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408 lines
15 KiB
408 lines
15 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 Lubos Lunak <l.lunak@kde.org> |
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Copyright (C) 2009 Martin Gräßlin <kde@martin-graesslin.com> |
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Copyright (C) 2009, 2010 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 "logout.h" |
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#include "kwinglutils.h" |
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#include <math.h> |
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#include <kconfiggroup.h> |
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#include <kdebug.h> |
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namespace KWin |
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{ |
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KWIN_EFFECT(logout, LogoutEffect) |
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LogoutEffect::LogoutEffect() |
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: progress(0.0) |
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, displayEffect(false) |
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, logoutWindow(NULL) |
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, logoutWindowClosed(true) |
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, logoutWindowPassed(false) |
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, canDoPersistent(false) |
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, ignoredWindows() |
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{ |
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// Persistent effect |
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logoutAtom = XInternAtom(display(), "_KDE_LOGGING_OUT", False); |
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effects->registerPropertyType(logoutAtom, true); |
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// Block KSMServer's effect |
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char net_wm_cm_name[ 100 ]; |
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sprintf(net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen(display())); |
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Atom net_wm_cm = XInternAtom(display(), net_wm_cm_name, False); |
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Window sel = XGetSelectionOwner(display(), net_wm_cm); |
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Atom hack = XInternAtom(display(), "_KWIN_LOGOUT_EFFECT", False); |
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XChangeProperty(display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1); |
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// the atom is not removed when effect is destroyed, this is temporary anyway |
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#ifdef KWIN_HAVE_OPENGL |
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blurTexture = NULL; |
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blurTarget = NULL; |
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#endif |
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reconfigure(ReconfigureAll); |
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connect(effects, SIGNAL(windowAdded(KWin::EffectWindow*)), this, SLOT(slotWindowAdded(KWin::EffectWindow*))); |
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connect(effects, SIGNAL(windowClosed(KWin::EffectWindow*)), this, SLOT(slotWindowClosed(KWin::EffectWindow*))); |
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connect(effects, SIGNAL(windowDeleted(KWin::EffectWindow*)), this, SLOT(slotWindowDeleted(KWin::EffectWindow*))); |
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connect(effects, SIGNAL(propertyNotify(KWin::EffectWindow*,long)), this, SLOT(slotPropertyNotify(KWin::EffectWindow*,long))); |
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} |
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LogoutEffect::~LogoutEffect() |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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delete blurTexture; |
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delete blurTarget; |
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#endif |
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} |
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void LogoutEffect::reconfigure(ReconfigureFlags) |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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frameDelay = 0; |
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KConfigGroup conf = effects->effectConfig("Logout"); |
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useBlur = conf.readEntry("UseBlur", true); |
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delete blurTexture; |
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blurTexture = NULL; |
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delete blurTarget; |
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blurTarget = NULL; |
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blurSupported = false; |
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#endif |
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} |
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void LogoutEffect::prePaintScreen(ScreenPrePaintData& data, int time) |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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if (!displayEffect && progress == 0.0) { |
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if (blurTexture) { |
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delete blurTexture; |
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blurTexture = NULL; |
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delete blurTarget; |
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blurTarget = NULL; |
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blurSupported = false; |
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} |
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} else if (!blurTexture) { |
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blurSupported = false; |
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delete blurTarget; // catch as we just tested the texture ;-P |
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if (effects->compositingType() == OpenGLCompositing && GLTexture::NPOTTextureSupported() && useBlur) { |
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// TODO: It seems that it is not possible to create a GLRenderTarget that has |
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// a different size than the display right now. Most likely a KWin core bug. |
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// Create texture and render target |
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blurTexture = new GLTexture(displayWidth(), displayHeight()); |
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blurTexture->setFilter(GL_LINEAR_MIPMAP_LINEAR); |
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blurTexture->setWrapMode(GL_CLAMP_TO_EDGE); |
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blurTarget = new GLRenderTarget(*blurTexture); |
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if (blurTarget->valid()) |
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blurSupported = true; |
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// As creating the render target takes time it can cause the first two frames of the |
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// blur animation to be jerky. For this reason we only start the animation after the |
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// third frame. |
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frameDelay = 2; |
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} |
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} |
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if (frameDelay) |
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--frameDelay; |
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else |
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#endif |
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{ |
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if (displayEffect) |
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progress = qMin(1.0, progress + time / animationTime(2000.0)); |
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else if (progress > 0.0) |
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progress = qMax(0.0, progress - time / animationTime(500.0)); |
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} |
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#ifdef KWIN_HAVE_OPENGL |
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if (blurSupported && progress > 0.0) { |
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data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS; |
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} |
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#endif |
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effects->prePaintScreen(data, time); |
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} |
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void LogoutEffect::paintWindow(EffectWindow* w, int mask, QRegion region, WindowPaintData& data) |
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{ |
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if (progress > 0.0) { |
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#ifdef KWIN_HAVE_OPENGL |
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if (effects->compositingType() == KWin::OpenGLCompositing) { |
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// In OpenGL mode we add vignetting and, if supported, a slight blur |
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if (blurSupported) { |
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// When using blur we render everything to an FBO and as such don't do the vignetting |
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// until after we render the FBO to the screen. |
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if (w == logoutWindow) { |
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// Window is rendered after the FBO |
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windowOpacity = data.opacity; |
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data.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it |
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} else { |
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if (logoutWindowPassed || ignoredWindows.contains(w)) { |
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// Window is rendered after the FBO |
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windows.append(w); |
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windowsOpacities[ w ] = data.opacity; |
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data.opacity = 0.0; |
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} else // Window is added to the FBO |
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data.saturation *= (1.0 - progress * 0.2); |
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} |
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} else { |
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// If we are not blurring then we are not rendering to an FBO |
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if (w == logoutWindow) |
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// This is the logout window don't alter it but render our vignetting now |
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renderVignetting(); |
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else if (!logoutWindowPassed && !ignoredWindows.contains(w)) |
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// Window is in the background, desaturate |
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data.saturation *= (1.0 - progress * 0.2); |
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// All other windows are unaltered |
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} |
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} |
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#endif |
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if (effects->compositingType() == KWin::XRenderCompositing) { |
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// Since we can't do vignetting in XRender just do a stronger desaturation and darken |
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if (w != logoutWindow && !logoutWindowPassed && !ignoredWindows.contains(w)) { |
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data.saturation *= (1.0 - progress * 0.8); |
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data.brightness *= (1.0 - progress * 0.3); |
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} |
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} |
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if (w == logoutWindow || |
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ignoredWindows.contains(w)) // HACK: All windows past the first ignored one should not be |
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// blurred as it affects the stacking order. |
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// All following windows are on top of the logout window and should not be altered either |
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logoutWindowPassed = true; |
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} |
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effects->paintWindow(w, mask, region, data); |
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} |
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void LogoutEffect::paintScreen(int mask, QRegion region, ScreenPaintData& data) |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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if (blurSupported && progress > 0.0) |
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GLRenderTarget::pushRenderTarget(blurTarget); |
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#endif |
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effects->paintScreen(mask, region, data); |
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#ifdef KWIN_HAVE_OPENGL |
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#ifndef KWIN_HAVE_OPENGLES |
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if (effects->compositingType() == KWin::OpenGLCompositing && progress > 0.0) { |
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if (!blurSupported) { |
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if (!logoutWindowPassed) |
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// The logout window has been deleted but we still want to fade out the vignetting, thus |
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// render it on the top of everything if still animating. We don't check if logoutWindow |
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// is set as it may still be even if it wasn't rendered. |
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renderVignetting(); |
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} else { |
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GLRenderTarget* target = GLRenderTarget::popRenderTarget(); |
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assert(target == blurTarget); |
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Q_UNUSED(target); |
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//-------------------------- |
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// Render the screen effect |
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// HACK: the GL code is still OpenGL 1, so we have to unbind the shader. |
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GLint shader = 0; |
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if (ShaderManager::instance()->isShaderBound()) { |
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glGetIntegerv(GL_CURRENT_PROGRAM, &shader); |
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glUseProgram(0); |
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} |
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT); |
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// Unmodified base image |
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blurTexture->bind(); |
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glBegin(GL_QUADS); |
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glTexCoord2f(0.0, 0.0); |
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glVertex2f(0.0, displayHeight()); |
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glTexCoord2f(1.0, 0.0); |
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glVertex2f(displayWidth(), displayHeight()); |
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glTexCoord2f(1.0, 1.0); |
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glVertex2f(displayWidth(), 0.0); |
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glTexCoord2f(0.0, 1.0); |
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glVertex2f(0.0, 0.0); |
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glEnd(); |
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// Blurred image |
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GLfloat bias[1]; |
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glGetTexEnvfv(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias); |
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, 1.75); |
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glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); |
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glEnable(GL_BLEND); |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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glColor4f(1.0f, 1.0f, 1.0f, progress * 0.4); |
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glBegin(GL_QUADS); |
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glTexCoord2f(0.0, 0.0); |
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glVertex2f(0.0, displayHeight()); |
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glTexCoord2f(1.0, 0.0); |
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glVertex2f(displayWidth(), displayHeight()); |
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glTexCoord2f(1.0, 1.0); |
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glVertex2f(displayWidth(), 0.0); |
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glTexCoord2f(0.0, 1.0); |
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glVertex2f(0.0, 0.0); |
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glEnd(); |
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glTexEnvf(GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0]); |
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blurTexture->unbind(); |
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// Vignetting (Radial gradient with transparent middle and black edges) |
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renderVignetting(); |
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glPopAttrib(); |
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// HACK: rebind previously bound shader |
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if (ShaderManager::instance()->isShaderBound()) { |
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glUseProgram(shader); |
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} |
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//-------------------------- |
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// Render the logout window |
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if (logoutWindow) { |
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int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE; |
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WindowPaintData winData(logoutWindow); |
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winData.opacity = windowOpacity; |
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effects->drawWindow(logoutWindow, winMask, region, winData); |
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} |
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// Render all windows on top of logout window |
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foreach (EffectWindow * w, windows) { |
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int winMask = w->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE; |
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WindowPaintData winData(w); |
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winData.opacity = windowsOpacities[ w ]; |
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effects->drawWindow(w, winMask, region, winData); |
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} |
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windows.clear(); |
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windowsOpacities.clear(); |
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} |
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} |
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#endif |
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#endif |
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} |
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void LogoutEffect::postPaintScreen() |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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if ((progress != 0.0 && progress != 1.0) || frameDelay) |
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effects->addRepaintFull(); |
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#else |
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if (progress != 0.0 && progress != 1.0) |
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effects->addRepaintFull(); |
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#endif |
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if (progress > 0.0) |
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logoutWindowPassed = false; |
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effects->postPaintScreen(); |
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} |
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void LogoutEffect::slotWindowAdded(EffectWindow* w) |
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{ |
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if (isLogoutDialog(w)) { |
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logoutWindow = w; |
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logoutWindowClosed = false; // So we don't blur the window on close |
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progress = 0.0; |
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displayEffect = true; |
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ignoredWindows.clear(); |
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effects->addRepaintFull(); |
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} else if (canDoPersistent) |
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// TODO: Add parent |
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ignoredWindows.append(w); |
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} |
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void LogoutEffect::slotWindowClosed(EffectWindow* w) |
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{ |
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if (w == logoutWindow) { |
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logoutWindowClosed = true; |
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if (!canDoPersistent) |
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displayEffect = false; // Fade back to normal |
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effects->addRepaintFull(); |
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} |
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} |
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void LogoutEffect::slotWindowDeleted(EffectWindow* w) |
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{ |
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#ifdef KWIN_HAVE_OPENGL |
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windows.removeAll(w); |
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#endif |
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ignoredWindows.removeAll(w); |
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if (w == logoutWindow) |
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logoutWindow = NULL; |
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} |
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bool LogoutEffect::isLogoutDialog(EffectWindow* w) |
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{ |
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// TODO there should be probably a better way (window type?) |
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if (w->windowClass() == "ksmserver ksmserver" |
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&& (w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect")) { |
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return true; |
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} |
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return false; |
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} |
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#ifdef KWIN_HAVE_OPENGL |
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void LogoutEffect::renderVignetting() |
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{ |
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#ifndef KWIN_HAVE_OPENGLES |
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glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT | GL_TEXTURE_BIT); |
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glEnable(GL_BLEND); // If not already (Such as when rendered straight to the screen) |
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); |
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for (int screen = 0; screen < effects->numScreens(); screen++) { |
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QRect screenGeom = effects->clientArea(ScreenArea, screen, 0); |
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glScissor(screenGeom.x(), displayHeight() - screenGeom.y() - screenGeom.height(), |
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screenGeom.width(), screenGeom.height()); // GL coords are flipped |
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glEnable(GL_SCISSOR_TEST); // Geom must be set before enable |
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const float cenX = screenGeom.x() + screenGeom.width() / 2; |
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const float cenY = screenGeom.y() + screenGeom.height() / 2; |
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const float a = M_PI / 16.0f; // Angle of increment |
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const float r = float((screenGeom.width() > screenGeom.height()) |
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? screenGeom.width() : screenGeom.height()) * 0.8f; // Radius |
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glBegin(GL_TRIANGLE_FAN); |
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glColor4f(0.0f, 0.0f, 0.0f, 0.0f); |
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glVertex3f(cenX, cenY, 0.0f); |
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glColor4f(0.0f, 0.0f, 0.0f, progress * 0.9f); |
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for (float i = 0.0f; i <= M_PI * 2.01f; i += a) |
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glVertex3f(cenX + r * cos(i), cenY + r * sin(i), 0.0f); |
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glEnd(); |
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glDisable(GL_SCISSOR_TEST); |
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} |
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glPopAttrib(); |
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#endif |
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} |
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#endif |
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void LogoutEffect::slotPropertyNotify(EffectWindow* w, long a) |
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{ |
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if (w || a != logoutAtom) |
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return; // Not our atom |
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QByteArray byteData = effects->readRootProperty(logoutAtom, logoutAtom, 8); |
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if (byteData.length() < 1) { |
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// Property was deleted |
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displayEffect = false; |
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return; |
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} |
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// We are using a compatible KSMServer therefore only terminate the effect when the |
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// atom is deleted, not when the dialog is closed. |
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canDoPersistent = true; |
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} |
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bool LogoutEffect::isActive() const |
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{ |
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return progress != 0; |
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} |
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} // namespace
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