With the removal of BoxSwitch all effects which want mouse events use the
fullscreen input window. The available functionality is too complex both
in EffectsHandler and in the Effects.
With this change only fullscreen input windows are supported and all
effects share the input window. This means there is at maximum one input
window. This simplifies the code in the Effects as they don't have to
keep track of the window they created any more. In EffectsHandler it
means that only one window needs to be created, destroyed and raised.
Also it means that we can properly react on screen size changes which had
been ignored in the past. Also quite some roundtrips to X are no longer
needed as we do not need to query the window geometry when creating the
input window.
REVIEW: 110156
The non-composited part handles the showWithX case with the four small
windows. The composited part shows a translucent QWidget with the
FrameSvg as done by the selection effect frame.
Outline connects to the Compositor toggled signal to switch the mode if
compositing gets suspended/resumed. This works fine also in the case that
the switch happens while the outline is shown. To support this Outline
is now a QObject and created with Workspace as a parent.
Given that the Outline handles both cases by itself, the outline effect
is no longer needed and is dropped together with all the hooks into the
effect system.
EffectsHandlerImpl starts to monitor DBus for the screen being locked and
provides this information to the Effect system by allowing them to ask
whether the screen is currently locked and by emitting a signal when the
screen gets locked/unlocked.
This information is needed to ensure that no private data is shown on the
screen. The following effects are adjusted:
* taskbar thumbnails
* thumbnail aside
* mouse mark
* screen shot
BUG: 255712
FIXED-IN: 4.11
REVIEW: 108670
For each edge an additional "approach" area window is created. When the
mouse enters this approach window, it gets unmapped and a mouse polling
interval is started. If the mouse leaves the approach area again, the
window gets mapped again and the mouse polling is stopped.
During the approaching a signal is emitted with a factor in [0.0,1.0] to
describe how close the mouse is to the edge. 0.0 means far away, 1.0
means triggering the edge. This signal is passed to the effects to allow
using this information. E.g. to provide a glow corner effect or to make
use of it in the cube animation effect to start the animation on desktop
switch.
The main difference is that the activation of an edge is no longer
broadcasted to all effects and scripts, but instead a passed in slot of
the Effect/Script is invoked.
For this the EffectsHandler API is changed to take the Effect as an
argument to (un)reserveElectricBorder. As callback slot the existing
borderActivated is used.
In addition the ScreenEdge monitors the object for beeing destroyed and
unregisters the the edge automatically. This removes the need from the
Effect to call unregister in the dtor.
BUG: 309695
FIXED-IN: 4.11
No effect has ever used these methods and there is no reason why an
effect should use them. Reserve/unreserve is sufficient as the effect
will be notified anyway.
In effects it's obvious that compositing is enabled, so specifying the
translucent element is no problem.
In tabbox a context property "compositing" is injected which decides
whether "translucent" or "opaque" elements should be used. Here the
translucent elements are only used if the Blur effect is available - for
this a new Effect::Feature Blur is introduced and in addition it is
tested whether the theme provides the translucent element.
Also the masking is adjusted to ensure that only the shadow is not
blurred.
Reason for this change is that Plasma theme seems not always to pick up
whether compositing is used when used from inside KWin. It does not cover
the Desktop Change OSD which uses PlasmaCore.Dialog and there we cannot
(yet) inject that we use compositing.
Overall I'm quite unhappy with this patch and I do hope we can fix it in
the proper place in the lifetime of 4.10 and revert this patch.
CCBUG: 311995
REVIEW: 108438
This property can be used to check whether a window is currently visible
to the user, that is:
* not minimized
* on the current desktop
* on current activity
This is a common need for various effects.
REVIEW: 108341
Instead of each effect, which needs to announce support, having custom
code to create a property and set it on the root window, there is now a
common API in EffectsHandler to take care of this.
The methods takes care of creating the atom if it has not already done
and set the property on the root window. Furthermore it allows multiple
effects to announce the same property without getting in conflict with
each other.
As a further convenience the property is automatically removed when the
effect is unloaded, so less things an effect author has to care about.
REVIEW: 107815
The ownership for virtual desktops is moved from Workspace into a new
VirtualDesktopManager. The manager is responsible for providing the count
of virtual desktops and keeping track of the currently used virtual
desktop.
All methods related to moving between desktops are also moved from
Workspace to the new manager, though all methods related to Clients on
Virtual Desktops remain in Workspace for the time being. This is to have
the new manager as independent from KWin core as possible.
An rather important change for the handling of virtual desktops is that
the count and the id of a desktop is now an unsinged integer instead of
an integer. The reason for that is that we cannot have a negative count
of desktops as well as it is not possible to be on a desktop with a
negative identifier.
In that regard it is important to remember that a Client can be on a
desktop with a negative identifier. The special value for a Client being
on all desktops is handled by using -1 as a desktop. For the time being
this is not adjusted but instead of comparing the virtual desktop ids one
should prefer to use the convenient methods like isOnDesktop and
isOnAllDesktops. This would allow in future to internally change the
representation for on all desktops.
This method can be used to get the animationTime in case a configuration
class generated through KConfigXT is used. In general the configuration
stores the magic value 0 for a property "duration". This magic value
indicates that a hard-coded default value should be used.
So the common logic to test the stored value for 0 and then either pass
the stored value or the default value to animationTime is encapsulated
in this method in a generic way.
A MyEffect can use it in the following way:
animationTime<MyEffectConfig>(200);
BUG: 310646
FIXED-IN: 4.10
REVIEW: 107460
Add an option to kcmcompositing in the 'Advanced' tab, to enable or
disable color correction. It is specified that it's experimental and it
needs Kolor Manager.
Before painting for a particular screen, ColorCorrection::setupForOutput
should be called.
A screen property is added for WindowPaintData.
In kwinglutils, The fragment shaders are intercepted before being
compiled and they get a couple of lines of code inserted in order to do
the color correction. This happens only when color correction is enabled, of
course.
For D-Bus communication with KolorServer, everything is async.
The implementation basically manages a set of color lookup tables for
different outputs and for different window regions. These are taken via
D-Bus. Each lookup table has around 700 KB.
This commit reintroduces the changes from the former merge with the
"color2" branch. In this form, it can be easily reverted.
REVIEW: 106141
This merge is incomplete and it does not include the review number of
the associated review request. It should have been pushed as a single
commit, because the merged commits were not intended to be published in
their form.
This reverts commit dcba90263069a221a5489b1915c5cf1ca39d090c, reversing
changes made to 50ae07525c7fde07794e7548c3d6e5a69cb1a89d.
Conflicts:
kwin/scene_opengl.cpp
kwin/scene_opengl.h
A decoration can provide the AbilityAnnounceAlphaChannel in addition to
AbilityUsesAlphaChannel. If this ability is provided the decoration can
enable/disable the use of the alpha channel through setAlphaEnabled().
The base idea behind this mechanism is to be able to tell the compositor
that currently alpha is not needed. An example is the maximized state in
which the decoration is fully opaque so that there is no need to use the
translucency code path which would render all windows behind the deco.
In addition also the blur effect honors this setting so that behind a
known opaque decoration no blurring is performed.
Oxygen is adjusted to disable translucency in maximized state and Aurorae
is adjusted to allow themes to enable/disable translucency. For Plastik
translucency and with that also blurring is disabled.
REVIEW: 106810
Use XDamageReportNonEmpty instead of XDamageReportRawRectangles.
In XDamageReportNonEmpty mode the server generates a single damage
event when the damage state transitions from not-damaged to damaged.
When the compositor is ready to paint the screen, it requests the
damage region for each window and resets the state to not-damaged.
With XCB we can request the damage regions for all windows in a
single roundtrip, making this the preferred mode.
This should reduce the number of wakeups and the time spent
processing damage events between repaints.
The CompositingType enum turns into flags and two new values are
introduced: OpenGL1Compositing and OpenGL2Compositing.
Those new values are or-ed to OpenGLCompositing so that a simple check
for the flag OpenGLCompositing works in case of one of those two new
values. To make the generic check for OpenGL compositing easier a method
in EffectsHandler is introduced to just check for this.
The scenes now return either OpenGL1Compositing or OpenGL2Compositing
depending on which Scene implementation. None returns OpenGLCompositing.
The implementation consists of a class in libkwineffects.
There are some slight modifications in the compositor. Regions for
different outputs are drawn at different times.
Currently only per output color correction is implemented. However, the
grounds are prepared for implementing per window color correction
easily.
The ColorCorrection class needs to communicate via D-Bus with a KDED
module, KolorServer, which is a part of KolorManager.
The only visible part for the user consists of a check box in the
advanced tab for the compositing KCM.
The actual correction is done by injecting a piece of code in the
fragment shader, code that does a 3D lookup into a special color lookup
texture. The data for these textures is obtained from KolorServer. All
D-Bus calls are async.
The public member variables for opacity, saturation and brightness
are removed in favor for getter and setters. The variables are
moved into a private class. Those are now qreal instead of double.
To make usage inside the effects easier a multiply method is added
which multiplies the current value with passed in factor and returns
the new value in a functional programming style.
This commit is the top-most of a patch series to refactor
ScreenPaintData and WindowPaintData. Other related commits are:
* 0811772
* ebdc7ec
* 2c8dd8d
* 7699726
* 68e0201
* 611cb09
REVIEW: 105141
BUG: 303314
FIXED-IN: 4.10
No effect has ever made use of contents opacity. Which means it
is not needed. Removing means faster effects as we used to
multiply the value (always 1.0) with the opacity in each frame
for each window.
New properties for the current activity and the available
activities plus related signals in scripts. Signals added to
effects.
BUG: 302060
FIXED-IN: 4.9.0