wallpaper( NULL )
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, texturedCaps( true )
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, capTexture( NULL )
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, manualAngle( 0.0 )
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, manualVerticalAngle( 0.0 )
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, currentShape( TimeLine::EaseInOutCurve )
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, start( false )
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, stop( false )
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, reflectionPainting( false )
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, slide( false )
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, oldDesktop( 0 )
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, activeScreen( 0 )
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, animateDesktopChange( false )
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, bigCube( false )
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, bottomCap( false )
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, closeOnMouseRelease( false )
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, zoom( 0.0 )
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, zPosition( 0.0 )
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, useForTabBox( false )
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, tabBoxMode( false )
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, capListCreated( false )
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, capList( 0 )
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{
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reconfigure( ReconfigureAll );
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KActionCollection* actionCollection = new KActionCollection( this );
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KAction* a = static_cast< KAction* >( actionCollection->addAction( "Cube" ));
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a->setText( i18n("Desktop Cube" ));
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a->setGlobalShortcut( KShortcut( Qt::CTRL + Qt::Key_F11 ));
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connect( a, SIGNAL( triggered( bool )), this, SLOT( toggle()));
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}
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void CubeEffect::reconfigure( ReconfigureFlags )
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{
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loadConfig( "Cube" );
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}
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void CubeEffect::loadConfig( QString config )
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{
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KConfigGroup conf = effects->effectConfig( config );
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effects->unreserveElectricBorder( borderActivate );
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borderActivate = (ElectricBorder)conf.readEntry( "BorderActivate", (int)ElectricNone );
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effects->reserveElectricBorder( borderActivate );
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cubeOpacity = (float)conf.readEntry( "Opacity", 80 )/100.0f;
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displayDesktopName = conf.readEntry( "DisplayDesktopName", true );
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reflection = conf.readEntry( "Reflection", true );
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rotationDuration = animationTime( conf, "RotationDuration", 500 );
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backgroundColor = conf.readEntry( "BackgroundColor", QColor( Qt::black ) );
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animateDesktopChange = conf.readEntry( "AnimateDesktopChange", false );
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bigCube = conf.readEntry( "BigCube", false );
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capColor = conf.readEntry( "CapColor", KColorScheme( QPalette::Active, KColorScheme::Window ).background().color() );
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paintCaps = conf.readEntry( "Caps", true );
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closeOnMouseRelease = conf.readEntry( "CloseOnMouseRelease", false );
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zPosition = conf.readEntry( "ZPosition", 100.0 );
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useForTabBox = conf.readEntry( "TabBox", false );
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QString file = conf.readEntry( "Wallpaper", QString("") );
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delete wallpaper;
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wallpaper = NULL;
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if( !file.isEmpty() )
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{
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QImage img = QImage( file );
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if( !img.isNull() )
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{
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wallpaper = new GLTexture( img );
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}
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}
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delete capTexture;
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capTexture = NULL;
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texturedCaps = conf.readEntry( "TexturedCaps", true );
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if( texturedCaps )
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{
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QImage img = QImage( KGlobal::dirs()->findResource( "appdata", "cubecap.png" ) );
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if( !img.isNull() )
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{
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// change the alpha value of each pixel
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for( int x=0; x<img.width(); x++ )
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{
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for( int y=0; y<img.height(); y++ )
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{
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QRgb pixel = img.pixel( x, y );
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if( x == 0 || x == img.width()-1 || y == 0 || y == img.height()-1 )
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img.setPixel( x, y, qRgba( capColor.red(), capColor.green(), capColor.blue(), 255*cubeOpacity ) );
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else
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{
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if( qAlpha(pixel) < 255 )
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{
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// Pixel is transparent - has to be blended with cap color
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int red = (qAlpha(pixel)/255)*(qRed(pixel)/255) + (1 - qAlpha(pixel)/255 )*capColor.red();
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int green = (qAlpha(pixel)/255)*(qGreen(pixel)/255) + (1 - qAlpha(pixel)/255 )*capColor.green();
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int blue = (qAlpha(pixel)/255)*(qBlue(pixel)/255) + (1 - qAlpha(pixel)/255 )*capColor.blue();
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int alpha = qAlpha(pixel) + (255 - qAlpha(pixel))*cubeOpacity;
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img.setPixel( x, y, qRgba( red, green, blue, alpha ) );
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}
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else
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{
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img.setPixel( x, y, qRgba( qRed(pixel), qGreen(pixel), qBlue(pixel), ((float)qAlpha(pixel))*cubeOpacity ) );
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}
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}
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}
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}
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capTexture = new GLTexture( img );
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capTexture->setFilter( GL_LINEAR );
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capTexture->setWrapMode( GL_CLAMP_TO_EDGE );
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}
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}
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timeLine.setCurveShape( TimeLine::EaseInOutCurve );
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timeLine.setDuration( rotationDuration );
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verticalTimeLine.setCurveShape( TimeLine::EaseInOutCurve );
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verticalTimeLine.setDuration( rotationDuration );
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}
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CubeEffect::~CubeEffect()
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{
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effects->unreserveElectricBorder( borderActivate );
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delete wallpaper;
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delete capTexture;
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}
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void CubeEffect::prePaintScreen( ScreenPrePaintData& data, int time )
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{
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if( activated )
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{
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//kDebug();
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data.mask |= PAINT_SCREEN_TRANSFORMED | Effect::PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS | PAINT_SCREEN_BACKGROUND_FIRST;
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if( rotating || start || stop )
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{
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timeLine.addTime( time );
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}
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if( verticalRotating )
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{
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verticalTimeLine.addTime( time );
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}
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}
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effects->prePaintScreen( data, time );
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}
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void CubeEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
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{
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if( activated )
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{
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//kDebug();
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QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
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if( effects->numScreens() > 1 && (slide || bigCube ) )
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rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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QRect fullRect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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// background
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float clearColor[4];
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glGetFloatv( GL_COLOR_CLEAR_VALUE, clearColor );
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glClearColor( backgroundColor.redF(), backgroundColor.greenF(), backgroundColor.blueF(), 1.0 );
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glClear( GL_COLOR_BUFFER_BIT );
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glClearColor( clearColor[0], clearColor[1], clearColor[2], clearColor[3] );
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// wallpaper
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if( wallpaper && !slide )
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{
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wallpaper->bind();
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wallpaper->render( region, rect );
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wallpaper->unbind();
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}
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glPushAttrib( GL_CURRENT_BIT | GL_ENABLE_BIT );
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glEnable( GL_BLEND );
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glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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if( effects->numScreens() > 1 && !slide && !bigCube )
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{
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windowsOnOtherScreens.clear();
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// unfortunatelly we have to change the projection matrix in dual screen mode
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glMatrixMode( GL_PROJECTION );
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glPushMatrix();
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glLoadIdentity();
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float fovy = 60.0f;
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float aspect = 1.0f;
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float zNear = 0.1f;
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float zFar = 100.0f;
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float ymax = zNear * tan( fovy * M_PI / 360.0f );
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float ymin = -ymax;
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float xmin = ymin * aspect;
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float xmax = ymax * aspect;
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float xTranslate = 0.0;
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float yTranslate = 0.0;
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bool projectionSet = false;
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if( rect.x() == 0 && rect.width() != fullRect.width() )
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{
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// horizontal layout: left screen
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glFrustum( xmin*0.5, xmax*1.5, ymin, ymax, zNear, zFar );
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xTranslate = rect.width()*0.5;
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projectionSet = true;
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}
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if( rect.x() != 0 && rect.width() != fullRect.width() )
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{
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// horizontal layout: right screen
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glFrustum( xmin*1.5, xmax*0.5, ymin, ymax, zNear, zFar );
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xTranslate = rect.width()*0.5;
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projectionSet = true;
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}
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if( rect.y() == 0 && rect.height() != fullRect.height() )
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{
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glFrustum( xmin, xmax, ymin*1.5, ymax*0.5, zNear, zFar );
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yTranslate = rect.height()*0.5;
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projectionSet = true;
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}
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if( rect.y() != 0 && rect.height() != fullRect.height() )
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{
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glFrustum( xmin, xmax, ymin*0.5, ymax*1.5, zNear, zFar );
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yTranslate = rect.height()*0.5;
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projectionSet = true;
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}
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if( !projectionSet )
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{
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// this should never happen; nevertheless reset the projection to the default
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glPopMatrix();
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glPushMatrix();
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}
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glMatrixMode( GL_MODELVIEW );
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glPushMatrix();
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glTranslatef( xTranslate, yTranslate, 0.0 );
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}
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// reflection
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if( reflection && (!slide) )
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{
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glPushMatrix();
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float scaleFactor = 10000 * tan( 60.0 * M_PI / 360.0f )/rect.height();
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glScalef( 1.0, -1.0, 1.0 );
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glTranslatef( 0.0, -rect.height()*2, 0.0 );
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glEnable( GL_CLIP_PLANE0 );
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reflectionPainting = true;
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paintScene( mask, region, data );
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reflectionPainting = false;
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glDisable( GL_CLIP_PLANE0 );
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glPopMatrix();
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glPushMatrix();
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glTranslatef( 0.0, rect.height(), 0.0 );
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if( effects->numScreens() > 1 && rect.width() != fullRect.width() && !slide && !bigCube )
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{
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// have to change the reflection area in horizontal layout and right screen
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glTranslatef( -rect.width(), 0.0, 0.0 );
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}
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float vertices[] = {
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rect.x(), 0.0, 0.0,
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rect.x()+rect.width(), 0.0, 0.0,
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(rect.x()+rect.width())*scaleFactor, 0.0, -5000,
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(-rect.x()-rect.width())*scaleFactor, 0.0, -5000 };
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// foreground
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float alpha = 0.7;
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if( start )
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alpha = 0.3 + 0.4 * timeLine.value();
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if( stop )
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alpha = 0.3 + 0.4 * ( 1.0 - timeLine.value() );
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glColor4f( 0.0, 0.0, 0.0, alpha );
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glBegin( GL_POLYGON );
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glVertex3f( vertices[0], vertices[1], vertices[2] );
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glVertex3f( vertices[3], vertices[4], vertices[5] );
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// rearground
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alpha = -1.0;
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glColor4f( 0.0, 0.0, 0.0, alpha );
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glVertex3f( vertices[6], vertices[7], vertices[8] );
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glVertex3f( vertices[9], vertices[10], vertices[11] );
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glEnd();
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glPopMatrix();
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}
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glPushMatrix();
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paintScene( mask, region, data );
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glPopMatrix();
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if( effects->numScreens() > 1 && !slide && !bigCube )
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{
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glPopMatrix();
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// revert change of projection matrix
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glMatrixMode( GL_PROJECTION );
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glPopMatrix();
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glMatrixMode( GL_MODELVIEW );
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}
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glDisable( GL_BLEND );
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glPopAttrib();
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// desktop name box - inspired from coverswitch
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if( displayDesktopName && (!slide) )
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{
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QColor color_frame;
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QColor color_text;
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color_frame = KColorScheme( QPalette::Active, KColorScheme::Window ).background().color();
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color_frame.setAlphaF( 0.5 );
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color_text = KColorScheme( QPalette::Active, KColorScheme::Window ).foreground().color();
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if( start )
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{
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color_frame.setAlphaF( 0.5 * timeLine.value() );
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color_text.setAlphaF( timeLine.value() );
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}
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if( stop )
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{
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color_frame.setAlphaF( 0.5 - 0.5 * timeLine.value() );
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color_text.setAlphaF( 1.0 - timeLine.value() );
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}
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QFont text_font;
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text_font.setBold( true );
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text_font.setPointSize( 14 );
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glPushAttrib( GL_CURRENT_BIT );
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glColor4f( color_frame.redF(), color_frame.greenF(), color_frame.blueF(), color_frame.alphaF());
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QRect frameRect = QRect( rect.width()*0.33f + rect.x(),
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rect.height() + rect.y() - QFontMetrics( text_font ).height() * 1.2f,
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rect.width()*0.33f,
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QFontMetrics( text_font ).height() * 1.2f );
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renderRoundBoxWithEdge( frameRect );
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effects->paintText( effects->desktopName( frontDesktop ),
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frameRect.center(),
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frameRect.width(),
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color_text,
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text_font );
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glPopAttrib();
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}
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if( stop && timeLine.value() == 1.0 )
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{
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effects->paintScreen( mask, region, data );
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}
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if( effects->numScreens() > 1 && !slide && !bigCube )
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{
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foreach( EffectWindow* w, windowsOnOtherScreens )
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{
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WindowPaintData wData( w );
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if( start && !w->isDesktop() && !w->isDock() )
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wData.opacity *= (1.0 - timeLine.value());
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if( stop && !w->isDesktop() && !w->isDock() )
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wData.opacity *= timeLine.value();
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effects->paintWindow( w, 0, QRegion( w->x(), w->y(), w->width(), w->height() ), wData );
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}
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}
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}
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else
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{
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effects->paintScreen( mask, region, data );
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}
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}
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void CubeEffect::paintScene( int mask, QRegion region, ScreenPaintData& data )
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{
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QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
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if( effects->numScreens() > 1 && (slide || bigCube ) )
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rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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float xScale = 1.0;
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float yScale = 1.0;
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if( effects->numScreens() > 1 && !slide && !bigCube )
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{
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QRect fullRect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
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xScale = (float)rect.width()/(float)fullRect.width();
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yScale = (float)rect.height()/(float)fullRect.height();
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if( start )
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{
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xScale = xScale + (1.0 - xScale) * (1.0 - timeLine.value());
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yScale = yScale + (1.0 - yScale) * (1.0 - timeLine.value());
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if( rect.x() > 0 )
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glTranslatef( -rect.x()*(1.0 - timeLine.value()), 0.0, 0.0 );
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if( rect.y() > 0 )
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glTranslatef( 0.0, -rect.y()*(1.0 - timeLine.value()), 0.0 );
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}
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if( stop )
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{
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xScale = xScale + (1.0 - xScale) * timeLine.value();
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yScale = yScale + (1.0 - yScale) * timeLine.value();
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if( rect.x() > 0 )
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glTranslatef( -rect.x()*timeLine.value(), 0.0, 0.0 );
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if( rect.y() > 0 )
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glTranslatef( 0.0, -rect.y()*timeLine.value(), 0.0 );
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}
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glScalef( xScale, yScale, 1.0 );
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rect = fullRect;
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}
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int rightSteps = effects->numberOfDesktops()/2;
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int leftSteps = rightSteps+1;
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int rightSideCounter = 0;
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int leftSideCounter = 0;
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float internalCubeAngle = 360.0f / effects->numberOfDesktops();
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cube_painting = true;
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int desktopIndex = 0;
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float zTranslate = zPosition + zoom;
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if( start )
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zTranslate *= timeLine.value();
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if( stop )
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zTranslate *= ( 1.0 - timeLine.value() );
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if( slide )
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zTranslate = 0.0;
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bool topCapAfter = false;
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bool topCapBefore = false;
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// Rotation of the cube
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float cubeAngle = (float)((float)(effects->numberOfDesktops() - 2 )/(float)effects->numberOfDesktops() * 180.0f);
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float point = rect.width()/2*tan(cubeAngle*0.5f*M_PI/180.0f);
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float zTexture = rect.width()/2*tan(45.0f*M_PI/180.0f);
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if( verticalRotating || verticalPosition != Normal || manualVerticalAngle != 0.0 )
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{
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// change the verticalPosition if manualVerticalAngle > 90 or < -90 degrees
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if( manualVerticalAngle <= -90.0 )
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{
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manualVerticalAngle += 90.0;
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if( verticalPosition == Normal )
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verticalPosition = Down;
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if( verticalPosition == Up )
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verticalPosition = Normal;
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}
|
|
if( manualVerticalAngle >= 90.0 )
|
|
{
|
|
manualVerticalAngle -= 90.0;
|
|
if( verticalPosition == Normal )
|
|
verticalPosition = Up;
|
|
if( verticalPosition == Down )
|
|
verticalPosition = Normal;
|
|
}
|
|
float angle = 0.0;
|
|
if( verticalPosition == Up )
|
|
{
|
|
angle = 90.0;
|
|
if( !verticalRotating)
|
|
{
|
|
if( manualVerticalAngle < 0.0 )
|
|
angle += manualVerticalAngle;
|
|
else
|
|
manualVerticalAngle = 0.0;
|
|
}
|
|
}
|
|
else if( verticalPosition == Down )
|
|
{
|
|
angle = -90.0;
|
|
if( !verticalRotating)
|
|
{
|
|
if( manualVerticalAngle > 0.0 )
|
|
angle += manualVerticalAngle;
|
|
else
|
|
manualVerticalAngle = 0.0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
angle = manualVerticalAngle;
|
|
}
|
|
if( verticalRotating )
|
|
{
|
|
angle *= verticalTimeLine.value();
|
|
if( verticalPosition == Normal && verticalRotationDirection == Upwards )
|
|
angle = -90.0 + 90*verticalTimeLine.value();
|
|
if( verticalPosition == Normal && verticalRotationDirection == Downwards )
|
|
angle = 90.0 - 90*verticalTimeLine.value();
|
|
angle += manualVerticalAngle * (1.0-verticalTimeLine.value());
|
|
}
|
|
if( stop )
|
|
angle *= (1.0 - timeLine.value());
|
|
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
|
|
glRotatef( angle, 1.0, 0.0, 0.0 );
|
|
glTranslatef( -rect.width()/2, -rect.height()/2, point+zTranslate );
|
|
|
|
// calculate if the caps have to be painted before/after or during desktop painting
|
|
if( paintCaps )
|
|
{
|
|
float M[16];
|
|
float P[16];
|
|
float V[4];
|
|
glGetFloatv( GL_PROJECTION_MATRIX, P );
|
|
glGetFloatv( GL_MODELVIEW_MATRIX, M );
|
|
glGetFloatv( GL_VIEWPORT, V );
|
|
|
|
// calculate y coordinate of the top of front desktop
|
|
float X = M[0]*0.0 + M[4]*0.0 + M[8]*(-zTranslate) + M[12]*1;
|
|
float Y = M[1]*0.0 + M[5]*0.0 + M[9]*(-zTranslate) + M[13]*1;
|
|
float Z = M[2]*0.0 + M[6]*0.0 + M[10]*(-zTranslate) + M[14]*1;
|
|
float W = M[3]*0.0 + M[7]*0.0 + M[11]*(-zTranslate) + M[15]*1;
|
|
float clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
|
|
float clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
|
|
float normY = clipY/clipW;
|
|
float yFront = (V[3]/2)*normY+(V[3]-V[1])/2;
|
|
|
|
// calculate y coordinate of the bottom of front desktop
|
|
X = M[0]*0.0 + M[4]*rect.height() + M[8]*(-zTranslate) + M[12]*1;
|
|
Y = M[1]*0.0 + M[5]*rect.height() + M[9]*(-zTranslate) + M[13]*1;
|
|
Z = M[2]*0.0 + M[6]*rect.height() + M[10]*(-zTranslate) + M[14]*1;
|
|
W = M[3]*0.0 + M[7]*rect.height() + M[11]*(-zTranslate) + M[15]*1;
|
|
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
|
|
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
|
|
normY = clipY/clipW;
|
|
float yFrontBottom = (V[3]/2)*normY+(V[3]-V[1])/2;
|
|
|
|
// change matrix to a rear position
|
|
glPushMatrix();
|
|
glTranslatef( 0.0, 0.0, -point-zTranslate );
|
|
float desktops = (effects->numberOfDesktops()/2.0);
|
|
glRotatef( desktops*internalCubeAngle, 1.0, 0.0, 0.0 );
|
|
glTranslatef( 0.0, 0.0, point );
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, M);
|
|
// calculate y coordinate of the top of rear desktop
|
|
X = M[0]*0.0 + M[4]*0.0 + M[8]*0.0 + M[12]*1;
|
|
Y = M[1]*0.0 + M[5]*0.0 + M[9]*0.0 + M[13]*1;
|
|
Z = M[2]*0.0 + M[6]*0.0 + M[10]*0.0 + M[14]*1;
|
|
W = M[3]*0.0 + M[7]*0.0 + M[11]*0.0 + M[15]*1;
|
|
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
|
|
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
|
|
normY = clipY/clipW;
|
|
float yBack = (V[3]/2)*normY+(V[3]-V[1])/2;
|
|
|
|
// calculate y coordniate of the bottom of rear desktop
|
|
glTranslatef( 0.0, -rect.height(), 0.0 );
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, M);
|
|
X = M[0]*0.0 + M[4]*0.0 + M[8]*0.0 + M[12]*1;
|
|
Y = M[1]*0.0 + M[5]*0.0 + M[9]*0.0 + M[13]*1;
|
|
Z = M[2]*0.0 + M[6]*0.0 + M[10]*0.0 + M[14]*1;
|
|
W = M[3]*0.0 + M[7]*0.0 + M[11]*0.0 + M[15]*1;
|
|
clipY = P[1]*X + P[5]*Y + P[9]*Z + P[13]*W;
|
|
clipW = P[3]*X + P[7]*Y + P[11]*Z + P[15]*W;
|
|
normY = clipY/clipW;
|
|
float yBackBottom = (V[3]/2)*normY+(V[3]-V[1])/2;
|
|
glPopMatrix();
|
|
if( yBack >= yFront )
|
|
topCapAfter = true;
|
|
if( yBackBottom <= yFrontBottom )
|
|
topCapBefore = true;
|
|
}
|
|
}
|
|
if( rotating || (manualAngle != 0.0) )
|
|
{
|
|
if( manualAngle > internalCubeAngle * 0.5f )
|
|
{
|
|
manualAngle -= internalCubeAngle;
|
|
frontDesktop--;
|
|
if( frontDesktop == 0 )
|
|
frontDesktop = effects->numberOfDesktops();
|
|
}
|
|
if( manualAngle < -internalCubeAngle * 0.5f )
|
|
{
|
|
manualAngle += internalCubeAngle;
|
|
frontDesktop++;
|
|
if( frontDesktop > effects->numberOfDesktops() )
|
|
frontDesktop = 1;
|
|
}
|
|
float rotationAngle = internalCubeAngle * timeLine.value();
|
|
if( rotationAngle > internalCubeAngle * 0.5f )
|
|
{
|
|
rotationAngle -= internalCubeAngle;
|
|
if( !desktopChangedWhileRotating )
|
|
{
|
|
desktopChangedWhileRotating = true;
|
|
if( rotationDirection == Left )
|
|
{
|
|
frontDesktop++;
|
|
}
|
|
else if( rotationDirection == Right )
|
|
{
|
|
frontDesktop--;
|
|
}
|
|
if( frontDesktop > effects->numberOfDesktops() )
|
|
frontDesktop = 1;
|
|
else if( frontDesktop == 0 )
|
|
frontDesktop = effects->numberOfDesktops();
|
|
}
|
|
}
|
|
if( rotationDirection == Left )
|
|
{
|
|
rotationAngle *= -1;
|
|
}
|
|
if( stop )
|
|
rotationAngle = manualAngle * (1.0 - timeLine.value());
|
|
else
|
|
rotationAngle += manualAngle * (1.0 - timeLine.value());
|
|
glTranslatef( rect.width()/2, rect.height()/2, -point-zTranslate );
|
|
glRotatef( rotationAngle, 0.0, 1.0, 0.0 );
|
|
glTranslatef( -rect.width()/2, -rect.height()/2, point+zTranslate );
|
|
}
|
|
|
|
if( topCapBefore || topCapAfter )
|
|
{
|
|
if( (topCapAfter && !reflectionPainting) || (topCapBefore && reflectionPainting) )
|
|
{
|
|
// paint the bottom cap
|
|
bottomCap = true;
|
|
glTranslatef( 0.0, rect.height(), 0.0 );
|
|
paintCap( point, zTexture );
|
|
glTranslatef( 0.0, -rect.height(), 0.0 );
|
|
bottomCap = false;
|
|
}
|
|
if( (topCapBefore && !reflectionPainting) || (topCapAfter && reflectionPainting) )
|
|
{
|
|
// paint the top cap
|
|
paintCap( point, zTexture );
|
|
}
|
|
}
|
|
|
|
for( int i=0; i<effects->numberOfDesktops(); i++ )
|
|
{
|
|
if( !topCapAfter && !topCapBefore && i == effects->numberOfDesktops()/2 -1 && !slide )
|
|
{
|
|
// paint the bottom cap
|
|
bottomCap = true;
|
|
glTranslatef( 0.0, rect.height(), 0.0 );
|
|
paintCap( point, zTexture );
|
|
glTranslatef( 0.0, -rect.height(), 0.0 );
|
|
bottomCap = false;
|
|
// paint the top cap
|
|
paintCap( point, zTexture );
|
|
}
|
|
if( i%2 == 0 && i != effects->numberOfDesktops() -1)
|
|
{
|
|
// desktops on the right (including back)
|
|
desktopIndex = rightSteps - rightSideCounter;
|
|
rightSideCounter++;
|
|
}
|
|
else
|
|
{
|
|
// desktops on the left (including front)
|
|
desktopIndex = leftSteps + leftSideCounter;
|
|
leftSideCounter++;
|
|
}
|
|
|
|
// start painting the cube
|
|
painting_desktop = (desktopIndex + frontDesktop )%effects->numberOfDesktops();
|
|
if( painting_desktop == 0 )
|
|
{
|
|
painting_desktop = effects->numberOfDesktops();
|
|
}
|
|
if( slide )
|
|
{
|
|
// only paint required desktops during slide phase
|
|
if( painting_desktop != frontDesktop )
|
|
{
|
|
int leftDesktop = frontDesktop - 1;
|
|
int rightDesktop = frontDesktop + 1;
|
|
if( leftDesktop == 0 )
|
|
leftDesktop = effects->numberOfDesktops();
|
|
if( rightDesktop > effects->numberOfDesktops() )
|
|
rightDesktop = 1;
|
|
if( !desktopChangedWhileRotating && rotationDirection == Left && painting_desktop != rightDesktop )
|
|
{
|
|
continue;
|
|
}
|
|
if( desktopChangedWhileRotating && rotationDirection == Left && painting_desktop != leftDesktop )
|
|
{
|
|
continue;
|
|
}
|
|
if( !desktopChangedWhileRotating && rotationDirection == Right && painting_desktop != leftDesktop )
|
|
{
|
|
continue;
|
|
}
|
|
if( desktopChangedWhileRotating && rotationDirection == Right && painting_desktop != rightDesktop )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
ScreenPaintData newData = data;
|
|
RotationData rot = RotationData();
|
|
rot.axis = RotationData::YAxis;
|
|
rot.angle = internalCubeAngle * desktopIndex;
|
|
rot.xRotationPoint = rect.width()/2;
|
|
rot.zRotationPoint = -point;
|
|
newData.rotation = &rot;
|
|
newData.zTranslate = -zTranslate;
|
|
effects->paintScreen( mask, region, newData );
|
|
}
|
|
if( topCapBefore || topCapAfter )
|
|
{
|
|
if( (topCapAfter && !reflectionPainting) || (topCapBefore && reflectionPainting) )
|
|
{
|
|
// paint the top cap
|
|
paintCap( point, zTexture );
|
|
}
|
|
if( (topCapBefore && !reflectionPainting) || (topCapAfter && reflectionPainting) )
|
|
{
|
|
// paint the bottom cap
|
|
bottomCap = true;
|
|
glTranslatef( 0.0, rect.height(), 0.0 );
|
|
paintCap( point, zTexture );
|
|
glTranslatef( 0.0, -rect.height(), 0.0 );
|
|
bottomCap = false;
|
|
}
|
|
}
|
|
cube_painting = false;
|
|
painting_desktop = effects->currentDesktop();
|
|
}
|
|
|
|
void CubeEffect::paintCap( float z, float zTexture )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
|
|
if( ( !paintCaps ) || effects->numberOfDesktops() <= 2 )
|
|
return;
|
|
float opacity = cubeOpacity;
|
|
if( start )
|
|
opacity = 1.0 - (1.0 - opacity)*timeLine.value();
|
|
if( stop )
|
|
opacity = 1.0 - (1.0 - opacity)*( 1.0 - timeLine.value() );
|
|
glColor4f( capColor.redF(), capColor.greenF(), capColor.blueF(), opacity );
|
|
float angle = 360.0f/effects->numberOfDesktops();
|
|
glPushMatrix();
|
|
float zTranslate = zPosition + zoom;
|
|
if( start )
|
|
zTranslate *= timeLine.value();
|
|
if( stop )
|
|
zTranslate *= ( 1.0 - timeLine.value() );
|
|
glTranslatef( rect.width()/2, 0.0, -z-zTranslate );
|
|
glRotatef( (1-frontDesktop)*angle, 0.0, 1.0, 0.0 );
|
|
|
|
if( !capListCreated )
|
|
{
|
|
capListCreated = true;
|
|
glNewList( capList, GL_COMPILE_AND_EXECUTE );
|
|
bool texture = false;
|
|
if( texturedCaps && effects->numberOfDesktops() > 3 && capTexture )
|
|
{
|
|
texture = true;
|
|
paintCapStep( z, zTexture, true );
|
|
}
|
|
else
|
|
paintCapStep( z, zTexture, false );
|
|
glEndList();
|
|
}
|
|
else
|
|
glCallList( capList );
|
|
glPopMatrix();
|
|
}
|
|
|
|
void CubeEffect::paintCapStep( float z, float zTexture, bool texture )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop());
|
|
float angle = 360.0f/effects->numberOfDesktops();
|
|
if( texture )
|
|
capTexture->bind();
|
|
for( int i=0; i<effects->numberOfDesktops(); i++ )
|
|
{
|
|
int triangleRows = effects->numberOfDesktops()*5;
|
|
float zTriangleDistance = z/(float)triangleRows;
|
|
float widthTriangle = tan( angle*0.5 * M_PI/180.0 ) * zTriangleDistance;
|
|
float currentWidth = 0.0;
|
|
glBegin( GL_TRIANGLES );
|
|
float cosValue = cos( i*angle * M_PI/180.0 );
|
|
float sinValue = sin( i*angle * M_PI/180.0 );
|
|
for( int j=0; j<triangleRows; j++ )
|
|
{
|
|
float previousWidth = currentWidth;
|
|
currentWidth = tan( angle*0.5 * M_PI/180.0 ) * zTriangleDistance * (j+1);
|
|
int evenTriangles = 0;
|
|
int oddTriangles = 0;
|
|
for( int k=0; k<floor(currentWidth/widthTriangle*2-1+0.5f); k++ )
|
|
{
|
|
float x1 = -previousWidth;
|
|
float x2 = -currentWidth;
|
|
float x3 = 0.0;
|
|
float z1 = 0.0;
|
|
float z2 = 0.0;
|
|
float z3 = 0.0;
|
|
if( k%2 == 0 )
|
|
{
|
|
x1 += evenTriangles*widthTriangle*2;
|
|
x2 += evenTriangles*widthTriangle*2;
|
|
x3 = x2+widthTriangle*2;
|
|
z1 = j*zTriangleDistance;
|
|
z2 = (j+1)*zTriangleDistance;
|
|
z3 = (j+1)*zTriangleDistance;
|
|
float xRot = cosValue * x1 - sinValue * z1;
|
|
float zRot = sinValue * x1 + cosValue * z1;
|
|
x1 = xRot;
|
|
z1 = zRot;
|
|
xRot = cosValue * x2 - sinValue * z2;
|
|
zRot = sinValue * x2 + cosValue * z2;
|
|
x2 = xRot;
|
|
z2 = zRot;
|
|
xRot = cosValue * x3 - sinValue * z3;
|
|
zRot = sinValue * x3 + cosValue * z3;
|
|
x3 = xRot;
|
|
z3 = zRot;
|
|
evenTriangles++;
|
|
}
|
|
else
|
|
{
|
|
x1 += oddTriangles*widthTriangle*2;
|
|
x2 += (oddTriangles+1)*widthTriangle*2;
|
|
x3 = x1+widthTriangle*2;
|
|
z1 = j*zTriangleDistance;
|
|
z2 = (j+1)*zTriangleDistance;
|
|
z3 = j*zTriangleDistance;
|
|
float xRot = cosValue * x1 - sinValue * z1;
|
|
float zRot = sinValue * x1 + cosValue * z1;
|
|
x1 = xRot;
|
|
z1 = zRot;
|
|
xRot = cosValue * x2 - sinValue * z2;
|
|
zRot = sinValue * x2 + cosValue * z2;
|
|
x2 = xRot;
|
|
z2 = zRot;
|
|
xRot = cosValue * x3 - sinValue * z3;
|
|
zRot = sinValue * x3 + cosValue * z3;
|
|
x3 = xRot;
|
|
z3 = zRot;
|
|
oddTriangles++;
|
|
}
|
|
float texX1 = 0.0;
|
|
float texX2 = 0.0;
|
|
float texX3 = 0.0;
|
|
float texY1 = 0.0;
|
|
float texY2 = 0.0;
|
|
float texY3 = 0.0;
|
|
if( texture )
|
|
{
|
|
texX1 = x1/(rect.width())+0.5;
|
|
texY1 = 0.5 - z1/zTexture * 0.5;
|
|
texX2 = x2/(rect.width())+0.5;
|
|
texY2 = 0.5 - z2/zTexture * 0.5;
|
|
texX3 = x3/(rect.width())+0.5;
|
|
texY3 = 0.5 - z3/zTexture * 0.5;
|
|
glTexCoord2f( texX1, texY1 );
|
|
}
|
|
glVertex3f( x1, 0.0, z1 );
|
|
if( texture )
|
|
{
|
|
glTexCoord2f( texX2, texY2 );
|
|
}
|
|
glVertex3f( x2, 0.0, z2 );
|
|
if( texture )
|
|
{
|
|
glTexCoord2f( texX3, texY3 );
|
|
}
|
|
glVertex3f( x3, 0.0, z3 );
|
|
}
|
|
}
|
|
glEnd();
|
|
}
|
|
if( texture )
|
|
{
|
|
capTexture->unbind();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::postPaintScreen()
|
|
{
|
|
effects->postPaintScreen();
|
|
if( activated )
|
|
{
|
|
//kDebug();
|
|
if( start )
|
|
{
|
|
if( timeLine.value() == 1.0 )
|
|
{
|
|
start = false;
|
|
timeLine.setProgress(0.0);
|
|
// more rotations?
|
|
if( !rotations.empty() )
|
|
{
|
|
rotationDirection = rotations.dequeue();
|
|
rotating = true;
|
|
// change the curve shape if current shape is not easeInOut
|
|
if( currentShape != TimeLine::EaseInOutCurve )
|
|
{
|
|
// more rotations follow -> linear curve
|
|
if( !rotations.empty() )
|
|
{
|
|
currentShape = TimeLine::LinearCurve;
|
|
}
|
|
// last rotation step -> easeOut curve
|
|
else
|
|
{
|
|
currentShape = TimeLine::EaseOutCurve;
|
|
}
|
|
timeLine.setCurveShape( currentShape );
|
|
}
|
|
else
|
|
{
|
|
// if there is at least one more rotation, we can change to easeIn
|
|
if( !rotations.empty() )
|
|
{
|
|
currentShape = TimeLine::EaseInCurve;
|
|
timeLine.setCurveShape( currentShape );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
return; // schedule_close could have been called, start has to finish first
|
|
}
|
|
if( stop )
|
|
{
|
|
if( timeLine.value() == 1.0 )
|
|
{
|
|
stop = false;
|
|
timeLine.setProgress(0.0);
|
|
activated = false;
|
|
// set the new desktop
|
|
if( keyboard_grab )
|
|
effects->ungrabKeyboard();
|
|
keyboard_grab = false;
|
|
effects->destroyInputWindow( input );
|
|
|
|
effects->setActiveFullScreenEffect( 0 );
|
|
|
|
// delete the GL lists
|
|
glDeleteLists( capList, 1 );
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
if( rotating || verticalRotating )
|
|
{
|
|
if( rotating && timeLine.value() == 1.0 )
|
|
{
|
|
timeLine.setProgress(0.0);
|
|
rotating = false;
|
|
desktopChangedWhileRotating = false;
|
|
manualAngle = 0.0;
|
|
// more rotations?
|
|
if( !rotations.empty() )
|
|
{
|
|
rotationDirection = rotations.dequeue();
|
|
rotating = true;
|
|
// change the curve shape if current shape is not easeInOut
|
|
if( currentShape != TimeLine::EaseInOutCurve )
|
|
{
|
|
// more rotations follow -> linear curve
|
|
if( !rotations.empty() )
|
|
{
|
|
currentShape = TimeLine::LinearCurve;
|
|
}
|
|
// last rotation step -> easeOut curve
|
|
else
|
|
{
|
|
currentShape = TimeLine::EaseOutCurve;
|
|
}
|
|
timeLine.setCurveShape( currentShape );
|
|
}
|
|
else
|
|
{
|
|
// if there is at least one more rotation, we can change to easeIn
|
|
if( !rotations.empty() )
|
|
{
|
|
currentShape = TimeLine::EaseInCurve;
|
|
timeLine.setCurveShape( currentShape );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// reset curve shape if there are no more rotations
|
|
if( currentShape != TimeLine::EaseInOutCurve )
|
|
{
|
|
currentShape = TimeLine::EaseInOutCurve;
|
|
timeLine.setCurveShape( currentShape );
|
|
}
|
|
}
|
|
}
|
|
if( verticalRotating && verticalTimeLine.value() == 1.0 )
|
|
{
|
|
verticalTimeLine.setProgress(0.0);
|
|
verticalRotating = false;
|
|
manualVerticalAngle = 0.0;
|
|
// more rotations?
|
|
if( !verticalRotations.empty() )
|
|
{
|
|
verticalRotationDirection = verticalRotations.dequeue();
|
|
verticalRotating = true;
|
|
if( verticalRotationDirection == Upwards )
|
|
{
|
|
if( verticalPosition == Normal )
|
|
verticalPosition = Up;
|
|
if( verticalPosition == Down )
|
|
verticalPosition = Normal;
|
|
}
|
|
if( verticalRotationDirection == Downwards )
|
|
{
|
|
if( verticalPosition == Normal )
|
|
verticalPosition = Down;
|
|
if( verticalPosition == Up )
|
|
verticalPosition = Normal;
|
|
}
|
|
}
|
|
}
|
|
effects->addRepaintFull();
|
|
return; // rotation has to end before cube is closed
|
|
}
|
|
if( schedule_close )
|
|
{
|
|
schedule_close = false;
|
|
if( !slide )
|
|
{
|
|
effects->setCurrentDesktop( frontDesktop );
|
|
stop = true;
|
|
}
|
|
else
|
|
{
|
|
activated = false;
|
|
slide = false;
|
|
timeLine.setDuration( rotationDuration );
|
|
effects->setActiveFullScreenEffect( 0 );
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
}
|
|
|
|
void CubeEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
|
|
{
|
|
if( activated )
|
|
{
|
|
//kDebug();
|
|
if( cube_painting )
|
|
{
|
|
if( ( w->isDesktop() || w->isDock() ) && w->screen() != activeScreen && w->isOnDesktop( effects->currentDesktop() ) )
|
|
{
|
|
windowsOnOtherScreens.append( w );
|
|
}
|
|
if( (start || stop) && w->screen() != activeScreen && w->isOnDesktop( effects->currentDesktop() )
|
|
&& !w->isDesktop() && !w->isDock() )
|
|
{
|
|
windowsOnOtherScreens.append( w );
|
|
}
|
|
if( w->isOnDesktop( painting_desktop ))
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
|
|
if( w->x() < rect.x() )
|
|
{
|
|
data.quads = data.quads.splitAtX( -w->x() );
|
|
}
|
|
if( w->x() + w->width() > rect.x() + rect.width() )
|
|
{
|
|
data.quads = data.quads.splitAtX( rect.width() - w->x() );
|
|
}
|
|
if( w->y() < rect.y() )
|
|
{
|
|
data.quads = data.quads.splitAtY( -w->y() );
|
|
}
|
|
if( w->y() + w->height() > rect.y() + rect.height() )
|
|
{
|
|
data.quads = data.quads.splitAtY( rect.height() - w->y() );
|
|
}
|
|
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
|
|
}
|
|
else
|
|
{
|
|
// check for windows belonging to the previous desktop
|
|
int prev_desktop = painting_desktop -1;
|
|
if( prev_desktop == 0 )
|
|
prev_desktop = effects->numberOfDesktops();
|
|
if( w->isOnDesktop( prev_desktop ) )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, prev_desktop);
|
|
if( w->x()+w->width() > rect.x() + rect.width() )
|
|
{
|
|
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
|
|
data.quads = data.quads.splitAtX( rect.width() - w->x() );
|
|
if( w->y() < rect.y() )
|
|
{
|
|
data.quads = data.quads.splitAtY( -w->y() );
|
|
}
|
|
if( w->y() + w->height() > rect.y() + rect.height() )
|
|
{
|
|
data.quads = data.quads.splitAtY( rect.height() - w->y() );
|
|
}
|
|
data.setTransformed();
|
|
effects->prePaintWindow( w, data, time );
|
|
return;
|
|
}
|
|
}
|
|
// check for windows belonging to the next desktop
|
|
int next_desktop = painting_desktop +1;
|
|
if( next_desktop > effects->numberOfDesktops() )
|
|
next_desktop = 1;
|
|
if( w->isOnDesktop( next_desktop ) )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, next_desktop);
|
|
if( w->x() < rect.x() )
|
|
{
|
|
w->enablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
|
|
data.quads = data.quads.splitAtX( -w->x() );
|
|
if( w->y() < rect.y() )
|
|
{
|
|
data.quads = data.quads.splitAtY( -w->y() );
|
|
}
|
|
if( w->y() + w->height() > rect.y() + rect.height() )
|
|
{
|
|
data.quads = data.quads.splitAtY( rect.height() - w->y() );
|
|
}
|
|
data.setTransformed();
|
|
effects->prePaintWindow( w, data, time );
|
|
return;
|
|
}
|
|
}
|
|
w->disablePainting( EffectWindow::PAINT_DISABLED_BY_DESKTOP );
|
|
}
|
|
}
|
|
}
|
|
effects->prePaintWindow( w, data, time );
|
|
}
|
|
|
|
void CubeEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
|
|
{
|
|
if( activated && cube_painting )
|
|
{
|
|
//kDebug() << w->caption();
|
|
float opacity = cubeOpacity;
|
|
if( start )
|
|
{
|
|
opacity = 1.0 - (1.0 - opacity)*timeLine.value();
|
|
if( reflectionPainting )
|
|
opacity = 0.5 + ( cubeOpacity - 0.5 )*timeLine.value();
|
|
// fade in windows belonging to different desktops
|
|
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
|
|
opacity = timeLine.value() * cubeOpacity;
|
|
}
|
|
if( stop )
|
|
{
|
|
opacity = 1.0 - (1.0 - opacity)*( 1.0 - timeLine.value() );
|
|
if( reflectionPainting )
|
|
opacity = 0.5 + ( cubeOpacity - 0.5 )*( 1.0 - timeLine.value() );
|
|
// fade out windows belonging to different desktops
|
|
if( painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
|
|
opacity = cubeOpacity * (1.0 - timeLine.value());
|
|
}
|
|
bool slideOpacity = false;
|
|
// fade in windows from different desktops in first slide step
|
|
if( slide && painting_desktop == oldDesktop && (!w->isOnDesktop( painting_desktop )) )
|
|
{
|
|
opacity = timeLine.value();
|
|
slideOpacity = true;
|
|
}
|
|
// fade out windows from different desktops in last slide step
|
|
if( slide && rotations.empty() && painting_desktop == effects->currentDesktop() && (!w->isOnDesktop( painting_desktop )) )
|
|
{
|
|
opacity = 1.0 - timeLine.value();
|
|
slideOpacity = true;
|
|
}
|
|
// check for windows belonging to the previous desktop
|
|
int prev_desktop = painting_desktop -1;
|
|
if( prev_desktop == 0 )
|
|
prev_desktop = effects->numberOfDesktops();
|
|
int next_desktop = painting_desktop +1;
|
|
if( next_desktop > effects->numberOfDesktops() )
|
|
next_desktop = 1;
|
|
if( w->isOnDesktop( prev_desktop ) && ( mask & PAINT_WINDOW_TRANSFORMED ) )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, prev_desktop);
|
|
data.xTranslate = -rect.width();
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( quad.right() > rect.width() - w->x() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if( w->isOnDesktop( next_desktop ) && ( mask & PAINT_WINDOW_TRANSFORMED ) )
|
|
{
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, next_desktop);
|
|
data.xTranslate = rect.width();
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( w->x() + quad.right() <= rect.x() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
QRect rect = effects->clientArea( FullArea, activeScreen, painting_desktop );
|
|
|
|
if( start || stop )
|
|
{
|
|
// we have to change opacity values for fade in/out of windows which are shown on front-desktop
|
|
if( prev_desktop == effects->currentDesktop() && w->x() < rect.x() )
|
|
{
|
|
if( start )
|
|
opacity = timeLine.value() * cubeOpacity;
|
|
if( stop )
|
|
opacity = cubeOpacity * (1.0 - timeLine.value());
|
|
}
|
|
if( next_desktop == effects->currentDesktop() && w->x() + w->width() > rect.x() + rect.width() )
|
|
{
|
|
if( start )
|
|
opacity = timeLine.value() * cubeOpacity;
|
|
if( stop )
|
|
opacity = cubeOpacity * (1.0 - timeLine.value());
|
|
}
|
|
}
|
|
if( !slide || (slide && !w->isDesktop()) || slideOpacity )
|
|
data.opacity *= opacity;
|
|
|
|
if( w->isOnDesktop(painting_desktop) && w->x() < rect.x() )
|
|
{
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( quad.right() > -w->x() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if( w->isOnDesktop(painting_desktop) && w->x() + w->width() > rect.x() + rect.width() )
|
|
{
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( quad.right() <= rect.width() - w->x() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if( w->y() < rect.y() )
|
|
{
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( quad.bottom() > -w->y() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
if( w->y() + w->height() > rect.y() + rect.height() )
|
|
{
|
|
WindowQuadList new_quads;
|
|
foreach( const WindowQuad &quad, data.quads )
|
|
{
|
|
if( quad.bottom() <= rect.height() - w->y() )
|
|
{
|
|
new_quads.append( quad );
|
|
}
|
|
}
|
|
data.quads = new_quads;
|
|
}
|
|
}
|
|
effects->paintWindow( w, mask, region, data );
|
|
}
|
|
|
|
bool CubeEffect::borderActivated( ElectricBorder border )
|
|
{
|
|
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
|
|
return false;
|
|
if( border == borderActivate && !activated )
|
|
{
|
|
kDebug() << "border activated";
|
|
toggle();
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void CubeEffect::toggle()
|
|
{
|
|
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
|
|
return;
|
|
if( !activated )
|
|
{
|
|
setActive( true );
|
|
}
|
|
else
|
|
{
|
|
setActive( false );
|
|
}
|
|
}
|
|
|
|
void CubeEffect::grabbedKeyboardEvent( QKeyEvent* e )
|
|
{
|
|
if( stop )
|
|
return;
|
|
// taken from desktopgrid.cpp
|
|
if( e->type() == QEvent::KeyPress )
|
|
{
|
|
int desktop = -1;
|
|
// switch by F<number> or just <number>
|
|
if( e->key() >= Qt::Key_F1 && e->key() <= Qt::Key_F35 )
|
|
desktop = e->key() - Qt::Key_F1 + 1;
|
|
else if( e->key() >= Qt::Key_0 && e->key() <= Qt::Key_9 )
|
|
desktop = e->key() == Qt::Key_0 ? 10 : e->key() - Qt::Key_0;
|
|
if( desktop != -1 )
|
|
{
|
|
if( desktop <= effects->numberOfDesktops())
|
|
{
|
|
// we have to rotate to chosen desktop
|
|
// and end effect when rotation finished
|
|
rotateToDesktop( desktop );
|
|
setActive( false );
|
|
}
|
|
return;
|
|
}
|
|
switch( e->key())
|
|
{ // wrap only on autorepeat
|
|
case Qt::Key_Left:
|
|
// rotate to previous desktop
|
|
kDebug() << "left";
|
|
if( !rotating && !start )
|
|
{
|
|
rotating = true;
|
|
rotationDirection = Left;
|
|
}
|
|
else
|
|
{
|
|
if( rotations.count() < effects->numberOfDesktops() )
|
|
rotations.enqueue( Left );
|
|
}
|
|
break;
|
|
case Qt::Key_Right:
|
|
// rotate to next desktop
|
|
kDebug() << "right";
|
|
if( !rotating && !start )
|
|
{
|
|
rotating = true;
|
|
rotationDirection = Right;
|
|
}
|
|
else
|
|
{
|
|
if( rotations.count() < effects->numberOfDesktops() )
|
|
rotations.enqueue( Right );
|
|
}
|
|
break;
|
|
case Qt::Key_Up:
|
|
kDebug() << "up";
|
|
if( verticalPosition != Up )
|
|
{
|
|
if( !verticalRotating )
|
|
{
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
if( verticalPosition == Normal )
|
|
verticalPosition = Up;
|
|
if( verticalPosition == Down )
|
|
verticalPosition = Normal;
|
|
}
|
|
else
|
|
{
|
|
verticalRotations.enqueue( Upwards );
|
|
}
|
|
}
|
|
else if( manualVerticalAngle < 0.0 && !verticalRotating )
|
|
{
|
|
// rotate to up position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Upwards;
|
|
verticalPosition = Up;
|
|
manualVerticalAngle += 90.0;
|
|
}
|
|
break;
|
|
case Qt::Key_Down:
|
|
kDebug() << "down";
|
|
if( verticalPosition != Down )
|
|
{
|
|
if( !verticalRotating )
|
|
{
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
if( verticalPosition == Normal )
|
|
verticalPosition = Down;
|
|
if( verticalPosition == Up )
|
|
verticalPosition = Normal;
|
|
}
|
|
else
|
|
{
|
|
verticalRotations.enqueue( Downwards );
|
|
}
|
|
}
|
|
else if( manualVerticalAngle > 0.0 && !verticalRotating )
|
|
{
|
|
// rotate to down position from the manual position
|
|
verticalRotating = true;
|
|
verticalRotationDirection = Downwards;
|
|
verticalPosition = Down;
|
|
manualVerticalAngle -= 90.0;
|
|
}
|
|
break;
|
|
case Qt::Key_Escape:
|
|
rotateToDesktop( effects->currentDesktop() );
|
|
setActive( false );
|
|
return;
|
|
case Qt::Key_Enter:
|
|
case Qt::Key_Return:
|
|
case Qt::Key_Space:
|
|
setActive( false );
|
|
return;
|
|
case Qt::Key_Plus:
|
|
zoom -= 10.0;
|
|
zoom = qMax( -zPosition, zoom );
|
|
break;
|
|
case Qt::Key_Minus:
|
|
zoom += 10.0f;
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::rotateToDesktop( int desktop )
|
|
{
|
|
int tempFrontDesktop = frontDesktop;
|
|
if( !rotations.empty() )
|
|
{
|
|
// all scheduled rotations will be removed as a speed up
|
|
rotations.clear();
|
|
}
|
|
if( rotating && !desktopChangedWhileRotating )
|
|
{
|
|
// front desktop will change during the actual rotation - this has to be considered
|
|
if( rotationDirection == Left )
|
|
{
|
|
tempFrontDesktop++;
|
|
}
|
|
else if( rotationDirection == Right )
|
|
{
|
|
tempFrontDesktop--;
|
|
}
|
|
if( tempFrontDesktop > effects->numberOfDesktops() )
|
|
tempFrontDesktop = 1;
|
|
else if( tempFrontDesktop == 0 )
|
|
tempFrontDesktop = effects->numberOfDesktops();
|
|
}
|
|
// find the fastest rotation path from tempFrontDesktop to desktop
|
|
int rightRotations = tempFrontDesktop - desktop;
|
|
if( rightRotations < 0 )
|
|
rightRotations += effects->numberOfDesktops();
|
|
int leftRotations = desktop - tempFrontDesktop;
|
|
if( leftRotations < 0 )
|
|
leftRotations += effects->numberOfDesktops();
|
|
if( leftRotations <= rightRotations )
|
|
{
|
|
for( int i=0; i<leftRotations; i++ )
|
|
{
|
|
rotations.enqueue( Left );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( int i=0; i<rightRotations; i++ )
|
|
{
|
|
rotations.enqueue( Right );
|
|
}
|
|
}
|
|
if( !start && !rotating && !rotations.empty() )
|
|
{
|
|
rotating = true;
|
|
rotationDirection = rotations.dequeue();
|
|
}
|
|
// change timeline curve if more rotations are following
|
|
if( !rotations.empty() )
|
|
{
|
|
currentShape = TimeLine::EaseInCurve;
|
|
timeLine.setCurveShape( currentShape );
|
|
// change timeline duration in slide mode
|
|
if( slide )
|
|
timeLine.setDuration( rotationDuration / (rotations.count()+1) );
|
|
}
|
|
}
|
|
|
|
void CubeEffect::setActive( bool active )
|
|
{
|
|
if( active )
|
|
{
|
|
activated = true;
|
|
activeScreen = effects->activeScreen();
|
|
if( !slide )
|
|
{
|
|
keyboard_grab = effects->grabKeyboard( this );
|
|
input = effects->createInputWindow( this, 0, 0, displayWidth(), displayHeight(),
|
|
Qt::OpenHandCursor );
|
|
frontDesktop = effects->currentDesktop();
|
|
zoom = 0.0;
|
|
start = true;
|
|
}
|
|
effects->setActiveFullScreenEffect( this );
|
|
kDebug() << "Cube is activated";
|
|
verticalPosition = Normal;
|
|
verticalRotating = false;
|
|
manualAngle = 0.0;
|
|
manualVerticalAngle = 0.0;
|
|
if( reflection && !slide )
|
|
{
|
|
// clip parts above the reflection area
|
|
double eqn[4] = {0.0, 1.0, 0.0, 0.0};
|
|
glPushMatrix();
|
|
QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
|
|
if( effects->numScreens() > 1 && bigCube )
|
|
rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
|
|
glTranslatef( 0.0, rect.height(), 0.0 );
|
|
glClipPlane( GL_CLIP_PLANE0, eqn );
|
|
glPopMatrix();
|
|
}
|
|
// create the needed GL lists
|
|
capList = glGenLists(1);
|
|
capListCreated = false;
|
|
|
|
effects->addRepaintFull();
|
|
}
|
|
else
|
|
{
|
|
schedule_close = true;
|
|
// we have to add a repaint, to start the deactivating
|
|
effects->addRepaintFull();
|
|
}
|
|
}
|
|
|
|
void CubeEffect::mouseChanged( const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
|
|
Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers )
|
|
{
|
|
if( !activated )
|
|
return;
|
|
if( tabBoxMode )
|
|
return;
|
|
if( stop || slide )
|
|
return;
|
|
QRect rect = effects->clientArea( FullScreenArea, activeScreen, effects->currentDesktop());
|
|
if( effects->numScreens() > 1 && (slide || bigCube ) )
|
|
rect = effects->clientArea( FullArea, activeScreen, effects->currentDesktop() );
|
|
if( buttons.testFlag( Qt::LeftButton ) )
|
|
{
|
|
bool repaint = false;
|
|
// vertical movement only if there is not a rotation
|
|
if( !verticalRotating )
|
|
{
|
|
// display height corresponds to 180*
|
|
int deltaY = pos.y() - oldpos.y();
|
|
float deltaVerticalDegrees = (float)deltaY/rect.height()*180.0f;
|
|
manualVerticalAngle -= deltaVerticalDegrees;
|
|
if( deltaVerticalDegrees != 0.0 )
|
|
repaint = true;
|
|
}
|
|
// horizontal movement only if there is not a rotation
|
|
if( !rotating )
|
|
{
|
|
// display width corresponds to sum of angles of the polyhedron
|
|
int deltaX = oldpos.x() - pos.x();
|
|
float deltaDegrees = (float)deltaX/rect.width() * 360.0f;
|
|
manualAngle -= deltaDegrees;
|
|
if( deltaDegrees != 0.0 )
|
|
repaint = true;
|
|
}
|
|
if( repaint )
|
|
effects->addRepaintFull();
|
|
}
|
|
if( !oldbuttons.testFlag( Qt::LeftButton ) && buttons.testFlag( Qt::LeftButton ) )
|
|
{
|
|
XDefineCursor( display(), input, QCursor( Qt::ClosedHandCursor).handle() );
|
|
}
|
|
if( oldbuttons.testFlag( Qt::LeftButton) && !buttons.testFlag( Qt::LeftButton ) )
|
|
{
|
|
XDefineCursor( display(), input, QCursor( Qt::OpenHandCursor).handle() );
|
|
if( closeOnMouseRelease )
|
|
setActive( false );
|
|
}
|
|
if( oldbuttons.testFlag( Qt::RightButton) && !buttons.testFlag( Qt::RightButton ) )
|
|
{
|
|
// end effect on right mouse button
|
|
setActive( false );
|
|
}
|
|
}
|
|
|
|
void CubeEffect::desktopChanged( int old )
|
|
{
|
|
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
|
|
return;
|
|
if( activated )
|
|
return;
|
|
if( !animateDesktopChange )
|
|
return;
|
|
slide = true;
|
|
oldDesktop = old;
|
|
setActive( true );
|
|
frontDesktop = old;
|
|
rotateToDesktop( effects->currentDesktop() );
|
|
setActive( false );
|
|
}
|
|
|
|
|
|
void CubeEffect::tabBoxAdded( int mode )
|
|
{
|
|
if( activated )
|
|
return;
|
|
if( effects->activeFullScreenEffect() && effects->activeFullScreenEffect() != this )
|
|
return;
|
|
if( useForTabBox && mode != TabBoxWindowsMode )
|
|
{
|
|
effects->refTabBox();
|
|
tabBoxMode = true;
|
|
setActive( true );
|
|
rotateToDesktop( effects->currentTabBoxDesktop() );
|
|
}
|
|
}
|
|
|
|
void CubeEffect::tabBoxUpdated()
|
|
{
|
|
if( activated )
|
|
rotateToDesktop( effects->currentTabBoxDesktop() );
|
|
}
|
|
|
|
void CubeEffect::tabBoxClosed()
|
|
{
|
|
if( activated )
|
|
{
|
|
effects->unrefTabBox();
|
|
tabBoxMode = false;
|
|
setActive( false );
|
|
}
|
|
}
|
|
|
|
} // namespace
|