a16aba4b05
* Code restructuring and clean-up * Use of glLists to store the rotation and painting of the cube. That way things are only calculated when something changed. Painting the cube is still required in each frame as it would break all other effects. * Use face culling to paint the cube in the correct sequence. * Move loading of all settings to cube effect. In preparation of getting rid of cylinder and sphere classes Known regression: cylinder and sphere caps are partly broken. BUG: 171235 svn path=/trunk/KDE/kdebase/workspace/; revision=922023
133 lines
4.3 KiB
C++
133 lines
4.3 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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#ifndef KWIN_CUBE_H
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#define KWIN_CUBE_H
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#include <kwineffects.h>
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#include <kwinglutils.h>
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#include <QObject>
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#include <QQueue>
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namespace KWin
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{
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class CubeEffect
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: public QObject, public Effect
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{
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Q_OBJECT
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public:
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CubeEffect();
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~CubeEffect();
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virtual void reconfigure( ReconfigureFlags );
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virtual void prePaintScreen( ScreenPrePaintData& data, int time );
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virtual void paintScreen( int mask, QRegion region, ScreenPaintData& data );
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virtual void postPaintScreen();
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virtual void prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time );
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virtual void paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data );
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virtual bool borderActivated( ElectricBorder border );
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virtual void grabbedKeyboardEvent( QKeyEvent* e );
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virtual void mouseChanged( const QPoint& pos, const QPoint& oldpos, Qt::MouseButtons buttons,
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Qt::MouseButtons oldbuttons, Qt::KeyboardModifiers modifiers, Qt::KeyboardModifiers oldmodifiers );
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virtual void desktopChanged( int old );
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virtual void tabBoxAdded( int mode );
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virtual void tabBoxUpdated();
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virtual void tabBoxClosed();
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static bool supported();
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protected slots:
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void toggle();
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protected:
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enum RotationDirection
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{
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Left,
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Right,
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Upwards,
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Downwards
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};
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enum VerticalRotationPosition
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{
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Up,
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Normal,
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Down
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};
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virtual void paintCube( int mask, QRegion region, ScreenPaintData& data );
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virtual void paintCap( float z, float zTexture );
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virtual void paintCapStep( float z, float zTexture, bool texture );
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void loadConfig( QString config );
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void rotateCube();
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void rotateToDesktop( int desktop );
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void setActive( bool active );
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bool activated;
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bool cube_painting;
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bool keyboard_grab;
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bool schedule_close;
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ElectricBorder borderActivate;
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int painting_desktop;
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Window input;
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int frontDesktop;
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float cubeOpacity;
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bool displayDesktopName;
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bool reflection;
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bool rotating;
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bool verticalRotating;
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bool desktopChangedWhileRotating;
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bool paintCaps;
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TimeLine timeLine;
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TimeLine verticalTimeLine;
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RotationDirection rotationDirection;
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RotationDirection verticalRotationDirection;
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VerticalRotationPosition verticalPosition;
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QQueue<RotationDirection> rotations;
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QQueue<RotationDirection> verticalRotations;
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QColor backgroundColor;
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QColor capColor;
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GLTexture* wallpaper;
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bool texturedCaps;
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GLTexture* capTexture;
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float manualAngle;
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float manualVerticalAngle;
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TimeLine::CurveShape currentShape;
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bool start;
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bool stop;
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bool reflectionPainting;
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bool slide;
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int oldDesktop;
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int rotationDuration;
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QList<EffectWindow*> windowsOnOtherScreens;
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int activeScreen;
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bool animateDesktopChange;
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bool bigCube;
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bool bottomCap;
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bool closeOnMouseRelease;
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float zoom;
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float zPosition;
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bool useForTabBox;
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bool tabBoxMode;
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// GL lists
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bool capListCreated;
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bool recompileList;
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GLuint glList;
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};
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} // namespace
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#endif
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