The effect should have had two animations:
* on move resize
* on active/inactive change
But the timeline was adjusted in the prePaintWindow call and the timeline
is effect global and not per window. Which means that for each window the
same time is added. So instead of adding time t each frame t*n with n
being the number of windows got added. So in most cases the animation
ended in the first or second frame which means its not visible.
Through git blame I was able to track down that this incorrect behavior
was introduced in 2008. An animation broken for more than four years
without anybody noticing is probably not required. Because of that it's
dropped from the effect. As this includes quite some code and performance
improvements it goes into the release branch.
A better solution could be implemented, but that should be for 4.10.
BUG: 306263
FIXED-IN: 4.9.2
REVIEW: 106335
There were quite some useless checks like e.g. first checking whether
a window is the desktop and taking a different code path for that case
and in the other code path checking again.
Also using the new introduced boolean values for the checks instead of
comparing floating point numbers all the time.
The effect gets a set of boolean values to check whether it is active for
one of the categories (e.g. move resize, decorations).
This allows to easily check whether the effect is active at all, that is
if all values are at 1.0 the effect will never affect a window.
In all other cases it can be combined with looking at the available
windows to e.g. enable the effect for move resize only when there is a
window which is either moved or resized. This check is performed whenever
an action happens which could cause a window to become inactive.
BUG: 306262
FIXED-IN: 4.9.2
The Shader might have left-overs from last usage which might
cause the effect to not work properly.
BUG: 304404
FIXED-IN: 4.9.1
Reviewed By: Thomas Lübking
The supportInformation is extended to also read the properties
on all effects. In addition each effect can be queried just for
itself through D-Bus, e.g.:
qdbus org.kde.kwin /KWin supportInformationForEffect kwin4_effect_blur
All effects are extended to provide their configured and read
settings through properties. In some cases also important
runtime information is exposed.
REVIEW: 105977
BUG: 305338
FIXED-IN: 4.9.1
The code assumed that screens border to each other. That is the height
of the one screen is the y position of the other screen.
BUG: 304520
FIXED-IN: 4.9.1
REVIEW: 105958
* KDE/4.9:
Fix callback race in the session save and shutdown code.
Update for 4.9.0 release
SVN_SILENT made messages (.desktop file)
SVN_SILENT made messages (.desktop file)
Fix regression in QML shutdown menu. Ampersands should be removed from menu entries' text by default.
Fix typos in a message that broke string freeze.
Fix potential parallel build failure.
Conflicts:
CMakeLists.txt
Ensures that we can access the minimized property in Effects
which want to not animate a closed, minimized window.
Make use of it in the Fade Effect Script to not fade out a
minimized window which would mean showing the actual not
visible window.
BUG: 303891
FIXED-IN: 4.9.0
REVIEW: 105647
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.
The logout effect was rather broken. First of all it was
excluded from build if OpenGL ES is present at build time. The
reason for this is that the effect did not work with GLES.
In order to fix that the vignetting is ported over to OpenGL 2
by using a dedicated shader. As well the lod based blur is
added through a dedicated shader and uses framebuffer blit to
get the current rendered buffer before rendering the logout
window into a texture.
Last but not least the isActive method was broken and is fixed
by checking whether the logout window is around.
BUG: 303096
FIXED-IN: 4.9.0
REVIEW: 105459