f9a2ecbf33
The main usage of ShaderManager::isValid was to have OpenGL2 specific code pathes. Now we have an actual OpenGL2Compositing type and we know that the ShaderManager is valid if we have this compositing type and we know that it is not valid on OpenGL1Compositing. This gives us a much better check and allows us to use the isValid method just for where we want to check whether the shaders compiled successfully. In addition some effects require OpenGL2, so we do not need to check again that the ShaderManager is valid. Such usages are removed.
214 lines
7.7 KiB
C++
214 lines
7.7 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) 2009 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 "snaphelper.h"
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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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#endif
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namespace KWin
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{
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KWIN_EFFECT(snaphelper, SnapHelperEffect)
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SnapHelperEffect::SnapHelperEffect()
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: m_active(false)
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, m_window(NULL)
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{
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m_timeline.setCurveShape(QTimeLine::LinearCurve);
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reconfigure(ReconfigureAll);
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowStartUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowStartUserMovedResized(KWin::EffectWindow*)));
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connect(effects, SIGNAL(windowFinishUserMovedResized(KWin::EffectWindow*)), this, SLOT(slotWindowFinishUserMovedResized(KWin::EffectWindow*)));
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/*if ( effects->compositingType() == XRenderCompositing )
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{
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XGCValues gcattr;
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// TODO: Foreground color
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gcattr.line_width = 4;
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m_gc = XCreateGC( display(), rootWindow(), GCLineWidth, &gcattr );
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}*/
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}
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SnapHelperEffect::~SnapHelperEffect()
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{
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//if ( effects->compositingType() == XRenderCompositing )
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// XFreeGC( display(), m_gc );
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}
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void SnapHelperEffect::reconfigure(ReconfigureFlags)
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{
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m_timeline.setDuration(animationTime(250));
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}
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void SnapHelperEffect::prePaintScreen(ScreenPrePaintData &data, int time)
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{
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double oldValue = m_timeline.currentValue();
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if (m_active)
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m_timeline.setCurrentTime(m_timeline.currentTime() + time);
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else
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m_timeline.setCurrentTime(m_timeline.currentTime() - time);
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if (oldValue != m_timeline.currentValue())
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effects->addRepaintFull();
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effects->prePaintScreen(data, time);
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}
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void SnapHelperEffect::postPaintScreen()
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{
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effects->postPaintScreen();
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if (m_timeline.currentValue() != 0.0) {
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// Display the guide
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if (effects->isOpenGLCompositing()) {
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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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if (effects->compositingType() == OpenGL2Compositing) {
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ShaderManager::instance()->pushShader(ShaderManager::ColorShader);
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}
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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QColor color;
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color.setRedF(0.5);
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color.setGreenF(0.5);
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color.setBlueF(0.5);
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color.setAlphaF(m_timeline.currentValue() * 0.5);
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vbo->setColor(color);
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glLineWidth(4.0);
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QVector<float> verts;
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verts.reserve(effects->numScreens() * 24);
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for (int i = 0; i < effects->numScreens(); i++) {
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const QRect& rect = effects->clientArea(ScreenArea, i, 0);
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int midX = rect.x() + rect.width() / 2;
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int midY = rect.y() + rect.height() / 2 ;
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int halfWidth = m_window->width() / 2;
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int halfHeight = m_window->height() / 2;
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// Center lines
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verts << rect.x() + rect.width() / 2 << rect.y();
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verts << rect.x() + rect.width() / 2 << rect.y() + rect.height();
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verts << rect.x() << rect.y() + rect.height() / 2;
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verts << rect.x() + rect.width() << rect.y() + rect.height() / 2;
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// Window outline
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// The +/- 2 is to prevent line overlap
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verts << midX - halfWidth + 2 << midY - halfHeight;
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verts << midX + halfWidth + 2 << midY - halfHeight;
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verts << midX + halfWidth << midY - halfHeight + 2;
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verts << midX + halfWidth << midY + halfHeight + 2;
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verts << midX + halfWidth - 2 << midY + halfHeight;
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verts << midX - halfWidth - 2 << midY + halfHeight;
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verts << midX - halfWidth << midY + halfHeight - 2;
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verts << midX - halfWidth << midY - halfHeight - 2;
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}
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vbo->setData(verts.count() / 2, 2, verts.data(), NULL);
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vbo->render(GL_LINES);
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if (effects->compositingType() == OpenGL2Compositing) {
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ShaderManager::instance()->popShader();
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}
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glDisable(GL_BLEND);
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glLineWidth(1.0);
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}
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if ( effects->compositingType() == XRenderCompositing ) {
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#ifdef KWIN_HAVE_XRENDER_COMPOSITING
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for ( int i = 0; i < effects->numScreens(); i++ ) {
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const QRect& rect = effects->clientArea( ScreenArea, i, 0 );
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int midX = rect.x() + rect.width() / 2;
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int midY = rect.y() + rect.height() / 2 ;
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int halfWidth = m_window->width() / 2;
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int halfHeight = m_window->height() / 2;
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XRectangle rects[6];
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// Center lines
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rects[0].x = rect.x() + rect.width() / 2 - 2;
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rects[0].y = rect.y();
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rects[0].width = 4;
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rects[0].height = rect.height();
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rects[1].x = rect.x();
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rects[1].y = rect.y() + rect.height() / 2 - 2;
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rects[1].width = rect.width();
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rects[1].height = 4;
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// Window outline
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// The +/- 4 is to prevent line overlap
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rects[2].x = midX - halfWidth + 4;
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rects[2].y = midY - halfHeight;
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rects[2].width = 2*halfWidth - 4;
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rects[2].height = 4;
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rects[3].x = midX + halfWidth - 4;
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rects[3].y = midY - halfHeight + 4;
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rects[3].width = 4;
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rects[3].height = 2*halfHeight - 4;
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rects[4].x = midX - halfWidth;
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rects[4].y = midY + halfHeight - 4;
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rects[4].width = 2*halfWidth - 4;
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rects[4].height = 4;
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rects[5].x = midX - halfWidth;
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rects[5].y = midY - halfHeight;
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rects[5].width = 4;
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rects[5].height = 2*halfHeight - 4;
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XRenderColor c = preMultiply(QColor(128, 128, 128, m_timeline.currentValue()*128));
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XRenderFillRectangles(display(), PictOpOver, effects->xrenderBufferPicture(), &c, rects, 6);
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}
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#endif
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}
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} else if (m_window && !m_active) {
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if (m_window->isDeleted())
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m_window->unrefWindow();
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m_window = NULL;
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}
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}
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void SnapHelperEffect::slotWindowClosed(EffectWindow* w)
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{
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if (m_window == w) {
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m_window->refWindow();
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m_active = false;
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}
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}
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void SnapHelperEffect::slotWindowStartUserMovedResized(EffectWindow *w)
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{
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if (w->isMovable()) {
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m_active = true;
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m_window = w;
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effects->addRepaintFull();
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}
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}
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void SnapHelperEffect::slotWindowFinishUserMovedResized(EffectWindow *w)
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{
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Q_UNUSED(w)
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if (m_active) {
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m_active = false;
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effects->addRepaintFull();
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}
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}
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bool SnapHelperEffect::isActive() const
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{
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return m_active || m_timeline.currentValue() != 0.0;
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}
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} // namespace
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