kwin/effects/logout/logout.cpp

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2009 Lucas Murray <lmurray@undefinedfire.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
#include "logout.h"
#include "kwinglutils.h"
#include <kdebug.h>
namespace KWin
{
KWIN_EFFECT( logout, LogoutEffect )
LogoutEffect::LogoutEffect()
: progress( 0 )
, logout_window( NULL )
{
char net_wm_cm_name[ 100 ];
sprintf( net_wm_cm_name, "_NET_WM_CM_S%d", DefaultScreen( display()));
Atom net_wm_cm = XInternAtom( display(), net_wm_cm_name, False );
Window sel = XGetSelectionOwner( display(), net_wm_cm );
Atom hack = XInternAtom( display(), "_KWIN_LOGOUT_EFFECT", False );
XChangeProperty( display(), sel, hack, hack, 8, PropModeReplace, (unsigned char*)&hack, 1 );
// the atom is not removed when effect is destroyed, this is temporary anyway
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
blurSupported = false;
// If NPOT textures are not supported use the nearest power-of-two sized
// texture. It wastes memory, but it's possible to support systems without
// NPOT textures this way.
int texw = displayWidth();
int texh = displayHeight();
if( !GLTexture::NPOTTextureSupported() )
{
kWarning( 1212 ) << "NPOT textures not supported, wasting some memory";
texw = nearestPowerOfTwo( texw );
texh = nearestPowerOfTwo( texh );
}
// Create texture and render target
blurTexture = new GLTexture( texw, texh );
blurTexture->setFilter( GL_LINEAR_MIPMAP_LINEAR );
blurTexture->setWrapMode( GL_CLAMP_TO_EDGE );
blurTarget = new GLRenderTarget( blurTexture );
if( blurTarget->valid() )
blurSupported = true;
#endif
}
LogoutEffect::~LogoutEffect()
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
delete blurTexture;
delete blurTarget;
#endif
}
void LogoutEffect::prePaintScreen( ScreenPrePaintData& data, int time )
{
if( logout_window != NULL )
progress = qBound( 0., progress + time / animationTime( 2000. ), 1. );
else if( progress != 0 )
progress = qBound( 0., progress - time / animationTime( 500. ), 1. );
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 )
{
data.mask |= PAINT_SCREEN_WITH_TRANSFORMED_WINDOWS;
effects->pushRenderTarget( blurTarget );
}
#endif
effects->prePaintScreen( data, time );
}
void LogoutEffect::prePaintWindow( EffectWindow* w, WindowPrePaintData& data, int time )
{
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 && w == logout_window )
w->disablePainting( EffectWindow::PAINT_DISABLED );
#endif
effects->prePaintWindow( w, data, time );
}
void LogoutEffect::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( w != logout_window && progress != 0 )
{
if( effects->saturationSupported() )
{
data.saturation *= ( 1 - progress * 0.8 );
data.brightness *= ( 1 - progress * 0.3 );
}
else // When saturation isn't supported then reduce brightness a bit more
{
data.brightness *= ( 1 - progress * 0.6 );
}
}
effects->paintWindow( w, mask, region, data );
}
void LogoutEffect::postPaintScreen()
{
if( progress != 0 && progress != 1 )
effects->addRepaintFull();
effects->postPaintScreen();
#ifdef KWIN_HAVE_OPENGL_COMPOSITING
if( blurSupported && progress > 0.0 )
{
assert( effects->popRenderTarget() == blurTarget );
// Render the blurred scene
blurTexture->bind();
GLfloat bias[1];
glGetTexEnvfv( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias );
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, progress * 2.75 );
glBegin(GL_QUADS);
glTexCoord2f( 0.0, 0.0 );
glVertex2f( 0.0, displayHeight() );
glTexCoord2f( 1.0, 0.0 );
glVertex2f( displayWidth(), displayHeight() );
glTexCoord2f( 1.0, 1.0 );
glVertex2f( displayWidth(), 0.0 );
glTexCoord2f( 0.0, 1.0 );
glVertex2f( 0.0, 0.0 );
glEnd();
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, bias[0] );
blurTexture->unbind();
// Render the logout window
if( logout_window )
{
int mask = PAINT_WINDOW_OPAQUE; // TODO: Can we have a translucent logout window?
QRect region = infiniteRegion();
WindowPaintData data( logout_window );
effects->drawWindow( logout_window, mask, region, data );
}
}
#endif
}
void LogoutEffect::windowAdded( EffectWindow* w )
{
if( isLogoutDialog( w ))
{
logout_window = w;
progress = 0;
effects->addRepaintFull();
}
}
void LogoutEffect::windowClosed( EffectWindow* w )
{
if( w == logout_window )
{
logout_window = NULL;
effects->addRepaintFull();
}
}
bool LogoutEffect::isLogoutDialog( EffectWindow* w )
{ // TODO there should be probably a better way (window type?)
if( w->windowClass() == "ksmserver ksmserver"
&& ( w->windowRole() == "logoutdialog" || w->windowRole() == "logouteffect" ))
{
return true;
}
return false;
}
} // namespace