Better handle windows on all desktops in slide effect
Change the render cycle for slide effect. Now, windows will be drawn on each desktop or not in the paintWindow() loop instead of the paintScreen() loop. This allows us to respect stacking order better by painting all of the same window together instead of per VD. BUG: 457486 BUG: 458622
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2 changed files with 83 additions and 98 deletions
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@ -137,25 +137,7 @@ void SlideEffect::prePaintScreen(ScreenPrePaintData &data, std::chrono::millisec
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void SlideEffect::paintScreen(int mask, const QRegion ®ion, ScreenPaintData &data)
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{
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const bool wrap = effects->optionRollOverDesktops();
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const int w = effects->desktopGridWidth();
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const int h = effects->desktopGridHeight();
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bool wrappingX = false, wrappingY = false;
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QPointF drawPosition = forcePositivePosition(m_currentPosition);
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if (wrap) {
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drawPosition = constrainToDrawableRange(drawPosition);
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}
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// If we're wrapping, draw the desktop in the second position.
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if (drawPosition.x() > w - 1) {
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wrappingX = true;
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}
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if (drawPosition.y() > h - 1) {
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wrappingY = true;
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}
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m_paintCtx.wrap = effects->optionRollOverDesktops();
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// When we enter a virtual desktop that has a window in fullscreen mode,
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// stacking order is fine. When we leave a virtual desktop that has
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@ -174,30 +156,7 @@ void SlideEffect::paintScreen(int mask, const QRegion ®ion, ScreenPaintData &
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}
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}
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// Screen is painted in several passes. Each painting pass paints
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// a single virtual desktop. There could be either 2 or 4 painting
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// passes, depending how an user moves between virtual desktops.
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// Windows, such as docks or keep-above windows, are painted in
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// the last pass so they are above other windows.
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m_paintCtx.firstPass = true;
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const int lastDesktop = m_paintCtx.visibleDesktops.last();
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for (int desktop : qAsConst(m_paintCtx.visibleDesktops)) {
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m_paintCtx.desktop = desktop;
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m_paintCtx.lastPass = (lastDesktop == desktop);
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m_paintCtx.translation = QPointF(effects->desktopGridCoords(desktop)) - drawPosition; // TODO: verify
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// Decide if that first desktop should be drawn at 0 or the higher position used for wrapping.
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if (effects->desktopGridCoords(desktop).x() == 0 && wrappingX) {
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m_paintCtx.translation = QPointF(m_paintCtx.translation.x() + w, m_paintCtx.translation.y());
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}
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if (effects->desktopGridCoords(desktop).y() == 0 && wrappingY) {
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m_paintCtx.translation = QPointF(m_paintCtx.translation.x(), m_paintCtx.translation.y() + h);
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}
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effects->paintScreen(mask, region, data);
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m_paintCtx.firstPass = false;
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}
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effects->paintScreen(mask, region, data);
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}
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QPoint SlideEffect::getDrawCoords(QPointF pos, EffectScreen *screen)
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@ -229,43 +188,43 @@ bool SlideEffect::isTranslated(const EffectWindow *w) const
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}
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/**
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* Decide whether given window @p w should be painted.
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* @returns @c true if given window @p w should be painted, otherwise @c false
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* Will a window be painted during this frame?
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*/
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bool SlideEffect::isPainted(const EffectWindow *w) const
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bool SlideEffect::willBePainted(const EffectWindow *w) const
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{
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if (w->isOnAllDesktops()) {
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if (w->isDock()) {
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if (!m_slideDocks) {
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return m_paintCtx.lastPass;
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}
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for (const EffectWindow *fw : qAsConst(m_paintCtx.fullscreenWindows)) {
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if (fw->isOnDesktop(m_paintCtx.desktop)
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&& fw->screen() == w->screen()) {
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return false;
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}
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}
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return true;
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}
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if (w->isDesktop()) {
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// If desktop background is not being slided, draw it only
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// in the first pass. Otherwise, desktop backgrounds from
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// follow-up virtual desktops will be drawn above windows
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// from previous virtual desktops.
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return m_slideBackground || m_paintCtx.firstPass;
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}
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// In order to make sure that 'keep above' windows are above
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// other windows during transition to another virtual desktop,
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// they should be painted in the last pass.
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if (w->keepAbove()) {
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return m_paintCtx.lastPass;
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}
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return true;
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} else if (w == m_movingWindow) {
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return m_paintCtx.lastPass;
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} else if (w->isOnDesktop(m_paintCtx.desktop)) {
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return true;
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}
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if (w == m_movingWindow) {
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return true;
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}
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for (const int &id : qAsConst(m_paintCtx.visibleDesktops)) {
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if (w->isOnDesktop(id)) {
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return true;
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}
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}
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return false;
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}
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/**
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* Decide whether given window @p w should be painted on the given desktop.
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* @returns @c true if given window @p w should be painted, otherwise @c false
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*/
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bool SlideEffect::isPainted(int desktopId, const EffectWindow *w) const
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{
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if (w->isDock() || w->isAppletPopup()) {
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for (const EffectWindow *fw : qAsConst(m_paintCtx.fullscreenWindows)) {
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if (fw->isOnDesktop(desktopId)
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&& fw->screen() == w->screen()) {
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return false;
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}
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}
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return true;
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}
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if (w->isOnDesktop(desktopId)) {
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return true;
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}
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return false;
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}
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@ -277,30 +236,60 @@ void SlideEffect::prePaintWindow(EffectWindow *w, WindowPrePaintData &data, std:
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void SlideEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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if (!isPainted(w)) {
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if (!willBePainted(w)) {
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return;
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}
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for (EffectScreen *screen : effects->screens()) {
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QPoint translation;
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if (isTranslated(w)) {
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translation = getDrawCoords(m_paintCtx.translation, screen);
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data += translation;
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}
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const QRect screenArea = screen->geometry();
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const QRect croppedScreenArea = screenArea.translated(translation).intersected(screenArea);
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if (!isTranslated(w)) {
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effects->paintWindow(
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w,
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mask,
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// Only paint the region that intersects the current screen and desktop.
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region.intersected(croppedScreenArea),
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region,
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data);
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return;
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}
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const int gridWidth = effects->desktopGridWidth();
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const int gridHeight = effects->desktopGridHeight();
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QPointF drawPosition = forcePositivePosition(m_currentPosition);
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drawPosition = m_paintCtx.wrap ? constrainToDrawableRange(drawPosition) : drawPosition;
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// If we're wrapping, draw the desktop in the second position.
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const bool wrappingX = drawPosition.x() > gridWidth - 1;
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const bool wrappingY = drawPosition.y() > gridHeight - 1;
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const auto screens = effects->screens();
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for (int desktop : qAsConst(m_paintCtx.visibleDesktops)) {
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if (!isPainted(desktop, w)) {
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continue;
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}
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QPointF desktopTranslation = QPointF(effects->desktopGridCoords(desktop)) - drawPosition;
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// Decide if that first desktop should be drawn at 0 or the higher position used for wrapping.
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if (effects->desktopGridCoords(desktop).x() == 0 && wrappingX) {
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desktopTranslation = QPointF(desktopTranslation.x() + gridWidth, desktopTranslation.y());
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}
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if (effects->desktopGridCoords(desktop).y() == 0 && wrappingY) {
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desktopTranslation = QPointF(desktopTranslation.x(), desktopTranslation.y() + gridHeight);
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}
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for (EffectScreen *screen : screens) {
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QPoint drawTranslation = getDrawCoords(desktopTranslation, screen);
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data += drawTranslation;
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const QRect screenArea = screen->geometry();
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const QRect damage = screenArea.translated(drawTranslation).intersected(screenArea);
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effects->paintWindow(
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w,
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mask,
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// Only paint the region that intersects the current screen and desktop.
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region.intersected(damage),
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data);
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if (isTranslated(w)) {
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// Undo the translation for the next screen. I know, it hurts me too.
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data += QPoint(-translation.x(), -translation.y());
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data += QPoint(-drawTranslation.x(), -drawTranslation.y());
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}
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}
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}
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@ -30,7 +30,7 @@ namespace KWin
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* After desktopChanging() is done, or without desktopChanging() having been called at all, desktopChanged() is called.
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* The desktopChanged() function configures the m_startPos and m_endPos for the animation, and the duration.
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*
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* m_currentPosition and m_paintCtx.translation and everything else not labeled "drawCoordinate" uses desktops as a unit.
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* m_currentPosition and everything else not labeled "drawCoordinate" uses desktops as a unit.
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* Exmp: 1.2 means the dekstop at index 1 shifted over by .2 desktops.
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* All coords must be positive.
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*
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@ -85,7 +85,8 @@ private Q_SLOTS:
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private:
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QPoint getDrawCoords(QPointF pos, EffectScreen *screen);
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bool isTranslated(const EffectWindow *w) const;
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bool isPainted(const EffectWindow *w) const;
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bool isPainted(int desktopId, const EffectWindow *w) const;
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bool willBePainted(const EffectWindow *w) const;
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bool shouldElevate(const EffectWindow *w) const;
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QPointF moveInsideDesktopGrid(QPointF p);
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QPointF constrainToDrawableRange(QPointF p);
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@ -123,12 +124,7 @@ private:
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struct
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{
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int desktop;
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bool firstPass;
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bool lastPass;
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QPointF translation; // Uses desktops as units
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QPoint currentPos;
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bool wrap;
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QVector<int> visibleDesktops;
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EffectWindowList fullscreenWindows;
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} m_paintCtx;
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