VirtualDesktopManager::currentChanged() can be emitted with
previousDesktop being null/0. It can happen only on startup. After that,
it's always valid. In order to make the code that uses the
currentChanged signal less trickier, ensure that the current virtual
desktop is initialized when the virtual desktop config is loaded.
On X11, the painted screen is meaningless, so the zoom effect doesn't
use it to store offscreen data. It can create problems when iterating
over offscreen data map.
The painted screen can't be used to determine the necessary offscreen
texture size too. X11 requires some special care.
This change adds explicit wayland checks.
BUG: 466376
When allocating offscreen texture, we should use screen's scale rather
than current render target's scale.
In addition to that, the cached vbo cannot be used for rendering on
other screens with different scale factors, which can happen.
This merges Window::clientMinimized() and Window::clientUnminimized()
signals with the Window::minimizedChanged() signal to simplify some
code.
The avoid animation flag has been dropped because its main usage is to
avoid playing animation during window initialization. But it's not possible
to trigger minimize animation at that moment. API-wise it's better to avoid
having such flags too and rely on surface role to decide whether to play a
given animation.
If setMinimized() is used during window initialization, no animation
will be played, so we could use setMinimized() instead of minimize()
that takes "avoid animation" boolean trap.
This signal exists as a convenience helper, but it's not always emitted
as it's advertised to work. Instead of fixing it, let's drop the signal
to simplify virtual desktop code. Its effects can be accomplished by
monitoring Window::desktopChanged() and VirtualDesktopManager::currentChanged()
signals in effects and scripts where needed.
It only gets set on specific cases and assumes false as default anyway.
kwin/src/backends/drm/drm_gpu.cpp:691:12: runtime error: load of value 190, which is not a valid value for type 'bool'
While we could still access the primary node, as we're not getting GPU acceleration
anyways we might as well fall back to CPU rendering directly
BUG: 466302
Instead of best-guessing, at BGR (which in retrospect was a bad guess),
offer whatever resembles most the internal representation. This way the
frame gets to be least treated as it goes into the client.
...before releasing the connection!
this was randomly causing crashes because of use-after-disconnect
problems. since we would tear down the connection in ~X11WindowedBackend
but outputs wouldn't get cleaned up until QObject children cleanup of
the X11WindowedBackend object (or more precisely the OutputBase). this
would then result in ~X11WindowedOutput accessing a backend connection
that had already been closed
to help debug this type of problem moving forward let's also reset the
connection to nullptr during destruction. it's kinda pointless but it
makes it easier to spot use-after-disconnect
BUG: 466183
This reverts commit 4b1ef33c1e.
It introduced a crash. The large icons task switcher can create and
destroy the shadow in the middle of painting. When a shadow is
destroyed, kwin can make opengl context current. It will reset current
QOpenGLContext, and QtQuick can crash.
BUG: 466279
The input events can be processed when the workspace is not available,
e.g. during startup or shutdown, so add a corresponding guard.
As a long term plan, we need to decouple Workspace from low-level input
backend parts, but it will be a too invasive change for now.
BUG: 449317
BUG: 465456
Checking if the pointer needs to be confined before doing `std::clamp` on
the position is useless and causes problems. With this change, the pointer
will always be confined to exactly the screen, without any fractional offsets.
BUG: 461911
Currently the Shadow class is scene specific, which adds coupling
between Window and scene bits.
This change introduces ShadowTextureProvider that contains scene
specific stuff so the Shadow acts like a data source and is not coupled
to concrete scene.
It's gone in KF6
It's only used to obtain the install location of the package and resolve files relative to that
Use QStandardPaths to locate those files directly