Adds a new force rule to specify the color scheme to use on the window
decoration. The scheme is stored by the name of the .colors file name.
So for Oxygen.colors the value is Oxygen.
When loaded the scheme is located and the full path to the colors file
is used. This is because the X property also uses the full path.
When the menu opens we update the QPalette to the one used by the
Client and thus providing a more common look and feel if the window
specified a custom color scheme.
The ::palette() in KDecoration and KCommonDecoration returns the
QPalette the decoration should use for the decorated window. The
call delegates into the bridge and KWin core might provide a special
QPalette for a given Client depending on the _KDE_NET_WM_COLOR_SCHEME
property.
The X property _KDE_NET_WM_COLOR_SCHEME can be set on a window and
specifies the absolute path to a .color file describing the color
scheme of the managed client.
The Client reads this property and creates a QPalette from it. If
the property is not set or the value is incorrect, the Client uses
KWin's default palette.
The idea behind this property is to allow an application with a
custom color scheme to tell KWin which color scheme the window
decoration should use. So that the window looks as a solid pattern
again.
This is a workaround fo QTBUG-34898 and affects the VirtualBox driver
and SandyBridge Mobile. OpenGL compositing is just not possible and
crashes as soon as there is anything rendered with QtQuick. This change
should be reverted once the Qt bug is fixed.
To nevertheless use OpenGL one can as always use the KWIN_COMPOSE env
variable, though this will result in crashes. An alternative is to set
QT_OPENGL_NO_SANITY_CHECK which forces Qt into using the threaded
rendering. At least for Sandybridge this seems to be a workable solution
as it's only causing flickering in fullscreen and KWin doesn't use any
fullscreen QtQuick elements.
With QtQuick2 it's possible that the scene graph rendering context either
lives in an own thread or uses the main GUI thread. In the latter case
it's the same thread as our compositing OpenGL context lives in. This
means our basic assumption that between two rendering passes the context
stays current does not hold.
The code already ensured that before we start a rendering pass the
context is made current, but there are many more possible cases. If we
use OpenGL in areas not triggered by the rendering loop but in response
to other events the context needs to be made current. This includes the
loading and unloading of effects (some effects use OpenGL in the static
effect check, in the ctor and dtor), background loading of texture data,
lazy loading after first usage invoked by shortcut, etc. etc.
To properly handle these cases new methods are added to EffectsHandler
to make the compositing OpenGL context current. These calls delegate down
into the scene. On non-OpenGL scenes they are noop, but on OpenGL they go
into the backend and make the context current. In addition they ensure
that Qt doesn't think that it's QOpenGLContext is current by calling
doneCurrent() on the QOpenGLContext::currentContext(). This unfortunately
causes an additional call to makeCurrent with a null context, but there
is no other way to tell Qt - it doesn't notice when a different context
is made current with low level API calls. In the multi-threaded
architecture this doesn't matter as ::currentContext() returns null.
A short evaluation showed that a transition to QOpenGLContext doesn't
seem feasible. Qt only supports either GLX or EGL while KWin supports
both and when entering the transition phase for Wayland, it would become
extremely tricky if our native platform is X11, but we want a Wayland
EGL context. A future solution might be to have a "KWin-QPA plugin" which
uses either xcb or Wayland and hides everything from Qt.
The API documentation is extended to describe when the effects-framework
ensures that an OpenGL context is current. The effects are changed to
make the context current in cases where it's not guaranteed. This has
been done by looking for creation or deletion of GLTextures and Shaders.
If there are other OpenGL usages outside the rendering loop, ctor/dtor
this needs to be changed, too.
Instead of looping over every quad for every grid cell and checking
for possible intersections, loop over the quads once and compute
the top left corner of the first intersecting grid cell. Then loop over
all the intersecting cells from that point and create the sub quads.
This new algorithm also preserves the order of the quads in the
original list.
NOBODY should use org.kde.kded5 but instead directly the service
register by its own modulem, but for now let's just switch to .kded5
so we can get this running fast.
There is a check in Client::buttonReleaseEvent() for the state of the
mouse buttons compared to the button masks for button 1, 2, 3 (X11
button indices).
The check was:
if ((state & (Button1Mask & Button2Mask & Button3Mask)) == 0) { ... }
<=> if (state & 0 == 0) <=> if (true)
This change assumes what the check was supposed to be and fixes the problem. The correct fix was proposed by Thomas.
REVIEW: 113359
Only needs:
* Qt5::DBus for the communication with color correction
* Qt5::X11Extras for access to XCB, pulls in needed Qt5::Gui
* XCB component XCB for xcb calls in kwinglobals.h
It's basically a run of the port-cmake.sh script in here, mostly the changes
are the following:
- Using KF5::* targets
- Using the proper macros, following recent developments in frameworks
Defines the DecorationButton type in DecorationOptions (needs to be
re-defined due to QML limitations) and exports the buttons as a
QList<int> property (again QML limitations).
All QML files are switched from string to the new enum type.
A new enum is introduced which defines all the buttons known to KWin.
The defaultTitleButton methods return a list of DecorationButtons instead
of a string which needs to be parsed by the decoration. The same for the
actual title buttons. The reading/storing of the buttons is unchanged,
that is the same characters are used and mapped to the button types.
There is no difference between Oxygen and default KDecoration, so
it's not needed. It's also conceptionally wrong: decorations should
not be able to change the global default.