We have lots of inconsistency at the moment in CMakeLists.txt files. Most
of it is due to kwin being a very old project. This change hopefully fixes
all of it.
Summary:
Currently code base of kwin can be viewed as two pieces. One is very
ancient, and the other one is more modern, which uses new C++ features.
The main problem with the ancient code is that it was written before
C++11 era. So, no override or final keywords, lambdas, etc.
Quite recently, KDE compiler settings were changed to show a warning if
a virtual method has missing override keyword. As you might have already
guessed, this fired back at us because of that ancient code. We had
about 500 new compiler warnings.
A "solution" was proposed to that problem - disable -Wno-suggest-override
and the other similar warning for clang. It's hard to call a solution
because those warnings are disabled not only for the old code, but also
for new. This is not what we want!
The main argument for not actually fixing the problem was that git
history will be screwed as well because of human factor. While good git
history is a very important thing, we should not go crazy about it and
block every change that somehow alters git history. git blame allows to
specify starting revision for a reason.
The other argument (human factor) can be easily solved by using tools
such as clang-tidy. clang-tidy is a clang-based linter for C++. It can
be used for various things, e.g. fixing coding style(e.g. add missing
braces to if statements, readability-braces-around-statements check),
or in our case add missing override keywords.
Test Plan: Compiles.
Reviewers: #kwin, davidedmundson
Reviewed By: #kwin, davidedmundson
Subscribers: davidedmundson, apol, romangg, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D22371
Summary:
The new connect syntax has several advantages over the old syntax:
(a) Connecting with the new syntax is faster;
(b) It is compile time checked.
There are still a few places where the old connect syntax is used, e.g.
connecting to QML buttons in the Desktop Grid effect.
Test Plan:
Have been testing this patch for ~2 weeks, haven't noticed any
regressions.
Reviewers: #kwin, davidedmundson
Reviewed By: #kwin, davidedmundson
Subscribers: davidedmundson, broulik, graesslin, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D18368
Summary:
The maximum size of `newQuads` is known in advance, so we can avoid
unnecessary reallocations when adding transformed window quads to
`newQuads`.
Test Plan: Minimized/unminimized System Settings.
Reviewers: #kwin, davidedmundson
Reviewed By: #kwin, davidedmundson
Subscribers: davidedmundson, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D14117
Summary:
Resetting timeline while animating a window causes some visual "glitches",
see videos below. Even though we can't use `QTimer::toggleDirection`,
that's safe to delete code which resets timeline because `prePaintScreen`
figures out correct direction of the timeline.
Before
{F5809835, layout=center, size=full}
After
{F5809850, layout=center, size=full}
Test Plan:
* Set duration to 5000
* Furiously click an icon in the task manager
Reviewers: #kwin, davidedmundson
Reviewed By: davidedmundson
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D12253
Summary:
By changing all kcfg to have arg="true" we can pass in the same
KSharedConfigPtr into all effects. This allows to have fake config in
the tests and in the planned effect demo mode.
Also it means that we don't have to hardcode the name kwinrc into the
files. In the configs - where we cannot access the effectshandler - we
use the define KWIN_CONFIG which gets generated based on the compile
time arguments.
Reviewers: #kwin, #plasma
Subscribers: plasma-devel, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D3571
Summary:
This has basically been dead code for ages. The Shadow effect got
dropped in an early 4.x version. We shouldn't transform the window based
on old shadow values, so completely removed.
Reviewers: #kwin, #plasma
Subscribers: plasma-devel, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D3339
Summary:
A new method to tell the effects system whether the compositor scene
is able to drive animations. E.g. on software emulation (llvmpipe) it's
better to not do any animations at all.
This information can be used by effects to adjust their behavior, e.g.
PresentWindows could skip transitions or effects can use it in their
supported check to completely disable themselves.
As a first step all scripted effects are considered to be unsupported
if animations are not supported. They inherit AnimationEffect and are
all about driving animations.
The information whether animations are supported comes from the Scene.
It's implemented in the following way:
* XRender: animations are always supported
* QPainter: animations are never supported
* OpenGL: animations are supported, except for software emulation
In addition - for easier testing - there is a new env variable
KWIN_EFFECTS_FORCE_ANIMATIONS to overwrite the selection.
Reviewers: #kwin, #plasma
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D2386
This removes all the hacks to add kwin4_effect_ to the name of the Effect
and adjusts the desktop files of the effect configuration's parent
component.
Note: the scripted effects still start with kwin4_effect_ prefix.
REVIEW: 117367
All KCMs and KWin core use the BuiltInEffects namespace to find and
interact with the effects. There is no information left in the desktop
file which are of usage. Thus they can be removed.
This method replaces the X-KDE-ORDERING property in the Effect's desktop
files. This change is a preparation step for integrating the new Effect
Loader which doesn't read the ordering information. Thus it needs to be
provided by the Effect itself so that the EffectsHandler can properly
insert it into the chain.
Also for the built-in Effects on the long run it doesn't make much sense
to install the desktop files. And binary plugin effects will migrate to
json metadata which also doesn't have the KService::Ptr. Thus overall it
simplifies to read this information directly from the Effect.
Most is just switched to the ::read(). That should be enough for all the
Effects which have a KSharedConfig::Ptr underneath. If not we just need
to find a good place to put the reload.
Instead of using EffectsHandler::sendReloadMessage we generate the dbus
interface in each plugin and call the reconfigure slot directly. That way
it's more type safe and we don't need to link kwineffects from the
configs.
REVIEW: 116875
There are no advantages for the effects KCM to have all the effect
config modules in one plugin.
By having a plugin per effect we can use the KPluginTrader to easily
find the configuration plugin for a given effect and load it.
To make this possible the following changes are done:
* config_builtins.cpp is deleted
* add_subdirectory is used for all effects which have a config module
* toplevel CMakeLists.txt contains the sources again for the effects
which have a config module, but effects which don't have a config
module are still included and thus the macro is still used
* plugin created for the config module, name pattern is:
kwin_effectname_config
* plugin installed to ${PLUGIN_INSTALL_DIR}/kwin/effects/configs
* desktop file adjusted to new plugin name and keyword removed
* desktop file converted to json as meta data and no longer installed
* Uses K_PLUGIN_FACTORY_WITH_JSON
* Macros for config are dropped from kwineffects.h
REVIEW: 116854
As all effects have always been compiled into the same .so file it's
questionable whether resolving the effects through a library is useful
at all. By linking against the built-in effects we gain the following
advantages:
* don't have to load/unload the KLibrary
* don't have to resolve the create, supported and enabled functions
* no version check required
* no dependency resolving (effects don't use it)
* remove the KWIN_EFFECT macros from the effects
All the effects are now registered in an effects_builtins file which
maps the name to a factory method and supported or enabled by default
methods.
During loading the effects we first check whether there is a built-in
effect by the given name and make a shortcut to create it through that.
If that's not possible the normal plugin loading is used.
Completely unscientific testing [1] showed an improvement of almost 10
msec during loading all the effects I use.
[1] QElapsedTimer around the loading code, start kwin five times, take
average.
REVIEW: 115073
* "" needs to be wrapped in QStringLiteral
* QString::fromUtf8 needed for const char* and QByteArray
* QByteArray::constData() needed to get to the const char*
Where possible it is changed to Cursor::pos(), where we cannot use the
Cursor class (e.g. Aurorae) we can at least try to limit the usage to
prevent roundtrips to the X server.
REVIEW: 109178