145f0c096f
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.
187 lines
5.9 KiB
C++
187 lines
5.9 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) 2007 Rivo Laks <rivolaks@hot.ee>
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Copyright (C) 2008 Lucas Murray <lmurray@undefinedfire.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 "invert.h"
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#include <QAction>
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#include <kwinglutils.h>
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#include <kwinglplatform.h>
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#include <KDE/KGlobalAccel>
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#include <KDE/KLocalizedString>
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#include <QStandardPaths>
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#include <QMatrix4x4>
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namespace KWin
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{
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KWIN_EFFECT(invert, InvertEffect)
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KWIN_EFFECT_SUPPORTED(invert, InvertEffect::supported())
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InvertEffect::InvertEffect()
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: m_inited(false),
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m_valid(true),
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m_shader(NULL),
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m_allWindows(false)
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{
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QAction* a = new QAction(this);
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a->setObjectName(QStringLiteral("Invert"));
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a->setText(i18n("Toggle Invert Effect"));
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KGlobalAccel::self()->setDefaultShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
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KGlobalAccel::self()->setShortcut(a, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_I);
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connect(a, SIGNAL(triggered(bool)), this, SLOT(toggleScreenInversion()));
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QAction* b = new QAction(this);
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b->setObjectName(QStringLiteral("InvertWindow"));
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b->setText(i18n("Toggle Invert Effect on Window"));
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KGlobalAccel::self()->setDefaultShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
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KGlobalAccel::self()->setShortcut(b, QList<QKeySequence>() << Qt::CTRL + Qt::META + Qt::Key_U);
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connect(b, SIGNAL(triggered(bool)), this, SLOT(toggleWindow()));
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(screenGeometryChanged(const QSize&)), this, SLOT(resetShader()));
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}
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InvertEffect::~InvertEffect()
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{
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delete m_shader;
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}
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bool InvertEffect::supported()
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{
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return effects->compositingType() == OpenGL2Compositing;
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}
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bool InvertEffect::loadData()
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{
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m_inited = true;
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QString shadersDir = QStringLiteral("kwin/shaders/1.10/");
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#ifdef KWIN_HAVE_OPENGLES
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const qint64 coreVersionNumber = kVersionNumber(3, 0);
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#else
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const qint64 coreVersionNumber = kVersionNumber(1, 40);
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#endif
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if (GLPlatform::instance()->glslVersion() >= coreVersionNumber)
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shadersDir = QStringLiteral("kwin/shaders/1.40/");
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const QString fragmentshader = QStandardPaths::locate(QStandardPaths::GenericDataLocation, shadersDir + QStringLiteral("invert.frag"));
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m_shader = ShaderManager::instance()->loadFragmentShader(ShaderManager::GenericShader, fragmentshader);
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if (!m_shader->isValid()) {
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qCritical() << "The shader failed to load!" << endl;
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return false;
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}
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return true;
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}
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void InvertEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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effects->prePaintScreen(data, time);
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}
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void InvertEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, int time)
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{
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if (m_valid && (m_allWindows != m_windows.contains(w))) {
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data.mask |= PAINT_WINDOW_TRANSFORMED;
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}
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effects->prePaintWindow(w, data, time);
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}
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void InvertEffect::drawWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data)
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{
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// Load if we haven't already
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if (m_valid && !m_inited)
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m_valid = loadData();
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bool useShader = m_valid && (m_allWindows != m_windows.contains(w));
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if (useShader) {
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ShaderManager *shaderManager = ShaderManager::instance();
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GLShader *genericShader = shaderManager->pushShader(ShaderManager::GenericShader);
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QMatrix4x4 screenTransformation = genericShader->getUniformMatrix4x4("screenTransformation");
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shaderManager->popShader();
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shaderManager->pushShader(m_shader);
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m_shader->setUniform("screenTransformation", screenTransformation);
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data.shader = m_shader;
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}
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effects->drawWindow(w, mask, region, data);
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if (useShader) {
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ShaderManager::instance()->popShader();
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}
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}
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void InvertEffect::paintEffectFrame(KWin::EffectFrame* frame, QRegion region, double opacity, double frameOpacity)
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{
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if (m_valid && m_allWindows) {
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frame->setShader(m_shader);
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ShaderBinder binder(m_shader);
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m_shader->setUniform("screenTransformation", QMatrix4x4());
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m_shader->setUniform("windowTransformation", QMatrix4x4());
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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} else {
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effects->paintEffectFrame(frame, region, opacity, frameOpacity);
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}
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}
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void InvertEffect::slotWindowClosed(EffectWindow* w)
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{
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m_windows.removeOne(w);
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}
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void InvertEffect::toggleScreenInversion()
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{
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m_allWindows = !m_allWindows;
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effects->addRepaintFull();
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}
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void InvertEffect::toggleWindow()
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{
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if (!effects->activeWindow()) {
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return;
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}
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if (!m_windows.contains(effects->activeWindow()))
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m_windows.append(effects->activeWindow());
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else
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m_windows.removeOne(effects->activeWindow());
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effects->activeWindow()->addRepaintFull();
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}
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bool InvertEffect::isActive() const
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{
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return m_valid && (m_allWindows || !m_windows.isEmpty());
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}
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bool InvertEffect::provides(Feature f)
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{
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return f == ScreenInversion;
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}
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void InvertEffect::resetShader()
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{
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ShaderManager::instance()->resetShader(m_shader, ShaderManager::GenericShader);
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}
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} // namespace
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#include "invert.moc"
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