Commit graph

87 commits

Author SHA1 Message Date
Vlad Zahorodnii
953cf452a3 Implement DesktopThumbnailItem as a collection of window thumbnails
The main motivation behind this change is to refactor scene code in
order to allow us set WindowItem visibility upfront before compositing
starts.
2022-04-29 14:13:32 +03:00
Vlad Zahorodnii
d24f908720 Move EffectWindow and SceneWindow to Deleted
It simplifies finishCompositing() function.
2022-04-27 16:43:24 +00:00
Vlad Zahorodnii
c773649377 Simplify EffectHandler::findWindow(uuid) implementation
With Workspace::findToplevel() code paths in findWindow() can be
unified.
2022-04-26 06:34:02 +00:00
Vlad Zahorodnii
175037d9d1 Prefer the term "window" over "client" in Workspace 2022-04-25 11:33:55 +00:00
Vlad Zahorodnii
a21aa839b1 Rename X11Client to X11Window
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Vlad Zahorodnii
f0f829bc5b Rename WaylandClient to WaylandWindow
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Vlad Zahorodnii
fb4607f5a6 Rename InternalClient to InternalWindow
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Vlad Zahorodnii
48b951201a Rename InputPanelV1Client to InputPanelV1Window
The word "client" means different things in wayland and kwin. Use a
better word to refer to windows.
2022-04-23 07:55:51 +00:00
Nils Fenner
b491aeb9ae Rename AbstractClient to Window 2022-04-22 17:39:12 +00:00
Vlad Zahorodnii
76a3a31f42 Remove AbstractClient plumbing casts in EffectsHandlerImpl 2022-04-18 11:10:29 +03:00
Nils Fenner
aaa429ee0a Merge Toplevel into AbstractClient
References issue #81
2022-04-18 07:42:11 +00:00
Vlad Zahorodnii
8e7a8c5a11 Rename AbstractOutput to Output
AbstractOutput is not so Abstract and it's common to avoid the word
"Abstract" in class names as it doesn't contribute any new information.
It also significantly reduces the line width in some places.
2022-04-15 17:49:49 +03:00
Vlad Zahorodnii
ca7927e3b6 Run clang-format yet another time 2022-04-15 15:23:44 +03:00
Nils Fenner
1466836ba7 Inherit "Delete" and "Unmanaged" from AbstractClient
Depends on !2224, !2232 

Further changes are blocked until the above MR's are merged.
2022-04-15 07:15:59 +00:00
Eric Edlund
26a4f75944 Implement desktopSwitching() interface for realtime animations
Added this interface to the VirtualDesktopManager. Realtime touchpad gestures update the interface to allow for mac os style desktop switching.
Also makes gestured switching use natural direction.

BUG: 185710
2022-04-15 00:09:52 +00:00
Nils Fenner
31ec0ceb24 Use Toplevel::isDeleted() to resolve Deleted type.
Prepares #81 (part 2)

Note that the `Unmanaged` type is not explicitly checked - implies `(t->isDeleted() || t->isClient()) == false`.
2022-04-14 19:36:34 +00:00
Nils Fenner
d146a3d1dd Use Toplevel::isClient() to resolve AbstractClient type. 2022-04-14 13:50:12 +00:00
Vlad Zahorodnii
4790408423 Run clang-format again
Some people either don't have clang-format installed or disable the
commit hook.
2022-04-14 13:58:03 +03:00
Vlad Zahorodnii
2ac1f9b7d3 kwineffects: Expose internalId 2022-04-13 19:06:11 +00:00
Vlad Zahorodnii
bfb60e3610 Add RenderTarget type
The main motivation behind this change is to unify render target
representation across opengl and software renderers and avoid accessing
the render backend directory in order to get the render target.
2022-04-13 10:16:16 +00:00
Gustavo Silvera
41526bd8dd effects/showfps: add new options
- added option to remove the frametime graph
- added option to remove the "this is a benchmark" message
- location of the fps counter is now on the "active" monitor by default
- removed the hard-limit of 100 for the FPS counter
- added option to color the text based off the FPS value
2022-04-04 16:05:56 +00:00
Vlad Zahorodnii
601ef328df Drop more legacy Workspace.clientArea() overloads
With this change, the Workspace would provide clientArea() overloads
that take only AbstractOutput and VirtualDesktop. integer ids are
obsolete as they are unstable.
2022-03-29 17:34:41 +00:00
Fushan Wen
0ded63c464 effects: Don't emit showingDesktopChanged when animated is false 2022-03-29 03:46:31 +00:00
Vlad Zahorodnii
e293972eaa Run clang-tidy with -checks=readability-braces-around-statements fixit
This fixes style issues in old code.
2022-03-28 10:54:11 +00:00
Xaver Hugl
8914a6c50e add global touchscreen gestures
Swipe with three fingers
- left to switch to the previous virtual desktop
- right to switch to the next virtual desktop
- up and down to toggle the overview

CCBUG: 439925
2022-03-27 19:09:04 +02:00
Vlad Zahorodnii
7096e3ead8 Run clang-format
The .clang-format file is based on the one in ECM except the following
style options:

 - AlwaysBreakBeforeMultilineStrings
 - BinPackArguments
 - BinPackParameters
 - ColumnLimit
 - BreakBeforeBraces
 - KeepEmptyLinesAtTheStartOfBlocks
2022-03-25 13:25:15 +02:00
Marco Martin
2b6f8a3141 support realtime activation for screen edges gestures
support realtime activation for screenedges gestures, making it possible
for effects to show half-triggered states while dragging from
the edge with a finger, making them much more usable
2022-03-22 20:28:02 +05:30
Vlad Zahorodnii
aac0609bb9 scene: Rework surface damage tracking
It's not possible to get the surface damage before calling
Scene::paint(), which is a big problem because it blocks proper surface
damage and buffer damage calculation when walking render layer tree.

This change reworks the scene compositing stages to allow getting the
next surface damage before calling Scene::paint().

The main challenge is that the effects can expand the surface damage. We
have to call prePaintWindow() and prePaintScreen() before actually
starting painting. However, prePaintWindow() is called after starting
rendering.

This change makes Scene call prePaintWindow() and prePaintScreen() so
it's possible to know the surface damage beforehand. Unfortunately, it's
also a breaking change. Some fullscreen effects will have to adapt to
the new Scene paint order. Paint hooks will be invoked in the following
order:

* prePaintScreen() once per frame
* prePaintWindow() once per frame
* paintScreen() can be called multiple times
* paintWindow() can be called as many times as paintScreen()
* postPaintWindow() once per frame
* postPaintScreen() once per frame

After walking the render layer tree, the Compositor will poke the render
backend for the back buffer repair region and combine it with the
surface damage to get the buffer damage, which can be passed to the
render backend (in order to optimize performance with tiled gpus) and
Scene::paint(), which will determine what parts of the scene have to
repainted based on the buffer damage.
2022-03-21 09:32:41 +02:00
Vlad Zahorodnii
3c945358fc Revert "Implement desktopSwitching() interface for realtime animations"
This reverts commit c7c1ac78ea.

This change was merged prematurely.
2022-03-19 18:30:41 +02:00
Eric Edlund
c7c1ac78ea Implement desktopSwitching() interface for realtime animations
Added this interface to the VirtualDesktopManager. Realtime touchpad gestures update the interface to allow for mac os style desktop switching.
2022-03-19 13:19:54 +00:00
Eric Edlund
5cf8db26ec Changes to GestureRecognizer and gestures 2022-03-15 13:29:05 +00:00
Michail Vourlakos
a1fec92ef2 [blur] use blurRegion to identify if a decoration supports blur
Having blurRegion to identify if a decoration supports blur or not instead of the metadata-json way has the following benefits:

- decorations can now provide both blur or not based on user preference
- theme engines such as Aurorae do not have to enforce blur or not to their themes and they can support blur enabled and disabled themes at the same time if they want to
- blurRegion is empty by default so the Korners bug will be fixed for all solid aurorae themes. Breeze and Oxygen have set **blur:false** so nothing changes for them.
- all aurorae themes that do not require blur will free up system resources by default
2022-03-11 13:13:38 +00:00
Arjen Hiemstra
bd920fb28c effects: Guard against InputMethod being nullptr or not enabled
Apparently InputMethod can be nullptr, in which case we end up
dereferencing nullptr when we try to get the input panel.
2022-03-11 10:16:30 +01:00
Arjen Hiemstra
844c451156 slidingpopups: Support animating show/hide of input method panel
This adds support for animating showing/hiding of the input method panel
to the sliding popup effect, if the input panel is of type "Toplevel".

This is mainly intended to animate showing the virtual keyboard and has
been primarily tested with Maliit. It replaces the client-side animation
that Maliit would do, instead doing the animation on the KWin side which
provides a significantly smoother experience.
2022-03-10 18:41:22 +00:00
Alex Richardson
d789ecc6d1 Use #cmakedefine01 for all KWIN_BUILD_* macros
This ensures that we get a warning if the config header is not included
instead of compiling the code as if it was disabled. Interestingly, some
checks already used #if KWIN_BUILD_*, so those were generating -Wundef
warnings when the feature is disabled. Commit 886173cab assumed that all
those features were already 01, so this unbreaks the build if any of the
features is disabled.

Fixes: 886173cab ("Reduce ifdefs in Workspace::supportInformation()")
2022-02-28 18:59:04 +00:00
Kai Uwe Broulik
d54723cbf2 Add KWIN_BUILD_SCREENLOCKER option
Allows to build KWin without lockscreen support and thus drops the
kscreenlocker dependency.

Signed-off-by: Eike Hein <eike.hein@mbition.io>
2022-02-23 14:39:25 +01:00
Vlad Zahorodnii
5933a21641 Introduce render layers
This is the first tiny step towards the layer-based compositing in kwin.
The RenderLayer represents a layer with some contents. The actual
contents is represented by the RenderLayerDelegate class.

Currently, the RenderLayer is just a simple class responsible for
geometry, and repaints, but it will grow in the future. For example,
render layers need to form a tree.

The next (missing) biggest component in the layer-based compositing are
output layers. When output layers are added, each render layer would
have an output layer assigned to it or have its output layer inherited
from the parent.

The render layer tree wouldn't be affected by changes to the output
layer tree so transition between software and hardware cursors can be
seamless.

The next big milestone will be to try to port some of existing kwin
functionality to the RenderLayer, e.g. software cursor or screen edges.
2022-02-21 09:33:59 +00:00
Vlad Zahorodnii
203d7b3b8a Move direct scanout management to Compositor
The responsibilities of the Scene must be reduced to painting only so we
can move forward with the layer-based compositing.

This change moves direct scanout logic from the opengl scene to the base
scene class and the compositor. It makes the opengl scene less
overloaded and allows to share direct scanout logic.
2022-02-21 09:33:59 +00:00
Vlad Zahorodnii
52beb213e7 kwineffects: Make GLRenderTarget and GLVertexBuffer work without global coords and scale
Because the GLRenderTarget and the GLVertexBuffer use the global
coordinate system, they are not ergonomic in render layers.

Assigning the device pixel ratio to GLRenderTarget and GLVertexBuffer is
an interesting api design choice too. Scaling is a window system
abstraction, which is absent in OpenGL or Vulkan. For example, it's not
possible to create an OpenGL texture with a scale factor of 2. It only
works with device pixels.

This change makes the GLRenderTarget and the GLVertexBuffer more
ergonomic for usages other than rendering the workspace by removing all
the global coordinate system and scaling stuff. That's the
responsibility of the users of those two classes.
2022-02-15 12:17:56 +02:00
Michail Vourlakos
bc145b614c support kdecoration2 blurregion
--use kdecoration2 blurred regions to adjust blur effect appropriately when
needed

CCBUG:395725

Requires: https://invent.kde.org/plasma/kdecoration/-/merge_requests/17
2022-02-09 21:00:07 +00:00
Vlad Zahorodnii
293b2244ac Move xcbutils to utils directory 2022-01-25 16:56:33 +00:00
Aleix Pol
324b172a26 Also redirect tablet events to the effects infrastructure 2022-01-21 09:33:13 +00:00
Xaver Hugl
5b86afa6f0 effecst: disable launch feedback effect if cursor is hidden
Gets annoying with touch
2022-01-19 12:36:29 +00:00
Vlad Zahorodnii
5f83f2a781 Replace abort() with Q_ASSERT and Q_UNREACHABLE
This change replaces abort() with Q_ASSERT and Q_UNREACHABLE() macros to
make kwin code base consistent. Besides that, Q_UNREACHABLE may
potentially provide the compiler more info that can be used to generate
more efficient machine code.
2022-01-04 10:28:42 +02:00
Xaver Hugl
6a99bfd2f4 make software cursors work per output 2021-12-28 18:42:29 +00:00
Vlad Zahorodnii
ec5950aedb Rename EffectQuickScene to OffscreenQuickScene
EffectQuickScene is not used strictly by effects, aurorae decorations
use it too to render window decorations.

This change renames the EffectQuickView/Scene to
OffscreenQuickView/Scene to clear up the naming scheme.
2021-11-23 09:53:18 +00:00
Vlad Zahorodnii
6d0cca5c7f Move all dirty region scene repaint scheduling to Scene
The Compositor contains nothing that can potentially get dirty and need
repainting.

As is, the advantages of this move aren't really noticeable, but it
makes sense with multiple scenes.

Backend parts are far from ideal, they can be improved later on as we
progress with the scene redesign.
2021-11-11 11:33:04 +02:00
Vlad Zahorodnii
48f943bd75 Introduce explicit base render backend type
The main idea behind the render backend is to decouple low level bits
from scenes. The end goal is to make the render backend provide render
targets where the scene can render.

Design-wise, such a split is more flexible than the current state, for
example we could start experimenting with using qtquick (assuming that
the legacy scene is properly encapsulated) or creating multiple scenes,
for example for each output layer, etc.

So far, the RenderBackend class only contains one getter, more stuff will
be moved from the Scene as it makes sense.
2021-11-11 08:55:29 +00:00
Vlad Zahorodnii
2e8f811d3f Remove bogus full repaint in EffectsHandlerImpl::isEffectSupported()
It makes no sense to schedule a full repaint when somebody checks if the
specified effect is supported.
2021-11-09 15:34:08 +02:00
Xaver Hugl
6ff4de2e05 port everything away from Q_FOREACH 2021-11-08 14:19:05 +00:00