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168 lines
5.1 KiB
168 lines
5.1 KiB
/******************************************************************** |
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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 <kwinglutils.h> |
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#include <kwinglplatform.h> |
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#include <kactioncollection.h> |
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#include <kaction.h> |
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#include <klocale.h> |
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#include <kdebug.h> |
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#include <KStandardDirs> |
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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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KActionCollection* actionCollection = new KActionCollection(this); |
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KAction* a = (KAction*)actionCollection->addAction("Invert"); |
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a->setText(i18n("Toggle Invert Effect")); |
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a->setGlobalShortcut(KShortcut(Qt::CTRL + Qt::META + Qt::Key_I)); |
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connect(a, SIGNAL(triggered(bool)), this, SLOT(toggle())); |
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KAction* b = (KAction*)actionCollection->addAction("InvertWindow"); |
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b->setText(i18n("Toggle Invert Effect on Window")); |
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b->setGlobalShortcut(KShortcut(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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} |
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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 GLPlatform::instance()->supports(GLSL) && |
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(effects->compositingType() == OpenGLCompositing); |
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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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if (!ShaderManager::instance()->isValid()) { |
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return false; |
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} |
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const QString fragmentshader = KGlobal::dirs()->findResource("data", "kwin/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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kError(1212) << "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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ShaderManager::instance()->pushShader(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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ShaderManager::instance()->popShader(); |
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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::toggle() |
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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 (!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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} // namespace |
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#include "invert.moc"
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