-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathblishhud_shader.cpp
101 lines (79 loc) · 2.7 KB
/
blishhud_shader.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Rivo Laks <[email protected]>
Copyright (C) 2008 Lucas Murray <[email protected]>
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 "blishhud_shader.h"
namespace KWin
{
BlishHUDShader::BlishHUDShader()
: m_inited(false),
m_valid(true),
m_shader(nullptr),
m_allWindows(true)
{
connect(effects, &EffectsHandler::windowAdded, this, &BlishHUDShader::slotWindowAdded);
connect(effects, &EffectsHandler::windowClosed, this, &BlishHUDShader::slotWindowClosed);
}
BlishHUDShader::~BlishHUDShader() = default;
bool BlishHUDShader::supported()
{
return effects->compositingType() == OpenGLCompositing;
}
bool BlishHUDShader::isInvertable(EffectWindow *window) const
{
return m_allWindows != m_windows.contains(window);
}
void BlishHUDShader::invert(EffectWindow *window)
{
if (m_valid && !m_inited) {
m_valid = loadData();
}
redirect(window);
setShader(window, m_shader.get());
}
void BlishHUDShader::uninvert(EffectWindow *window)
{
unredirect(window);
}
bool BlishHUDShader::loadData()
{
m_inited = true;
m_shader = ShaderManager::instance()->generateShaderFromFile(ShaderTrait::MapTexture, QString(), QStringLiteral("/usr/share/kwin/shaders/transparent_black.frag"));
if (!m_shader->isValid()) {
//qCCritical(KWIN_INVERT) << "The shader failed to load!";
return false;
}
return true;
}
void BlishHUDShader::slotWindowAdded(KWin::EffectWindow *w)
{
QString caption = w->caption();
if (caption.contains(QStringLiteral("Blish"))) {
invert(w);
}
}
void BlishHUDShader::slotWindowClosed(EffectWindow* w)
{
m_windows.removeOne(w);
}
bool BlishHUDShader::isActive() const
{
return m_valid && (m_allWindows || !m_windows.isEmpty());
}
bool BlishHUDShader::provides(Feature f)
{
return f == ScreenInversion;
}
} // namespace