With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
With the ongoing scene redesign, it needs to be rewritten. However,
given that it is not used widely based on support information from
various bug reports and our available man power is sparse, the most
reasonable thing is to drop the effect, unfortunately.
Occasionally, I see complaints about the file organization of kwin,
which is fair enough.
This change makes the source code more relocatable by removing relative
paths from includes.
CMAKE_CURRENT_SOURCE_DIR was added to the interface include directories
of kwin library. This means that as long as you link against kwin target,
the real location of the source code of the library doesn't matter.
With autotests, things are not as convenient as with kwin target. Some
tests use cpp files from kwin core. If we move all source code in a src/
directory, they will need to be adjusted, but mostly only in build
scripts.
The main advantage of SPDX license identifiers over the traditional
license headers is that it's more difficult to overlook inappropriate
licenses for kwin, for example GPL 3. We also don't have to copy a
lot of boilerplate text.
In order to create this change, I ran licensedigger -r -c from the
toplevel source directory.
Summary:
The ported effect looks quite similar to the C++ version except one
thing: it works correctly when user activates/deactivates a full
screen effect, for example the Desktop Cube effect.
Other than that, there are no behavioral or visual differences.
Reviewers: #kwin, davidedmundson
Reviewed By: #kwin, davidedmundson
Subscribers: davidedmundson, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D16452
Summary:
Now, when the scripting effects API has all required ingredients to port
the Scale effect to JavaScript we finally can do it.
The main rationale for porting this effect to JavaScript is that
scripted effects API lets us focus more on what we want instead of
"how".
Visually, the ported version doesn't deviate from the C++ version.
Test Plan:
* Enable the Scale effect;
* Open/close a window.
Reviewers: #kwin, graesslin
Reviewed By: #kwin, graesslin
Subscribers: graesslin, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D16478
Summary:
There were several reasons to rewrite the Minimize Animation effect in
JavaScript: to simplify code and to get rid of full repaints. One could
say that nothing prevents us from calculating the dirty region in
postPaintScreen or postPaintWindow and it is correct, but with the
scripting effects API the dirty region will be calculated for us, so we
can focus more on "what we want" instead of "how".
Visually, the "old" effect and the rewritten one look quite the same.
Except one tiny bit: if a window doesn't have an icon in the task manager,
it won't be animated. The reason for that is the purpose of this effect is
to show where the window will be after it's minimized, if the window
doesn't have icon in the task manager, one can't click at the center of
the screen to unminimize the window.
There is one significant change, the name of the effect was changed to
"Squash". If we put this effect and the Magic lamp effect under "Window
Minimize Animation" category (or if we add some "heading" label), then
the old name and the name of the category would "conflict". The new name
was suggested by Nate Graham and it very closely describes what the
effect does. "Scale" doesn't fit this effect because while a window is
being animated, its aspect ratio is not preserved.
Reviewers: #kwin, #plasma, davidedmundson
Reviewed By: #kwin, #plasma, davidedmundson
Subscribers: davidedmundson, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D16372
Summary:
In loading tests. Effects are deleted in a deleteLater potentially
outside the scope of our test. Our MockEffectsHandler (which contains
the global static "effects") has the lifespan of the test.
Fixes failing unit test.
Test Plan: Ran test
Reviewers: #kwin
Subscribers: kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D15167
Summary:
The new effect scales windows as they appear and disappear.
As the the most of window animation effects, it is a monolithic effect,
i.e., if you enable scale effect, it will animate *both* the appearing and
disappearing.
The main difference between the Scale effect and the Scale in effect is
that the Scale in effect only animates windows as they appear. There is
no corresponding "the Scale out" effect, which is odd. Other points that
differentiate the Scale effect from the Scale in effect:
* it is more subtle;
* it doesn't animate the log out screen;
* it doesn't conflict with the Fade effect, etc.
... and overall, the Scale effect supersedes the Scale in effect.
{F5904947}
//Window open animation.//
{F5904948}
//Window close animation.//
{F5905283, layout=center, size=full}
//KCM.//
Test Plan:
* Enabled this effect
* Opened/closed System Settings
Reviewers: #kwin, #plasma, #vdg, davidedmundson
Reviewed By: #kwin, #plasma, #vdg, davidedmundson
Subscribers: ngraham, davidedmundson, fvogt, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D13461
Summary:
The effect exports itself to DBus as object "/ColorPicker" and provides
an own interface "org.kde.kwin.ColorPicker".
It has one exported method to DBus "pick" which returns a QColor. When
invoked an interactive position picking selection is started. If it ends
the effect reads the color value at the picked position from the OpenGL
color buffer.
This implements T4568.
Reviewers: #kwin, #plasma_on_wayland, broulik
Subscribers: plasma-devel, kwin
Tags: #plasma_on_wayland, #kwin
Differential Revision: https://phabricator.kde.org/D3480
The X11 specific tests need to run on QT_QPA_PLATFORM xcb otherwise
they will crash. To enforce this without having to replace QTEST_MAIN
a Q_CONSTRUCTOR_FUNCTION is used to invoke a function which does nothing
except setting the env variable.
Summary:
The new logout design doesn't want to have the vignetting. Thus the
logout effect itself doesn't make any sense any more. All that would
still be used is the logout blur which can also be provided by the
blur effect nowadays for fullscreen windows. As the new logout is a
fullscreen window it should use that one.
The logout effect did one more thing: it kept the vignetting and the
blur once the user selected logout. Now without the vignetting this
would be weird and again doesn't make much sense any more.
So overall I think it's better to just drop the logout effect and use
blur effect in normal way. Neat side advantage: it will also work on
Wayland out-of-the-box.
Reviewers: #kwin, #plasma, #vdg
Subscribers: plasma-devel, kwin
Tags: #kwin
Differential Revision: https://phabricator.kde.org/D2553
Summary:
The new effect is based on the mouse click effect and uses the same
rendering code (this could be improved by merging them better).
Unlike mouse click there is no keyboard shortcut needed to activate:
as soon as the effect is loaded all touch points are visualized.
The visualization creates an animated circle for each touch down
position, motion and up position. The ids are tracked and each touch
id gets the same color. The first ten different touch ids get a
different color. As touch ids are stable the first finger will always
have the same color.
Reviewers: #kwin, #plasma_on_wayland, bshah
Subscribers: plasma-devel, kwin
Tags: #plasma_on_wayland, #kwin
Differential Revision: https://phabricator.kde.org/D2464
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
KWin::connection() uses the property to resolve the value instead of
using QX11Info. In practice this doesn't change anything at the moment,
but allows kwin_wayland to provide an xcb connection without depending
on QX11Info.
As we cannot make xcb_connection_t* available as a metatype, the
property's type is set to void*.
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
This implementation of the AbstractEffectLoader is able to to load the
scripted KWin Effects. It uses KServiceTypeTrader to find all the
candidates to load.
Effect loading gets split by the kind of effects KWin supports:
* Built-In Effects
* Scripted Effects
* Binary Plugin Effects
For this a new AbstractEffectLoader is added which will have several
sub-classes:
* BuiltInEffectLoader
* ScriptedEffectLoader
* PluginEffectLoader
* EffectLoader
The EffectLoader will be what the EffectsHandlerImpl is using and it just
delegates to the three other types of loaders. Thus the handler doesn't
need to care about the different kinds of effects. The loading is
supposed to be completely async and the EffectLoader emits a signal
whenever an Effect got loaded. The EffectsHandlerImpl is supposed to
connect to this signal and insert it into its own Effect management.
Unloading is not performed by the loader, but by the EffectsHandler.
There is one important change which needs to be implemented: the ordering
cannot be provided by the loader and thus needs to be added to the
Effects directly.
So far only the BuiltInEffectsLoader is implemented. It's not yet
integrated into the EffectsHandlerImpl, but a unit test is added which
tries to perform the various operations provided by the loader and the
BuiltInEffects. The test should cover all cases except the Check Default
functionality which is only used by Blur and Contrast effects. This
cannot be mocked yet as the GLPlatform doesn't allow mocking yet.