e144748c7a
Summary: Won't make things go much faster since everything that was being passed by value is refcounted but still const & is a bit faster than refcounting For shared pointers instead of adding const & we move them into the destination variable saving some cpu usage but at the same time making clear the pointer is being stored by not being const & Reviewers: zzag Reviewed By: zzag Subscribers: zzag, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D25022
325 lines
8.9 KiB
C++
325 lines
8.9 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) 2012 Filip Wieladek <wattos@gmail.com>
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Copyright (C) 2016 Martin Gräßlin <mgraesslin@kde.org>
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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 "touchpoints.h"
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#include <QAction>
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#include <kwinglutils.h>
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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#include <kwinxrenderutils.h>
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#include <xcb/xcb.h>
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#include <xcb/render.h>
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#endif
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#include <KConfigGroup>
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#include <KGlobalAccel>
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#include <QPainter>
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#include <cmath>
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namespace KWin
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{
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TouchPointsEffect::TouchPointsEffect()
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: Effect()
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{
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}
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TouchPointsEffect::~TouchPointsEffect() = default;
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static const Qt::GlobalColor s_colors[] = {
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Qt::blue,
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Qt::red,
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Qt::green,
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Qt::cyan,
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Qt::magenta,
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Qt::yellow,
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Qt::gray,
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Qt::darkBlue,
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Qt::darkRed,
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Qt::darkGreen
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};
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Qt::GlobalColor TouchPointsEffect::colorForId(quint32 id)
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{
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auto it = m_colors.constFind(id);
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if (it != m_colors.constEnd()) {
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return it.value();
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}
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static int s_colorIndex = -1;
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s_colorIndex = (s_colorIndex + 1) % 10;
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m_colors.insert(id, s_colors[s_colorIndex]);
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return s_colors[s_colorIndex];
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}
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bool TouchPointsEffect::touchDown(qint32 id, const QPointF &pos, quint32 time)
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{
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Q_UNUSED(time)
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TouchPoint point;
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point.pos = pos;
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point.press = true;
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point.color = colorForId(id);
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m_points << point;
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m_latestPositions.insert(id, pos);
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repaint();
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return false;
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}
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bool TouchPointsEffect::touchMotion(qint32 id, const QPointF &pos, quint32 time)
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{
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Q_UNUSED(time)
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TouchPoint point;
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point.pos = pos;
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point.press = true;
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point.color = colorForId(id);
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m_points << point;
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m_latestPositions.insert(id, pos);
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repaint();
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return false;
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}
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bool TouchPointsEffect::touchUp(qint32 id, quint32 time)
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{
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Q_UNUSED(time)
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auto it = m_latestPositions.constFind(id);
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if (it != m_latestPositions.constEnd()) {
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TouchPoint point;
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point.pos = it.value();
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point.press = false;
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point.color = colorForId(id);
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m_points << point;
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}
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return false;
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}
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void TouchPointsEffect::prePaintScreen(ScreenPrePaintData& data, int time)
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{
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auto it = m_points.begin();
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while (it != m_points.end()) {
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it->time += time;
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if (it->time > m_ringLife) {
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it = m_points.erase(it);
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} else {
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it++;
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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 TouchPointsEffect::paintScreen(int mask, const QRegion ®ion, ScreenPaintData& data)
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{
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effects->paintScreen(mask, region, data);
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paintScreenSetup(mask, region, data);
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for (auto it = m_points.constBegin(), end = m_points.constEnd(); it != end; ++it) {
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for (int i = 0; i < m_ringCount; ++i) {
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float alpha = computeAlpha(it->time, i);
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float size = computeRadius(it->time, it->press, i);
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if (size > 0 && alpha > 0) {
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QColor color = it->color;
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color.setAlphaF(alpha);
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drawCircle(color, it->pos.x(), it->pos.y(), size);
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}
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}
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}
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paintScreenFinish(mask, region, data);
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}
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void TouchPointsEffect::postPaintScreen()
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{
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effects->postPaintScreen();
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repaint();
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}
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float TouchPointsEffect::computeRadius(int time, bool press, int ring)
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{
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float ringDistance = m_ringLife / (m_ringCount * 3);
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if (press) {
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return ((time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
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}
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return ((m_ringLife - time - ringDistance * ring) / m_ringLife) * m_ringMaxSize;
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}
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float TouchPointsEffect::computeAlpha(int time, int ring)
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{
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float ringDistance = m_ringLife / (m_ringCount * 3);
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return (m_ringLife - (float)time - ringDistance * (ring)) / m_ringLife;
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}
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void TouchPointsEffect::repaint()
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{
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if (!m_points.isEmpty()) {
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QRegion dirtyRegion;
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const int radius = m_ringMaxSize + m_lineWidth;
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for (auto it = m_points.constBegin(), end = m_points.constEnd(); it != end; ++it) {
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dirtyRegion |= QRect(it->pos.x() - radius, it->pos.y() - radius, 2*radius, 2*radius);
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}
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effects->addRepaint(dirtyRegion);
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}
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}
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bool TouchPointsEffect::isActive() const
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{
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return !m_points.isEmpty();
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}
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void TouchPointsEffect::drawCircle(const QColor& color, float cx, float cy, float r)
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{
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if (effects->isOpenGLCompositing())
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drawCircleGl(color, cx, cy, r);
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if (effects->compositingType() == XRenderCompositing)
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drawCircleXr(color, cx, cy, r);
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if (effects->compositingType() == QPainterCompositing)
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drawCircleQPainter(color, cx, cy, r);
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}
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void TouchPointsEffect::paintScreenSetup(int mask, QRegion region, ScreenPaintData& data)
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{
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if (effects->isOpenGLCompositing())
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paintScreenSetupGl(mask, region, data);
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}
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void TouchPointsEffect::paintScreenFinish(int mask, QRegion region, ScreenPaintData& data)
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{
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if (effects->isOpenGLCompositing())
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paintScreenFinishGl(mask, region, data);
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}
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void TouchPointsEffect::drawCircleGl(const QColor& color, float cx, float cy, float r)
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{
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static const int num_segments = 80;
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static const float theta = 2 * 3.1415926 / float(num_segments);
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static const float c = cosf(theta); //precalculate the sine and cosine
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static const float s = sinf(theta);
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float t;
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float x = r;//we start at angle = 0
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float y = 0;
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GLVertexBuffer* vbo = GLVertexBuffer::streamingBuffer();
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vbo->reset();
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vbo->setUseColor(true);
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vbo->setColor(color);
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QVector<float> verts;
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verts.reserve(num_segments * 2);
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for (int ii = 0; ii < num_segments; ++ii) {
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verts << x + cx << y + cy;//output vertex
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//apply the rotation matrix
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t = x;
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x = c * x - s * y;
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y = s * t + c * y;
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}
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vbo->setData(verts.size() / 2, 2, verts.data(), nullptr);
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vbo->render(GL_LINE_LOOP);
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}
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void TouchPointsEffect::drawCircleXr(const QColor& color, float cx, float cy, float r)
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{
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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if (r <= m_lineWidth)
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return;
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int num_segments = r+8;
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float theta = 2.0 * 3.1415926 / num_segments;
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float cos = cosf(theta); //precalculate the sine and cosine
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float sin = sinf(theta);
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float x[2] = {r, r-m_lineWidth};
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float y[2] = {0, 0};
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#define DOUBLE_TO_FIXED(d) ((xcb_render_fixed_t) ((d) * 65536))
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QVector<xcb_render_pointfix_t> strip;
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strip.reserve(2*num_segments+2);
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xcb_render_pointfix_t point;
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point.x = DOUBLE_TO_FIXED(x[1]+cx);
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point.y = DOUBLE_TO_FIXED(y[1]+cy);
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strip << point;
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for (int i = 0; i < num_segments; ++i) {
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//apply the rotation matrix
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const float h[2] = {x[0], x[1]};
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x[0] = cos * x[0] - sin * y[0];
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x[1] = cos * x[1] - sin * y[1];
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y[0] = sin * h[0] + cos * y[0];
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y[1] = sin * h[1] + cos * y[1];
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point.x = DOUBLE_TO_FIXED(x[0]+cx);
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point.y = DOUBLE_TO_FIXED(y[0]+cy);
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strip << point;
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point.x = DOUBLE_TO_FIXED(x[1]+cx);
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point.y = DOUBLE_TO_FIXED(y[1]+cy);
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strip << point;
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}
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const float h = x[0];
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x[0] = cos * x[0] - sin * y[0];
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y[0] = sin * h + cos * y[0];
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point.x = DOUBLE_TO_FIXED(x[0]+cx);
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point.y = DOUBLE_TO_FIXED(y[0]+cy);
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strip << point;
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XRenderPicture fill = xRenderFill(color);
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xcb_render_tri_strip(xcbConnection(), XCB_RENDER_PICT_OP_OVER,
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fill, effects->xrenderBufferPicture(), 0,
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0, 0, strip.count(), strip.constData());
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#undef DOUBLE_TO_FIXED
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#else
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Q_UNUSED(color)
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Q_UNUSED(cx)
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Q_UNUSED(cy)
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Q_UNUSED(r)
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#endif
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}
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void TouchPointsEffect::drawCircleQPainter(const QColor &color, float cx, float cy, float r)
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{
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QPainter *painter = effects->scenePainter();
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painter->save();
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painter->setPen(color);
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painter->drawArc(cx - r, cy - r, r * 2, r * 2, 0, 5760);
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painter->restore();
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}
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void TouchPointsEffect::paintScreenSetupGl(int, QRegion, ScreenPaintData &data)
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{
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GLShader *shader = ShaderManager::instance()->pushShader(ShaderTrait::UniformColor);
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shader->setUniform(GLShader::ModelViewProjectionMatrix, data.projectionMatrix());
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glLineWidth(m_lineWidth);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void TouchPointsEffect::paintScreenFinishGl(int, QRegion, ScreenPaintData&)
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{
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glDisable(GL_BLEND);
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ShaderManager::instance()->popShader();
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}
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} // namespace
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