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 Martin Gräßlin <kde@martin-graesslin.com>
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( 0.0 )
, logoutWindow( NULL )
, logoutWindowClosed( true )
{
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( effects->compositingType() == OpenGLCompositing && GLTexture::NPOTTextureSupported() )
{ // TODO: It seems that it is not possible to create a GLRenderTarget that has
// a different size than the display right now. Most likely a KWin core bug.
// Create texture and render target
blurTexture = new GLTexture( displayWidth(), displayHeight() );
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( logoutWindow != NULL && !logoutWindowClosed )
progress = qMin( 1.0, progress + time / animationTime( 2000.0 ));
else if( progress > 0.0 )
progress = qMax( 0.0, progress - time / animationTime( 500.0 ));
#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::paintWindow( EffectWindow* w, int mask, QRegion region, WindowPaintData& data )
{
if( progress > 0.0 )
{
if( w == logoutWindow )
{
windowOpacity = data.opacity;
data.opacity = 0.0; // Cheat, we need the opacity for later but don't want to blur it
}
else
{
if( effects->saturationSupported() )
{
data.saturation *= ( 1.0 - progress * 0.8 );
data.brightness *= ( 1.0 - progress * 0.3 );
}
else // When saturation isn't supported then reduce brightness a bit more
data.brightness *= ( 1.0 - progress * 0.6 );
}
}
effects->paintWindow( w, mask, region, data );
}
void LogoutEffect::paintScreen( int mask, QRegion region, ScreenPaintData& data )
{
effects->paintScreen( mask, region, data );
#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( logoutWindow )
{
int winMask = logoutWindow->hasAlpha() ? PAINT_WINDOW_TRANSLUCENT : PAINT_WINDOW_OPAQUE;
WindowPaintData winData( logoutWindow );
winData.opacity = windowOpacity;
effects->drawWindow( logoutWindow, winMask, region, winData );
}
}
#endif
}
void LogoutEffect::postPaintScreen()
{
if( progress != 0.0 && progress != 1.0 )
effects->addRepaintFull();
effects->postPaintScreen();
}
void LogoutEffect::windowAdded( EffectWindow* w )
{
if( isLogoutDialog( w ))
{
logoutWindow = w;
logoutWindowClosed = false; // So we don't blur the window on close
progress = 0.0;
effects->addRepaintFull();
}
}
void LogoutEffect::windowClosed( EffectWindow* w )
{
if( w == logoutWindow )
{
logoutWindowClosed = true;
effects->addRepaintFull();
}
}
void LogoutEffect::windowDeleted( EffectWindow* w )
{
if( w == logoutWindow )
logoutWindow = NULL;
}
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