In addition it's required to keep the expandedGeometry alive until
the effects handled the deletion
BUG: 318322
BUG: 320892
BUG: 344359
REVIEW: 126323
FIXED-IN: 5.6
Most of those effects didn't need special screen locking handling on
X11 as they prevented screen locking. On Wayland though, we don't
want the lock screen shown on a cube.
REVIEW: 126122
the stackingOrderChanged() signal came before the window turned an effect window
usually this is no problem as the change shall not be caught anyway, but
the window may have changed its stack position
BUG: 353745
FIXED-IN: 5.5
REVIEW: 126134
window wasn't correctly represented in
zoom, present windows and desktop grid effects
on the fly code streamlining:
- logout and above windows were handled equally in different code paths
- windows were painted on 0 opacity instead of just aborting the paint
local semi-paintdata because PaintData isn't assignable
(const dptr, I think) and we're post freeze.
BUG: 355539
FIXED-IN: 5.5
REVIEW: 126133
Eg. if a window is closed while "timeline.currentValue() == 0",
slotWindowClosed() will shortcut exit and not be removed from the
managers, thus dangle around forever.
Maybe there're other ways for a window to be deleted w/o
the closed slot being entered.
CCBUG: 339970
REVIEW: 126034
stupid clients think it's relevant to withdraw other states
when going fullscreen, this means we trigger an
nmaximization animation and when that's done, the
window is fullscreen...
Unfortunately one of the stupid clients is QWidget and also
the window could get other, *legit*, resizes during the
animation, so we cancel it on occasion
BUG: 336467
FIXED-IN: 5.5
REVIEW: 125989
For the functions from GL_FOO_robustness we want to resolve it by
ourselves in order to add a custom implementation if it's not available.
Unfortunately once epoxy.h is included this breaks as epoxy defines the
names and so through the preprocessor epoxy always wins.
So we need different names: all functions from robustness get a "kwin"
prefix and the usage is changed everywhere in kwin source code.
REVIEW: 125883
While the main plasma desktop containment does one
desktop per screen, that does not necessarily hold
for other containments, let alone other desktop shells
To indicate that the window is "active" ie. can
be dragged or activated (like in present windows)
There was either a bug or a forum post complaining
about the inability to activate windows from DG
They're only traversed and QHash is unordered - so
the worst container. Also we have complete control
over the maintained class, so we can just keep the
mapped EffectWindow there
esp. the list-remove icon looks like "delete" and
can cause worries about what happens to the windows
as a bonus, the buttons now follow the DPI. are a
little smaller (presently might fit touch devices? but
is way to huge on "normal" desktops with ordinary DPI)
and the buttons have nice visible animations on pressing
BUG: 354131
FIXED-IN: 5.5
Removes the ElectricAction for ShowDashboard and the relevant code
in screenedges and the KCM.
Also a leftover in the glide effect.
REVIEW: 125700
BUG: 353928
Basically dead code given that Plasma doesn't have a dedicated dashboard
mode anymore and also doesn't set the required window role for it to
work.
By deleting we save one string comparison for each newly opened window.
REVIEW: 125686
Following the approach how it's done for X11: only create the interface
if the shader succeeded to compile and remove support again if it failed
to compile after a reconfigure.
REVIEW: 125444
before, hiding the buttons relied on the effect
seeing a paint event for the (with a low timeline
value) what's too wonky at least for instant animations
(certain failure) or when effect exits immediatey
(due to screen edge invocation issues or whatever)
BUG: 351869
FIXED-IN: 5.4.2
REVIEW: 124970
Theory:
----------
because PresentWindowsEffect::screenCountChanged() is shortcut
for "if (!isActive())", but the desktopgrid doesn't call
PresentWindowsEffect::setActive (or at least
PresentWindowsEffect::screenCountChanged), so the effect can
"miss" the increasing screen count change (it sees the signal,
but ignores it) and when desktopgrid calls it, it assumes the
m_gridSizes array is big enough (but it isn't)
Steps:
----------
1. effects are loaded, 1 screen present
2. 2nd screen gets added, but inactive effects ignore that
3. desktop grid gets activated, updates according to screen count,
calls presentwindows for screen #2
4. presentwindows data is only prepared for one screen from step 1
=> BOOM
BUG: 351724
CCBUG: 326032
FIXED-IN: 5.4.2
REVIEW: 124960
the (old) button effect windows used to be unreferenced
with the re-invocation of the effect. because we stopped
deleting/recreating the window, this approach failed and
the effect window was never deleted.
Unreferencing the window at proper occasion (see new hide
location) coked up - guess what - the exact same "texture is
junk" issue as for the QtQuick close button in present windows...
So we resort to the exact same stupid "hide by moving" solution
as we have there.
BUG: 348577
FIXED-IN: 5.4
REVIEW: 124136
Without the componentDisplayName the shortcut dialog takes the name of
the application e.g. Systemsettings or "KDE Control Module", but we want
it to be KWin.
REVIEW: 124706
If the user has only maximized windows or all
windows crammed into one region of the screen
the effect would not resemble an aperture at all
this ensures a maximum amount of corners is used
while seeking to still use shortest paths
BUG: 348709
FIXED-IN: 5.4
a) close to pointless
b) the target resolution texture is invalid if the resize effect is enabled (as the window was not actually resized)
REVIEW: 123901
transformed screens prevent hardware clipping
leading through filtering subquads
This requires to subquad in the painting pass
what is not supported for non rectangular
qauds ands presently aborts (in debug builds)
if any quad is transformed (as by eg. the wobbling)
REVIEW: 123733
BUG: 338972
Same issue as with present windows closers: qml is slow
Interestingly "hide" means "hide" here and there're also
no visual artifacts.
BUG: 347339
REVIEW: 123668
transformed screens prevent hardware clipping
leading through filtering subquads
This requires to subquad in the painting pass
what is not supported for non rectangular
qauds ands presently aborts (in debug builds)
if any quad is transformed (as by eg. the wobbling)
REVIEW: 123733
BUG: 338972
Same issue as with present windows closers: qml is slow
Interestingly "hide" means "hide" here and there're also
no visual artifacts.
BUG: 347339
REVIEW: 123668
This is now crucial, because while before
(the minimized) windows were conditionally
shown, but are now always behind the desktop.
Also, it makes the tabbox more consistent.
BUG: 344083
REVIEW: 122679
The closeview is not hidden because that causes
invalid textures (apparently QML related) and
deleting/recreating causes massive I/O overhead
on effect invocation.
As last resort, the window is "hidden" by moving
it out of the root window geometry.
Jonathan, please RESPIN kwin - sorry for the trouble
... again.
BUG: 345159
REVIEW: 123035
CC: riddell@gmail.com
Moves calculation of projection and modelview matrix
(aligned to new scene_opengl code) to effect start,
caches the matrices in private members and sets them
on WindowPaintData
BUG: 343509
REVIEW: 122355
FIXED-IN: 5.3
This change allows to include the effect_builtins.cpp into the build of
e.g. a kcm without having to link against all effects.
The use case for this is when one needs to resolve just the name of an
effect without wanting to hard code the name.
This is a kind of workaround for the flicker of fading out windows.
When a window is faded out it is a deleted and can by that be used
as a sufficient solution to work around the problem.
BUG: 307112
FIXED-IN: 5.2.0
REVIEW: 121909
Prior to this commit we didn't know if mipmaps were going to be used
when we created the GL texture, which meant that we couldn't tell the
driver whether to allocate storage for mipmaps or not.
This resulted in one of two things happening depending on the driver;
either it would allocate storage for mipmaps that in most cases would
never be used, or it wouldn't and would later be forced to reallocate
the texture when mipmaps were added.
By adding this parameter we can now explicitly tell the driver how
many mipmap levels will be used.
The parameter is only added to the non-image constructor for now. The
image constructor is changed to only allocate a single level, which
matches how textures created from images are used in kwin. This may
need to be revisited in the future.
This code is broken in a number of different ways; firstly by assuming
that the mipmaps need to be regenerated when the texture filter has
changed. Secondly by preventing mipmaps from being specified by other
means.
This commit removes the code from bind() and adds a generateMipmaps()
method instead.
The cube effect was relying on paintWindow() using the generic shader
without explicitly telling it to do so. This makes the cube effect
work with dynamic shaders.