mirror of
https://github.com/noctalia-dev/noctalia-shell.git
synced 2026-05-11 17:08:27 +08:00
Revert "perf(mainscreen): merging fix/damage-control"
This reverts commit67a7f75c37, reversing changes made to8828d9d7be.
This commit is contained in:
@@ -103,20 +103,6 @@ Variants {
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}
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}
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// Screen corners - 4 small PanelWindows, one per corner
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Repeater {
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model: ["topLeft", "topRight", "bottomLeft", "bottomRight"]
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delegate: Loader {
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active: windowItem.windowLoaded && windowItem.shouldBeActive
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asynchronous: false
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sourceComponent: ScreenCornerWindow {
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screen: windowItem.modelData
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corner: modelData
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}
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}
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}
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// BarExclusionZone - created after MainScreen has fully loaded
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// Note: Exclusion zone should NOT be affected by hideOnOverview setting.
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// When bar is hidden during overview, the exclusion zone should remain to prevent
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@@ -33,6 +33,7 @@ PanelWindow {
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// Wayland layer configuration
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WlrLayershell.namespace: "noctalia-bar-content-" + (barWindow.screen?.name || "unknown")
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WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.exclusionMode: ExclusionMode.Ignore // Don't reserve space - BarExclusionZone in MainScreen handles that
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// Position and size to match bar location (per-screen)
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@@ -37,6 +37,7 @@ PanelWindow {
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mask: Region {}
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// Wayland layer shell configuration
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WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.namespace: "noctalia-bar-exclusion-" + edge + "-" + (screen?.name || "unknown")
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// When auto-hide, non-exclusive mode is enabled, OR bar is explicitly hidden via IPC, don't reserve space
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// Note: We check BarService.isVisible directly, NOT effectivelyVisible, because we want
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@@ -26,6 +26,7 @@ PanelWindow {
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focusable: false
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WlrLayershell.namespace: "noctalia-bar-trigger-" + (screen?.name || "unknown")
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WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.exclusionMode: ExclusionMode.Ignore
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// Anchor to bar's edge
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@@ -44,6 +44,9 @@ PanelWindow {
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}
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// Wayland
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// As this is always rendered, putting it on the top layer
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// would prevent direct scanout for other Wayland clients.
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// WlrLayershell.layer: WlrLayer.Top
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WlrLayershell.namespace: "noctalia-background-" + (screen?.name || "unknown")
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WlrLayershell.exclusionMode: ExclusionMode.Ignore // Don't reserve space - BarExclusionZone handles that
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WlrLayershell.keyboardFocus: {
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@@ -67,37 +70,18 @@ PanelWindow {
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}
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anchors {
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top: isFramed || _needsFullscreen || _barPosition !== "bottom"
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bottom: isFramed || _needsFullscreen || _barPosition !== "top"
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left: isFramed || _needsFullscreen || _barPosition !== "right"
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right: isFramed || _needsFullscreen || _barPosition !== "left"
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top: true
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bottom: true
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left: true
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right: true
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}
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// Implicit sizes control the non-anchored dimension when collapsed (3 anchors).
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// Layout: [margin] [bar] [max(margin, shadow)] — screen-edge side uses margin, inner side uses whichever is larger.
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// When fullscreen (4 anchors), compositor ignores these.
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implicitWidth: Math.ceil(barPlaceholder.barMarginH + barPlaceholder.barHeight + _innerPaddingH)
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implicitHeight: Math.ceil(barPlaceholder.barMarginV + barPlaceholder.barHeight + _innerPaddingV)
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// Desktop dimming when panels are open
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property real dimmerOpacity: Settings.data.general.dimmerOpacity ?? 0.8
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property bool isPanelOpen: (PanelService.openedPanel !== null) && (PanelService.openedPanel.screen === screen)
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property bool isPanelClosing: (PanelService.openedPanel !== null) && PanelService.openedPanel.isClosing
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property bool isAnyPanelOpen: PanelService.openedPanel !== null
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// Dynamic fullscreen management — collapse to bar-sized when idle to avoid fullscreen compositor damage
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readonly property bool isFramed: Settings.data.bar.barType === "framed"
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readonly property string _barPosition: Settings.getBarPositionForScreen(screen?.name)
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readonly property bool _barIsVertical: _barPosition === "left" || _barPosition === "right"
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property bool _needsFullscreen: isAnyPanelOpen || PanelService.closingPanel !== null || _dimmerAnimating
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property bool _dimmerAnimating: false
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// Shadow padding for collapsed window — shadow extends beyond bar into the screen
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readonly property real _shadowPadding: (Settings.data.general.enableShadows && !PowerProfileService.noctaliaPerformanceMode) ? Style.shadowBlurMax + Math.max(Math.abs(Style.shadowHorizontalOffset), Math.abs(Style.shadowVerticalOffset)) : 0
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// Inner padding: the side facing into the screen needs at least shadow clearance
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readonly property real _innerPaddingH: Math.max(barPlaceholder.barMarginH, _shadowPadding)
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readonly property real _innerPaddingV: Math.max(barPlaceholder.barMarginV, _shadowPadding)
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color: {
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if (dimmerOpacity > 0 && isPanelOpen && !isPanelClosing) {
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return Qt.alpha(Color.mShadow, dimmerOpacity);
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@@ -110,7 +94,6 @@ PanelWindow {
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ColorAnimation {
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duration: isPanelClosing ? Style.animationFaster : Style.animationNormal
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easing.type: Easing.OutQuad
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onRunningChanged: root._dimmerAnimating = running
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}
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}
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@@ -480,11 +463,6 @@ PanelWindow {
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// Expose bar dimensions directly on this Item for BarBackground
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// Use screen dimensions directly
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x: {
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if (!root._needsFullscreen && !root.isFramed) {
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// Collapsed: bar is at margin from screen edge, shadow extends inward.
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// For right bar the window faces left (inner side first), so bar starts after shadow clearance.
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return barPosition === "right" ? root._innerPaddingH : barMarginH;
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}
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if (barPosition === "right")
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return (screen?.width ?? 0) - barHeight - barMarginH;
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if (isFramed && !barIsVertical)
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@@ -492,9 +470,6 @@ PanelWindow {
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return barMarginH;
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}
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y: {
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if (!root._needsFullscreen && !root.isFramed) {
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return barPosition === "bottom" ? root._innerPaddingV : barMarginV;
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}
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if (barPosition === "bottom")
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return (screen?.height ?? 0) - barHeight - barMarginV;
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if (isFramed && barIsVertical)
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@@ -572,6 +547,9 @@ PanelWindow {
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}
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}
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// Screen Corners
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ScreenCorners {}
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// Blur behind the bar and open panels
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// Helper object holding computed properties for blur regions
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QtObject {
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@@ -1,87 +0,0 @@
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import QtQuick
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import QtQuick.Shapes
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import Quickshell
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import Quickshell.Wayland
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import qs.Commons
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/**
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* ScreenCornerWindow - Small PanelWindow that renders a single concave screen corner.
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*/
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PanelWindow {
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id: root
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required property string corner // "topLeft", "topRight", "bottomLeft", "bottomRight"
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readonly property real s: Style.screenRadius
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readonly property bool shouldShow: Settings.data.general.showScreenCorners && s > 0
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visible: shouldShow
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color: "transparent"
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// Click-through
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mask: Region {}
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WlrLayershell.namespace: "noctalia-corner-" + corner + "-" + (screen?.name || "unknown")
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WlrLayershell.exclusionMode: ExclusionMode.Ignore
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WlrLayershell.keyboardFocus: WlrKeyboardFocus.None
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anchors {
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top: corner === "topLeft" || corner === "topRight"
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bottom: corner === "bottomLeft" || corner === "bottomRight"
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left: corner === "topLeft" || corner === "bottomLeft"
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right: corner === "topRight" || corner === "bottomRight"
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}
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implicitWidth: Math.ceil(s)
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implicitHeight: Math.ceil(s)
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// Cache to texture to avoid continuous re-tessellation
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Item {
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anchors.fill: parent
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layer.enabled: true
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Shape {
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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asynchronous: true
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enabled: false
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visible: root.s > 0 && width > 0 && height > 0
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ShapePath {
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id: cornerPath
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? "black" : Color.mSurface
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strokeWidth: -1
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fillColor: root.shouldShow ? cornerColor : "transparent"
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Behavior on fillColor {
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enabled: !Color.isTransitioning
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ColorAnimation {
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duration: Style.animationFast
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}
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}
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PathSvg {
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path: {
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var s = root.s;
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if (s <= 0)
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return "M -1 -1 L -1 0 L 0 0 Z";
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switch (root.corner) {
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case "topLeft":
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return "M 0 0 L " + s + " 0 A " + s + " " + s + " 0 0 0 0 " + s + " Z";
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case "topRight":
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return "M 0 0 L " + s + " 0 L " + s + " " + s + " A " + s + " " + s + " 0 0 0 0 0 Z";
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case "bottomLeft":
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return "M 0 0 A " + s + " " + s + " 0 0 0 " + s + " " + s + " L 0 " + s + " Z";
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case "bottomRight":
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return "M " + s + " " + s + " L 0 " + s + " A " + s + " " + s + " 0 0 0 " + s + " 0 Z";
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default:
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return "M -1 -1 L -1 0 L 0 0 Z";
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}
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,231 @@
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import QtQuick
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import QtQuick.Shapes
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import qs.Commons
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/**
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* ScreenCorners - Shape component for rendering screen corners
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*
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* Renders concave corners at the screen edges to create a rounded screen effect.
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* Self-contained Shape component (no shadows).
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*/
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Item {
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id: root
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anchors.fill: parent
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// Wrapper with layer caching to reduce GPU tessellation overhead
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Item {
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anchors.fill: parent
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// Cache the Shape to a texture to prevent continuous re-tessellation
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layer.enabled: true
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Shape {
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id: cornersShape
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anchors.fill: parent
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preferredRendererType: Shape.CurveRenderer
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asynchronous: true
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enabled: false // Disable mouse input
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visible: cornersPath.cornerRadius > 0 && width > 0 && height > 0
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ShapePath {
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id: cornersPath
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// Corner configuration
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readonly property color cornerColor: Settings.data.general.forceBlackScreenCorners ? "black" : Color.mSurface
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readonly property real cornerRadius: Style.screenRadius
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readonly property real cornerSize: Style.screenRadius
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// Determine margins based on bar position
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readonly property real topMargin: 0
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readonly property real bottomMargin: 0
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readonly property real leftMargin: 0
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readonly property real rightMargin: 0
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// Screen dimensions
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readonly property real screenWidth: cornersShape.width
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readonly property real screenHeight: cornersShape.height
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// Only show screen corners if enabled and appropriate conditions are met
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readonly property bool shouldShow: Settings.data.general.showScreenCorners
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// ShapePath configuration
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strokeWidth: -1 // No stroke, fill only
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fillColor: shouldShow ? cornerColor : "transparent"
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// Smooth color animation (disabled during theme transitions to sync with Color.qml)
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Behavior on fillColor {
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enabled: !Color.isTransitioning
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ColorAnimation {
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duration: Style.animationFast
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}
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}
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// ========== PATH DEFINITION ==========
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// Draws 4 separate corner squares at screen edges
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// Each corner square has a concave arc on the inner diagonal
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// ========== TOP-LEFT CORNER ==========
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// Arc is at the bottom-right of this square (inner diagonal)
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// Start at top-left screen corner
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startX: leftMargin
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startY: topMargin
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.cornerSize
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relativeY: 0
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}
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// Right edge (moving down toward arc)
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
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}
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// Concave arc (bottom-right corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornersPath.cornerRadius
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relativeY: cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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// Bottom edge (moving left)
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PathLine {
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relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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relativeY: 0
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}
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// Left edge (moving up) - closes back to start
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PathLine {
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relativeX: 0
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relativeY: -cornersPath.cornerSize
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}
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// ========== TOP-RIGHT CORNER ==========
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// Arc is at the bottom-left of this square (inner diagonal)
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PathMove {
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x: cornersPath.screenWidth - cornersPath.rightMargin - cornersPath.cornerSize
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y: cornersPath.topMargin
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}
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// Top edge (moving right)
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PathLine {
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relativeX: cornersPath.cornerSize
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relativeY: 0
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}
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// Right edge (moving down)
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PathLine {
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relativeX: 0
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relativeY: cornersPath.cornerSize
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}
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// Bottom edge (moving left toward arc)
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PathLine {
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relativeX: -(cornersPath.cornerSize - cornersPath.cornerRadius)
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relativeY: 0
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}
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// Concave arc (bottom-left corner of square, curving inward toward screen center)
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PathArc {
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relativeX: -cornersPath.cornerRadius
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relativeY: -cornersPath.cornerRadius
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radiusX: cornersPath.cornerRadius
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radiusY: cornersPath.cornerRadius
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direction: PathArc.Counterclockwise
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}
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||||
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// Left edge (moving up) - closes back to start
|
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PathLine {
|
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relativeX: 0
|
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relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
|
||||
}
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|
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// ========== BOTTOM-LEFT CORNER ==========
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// Arc is at the top-right of this square (inner diagonal)
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PathMove {
|
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x: cornersPath.leftMargin
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y: cornersPath.screenHeight - cornersPath.bottomMargin - cornersPath.cornerSize
|
||||
}
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|
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// Top edge (moving right toward arc)
|
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PathLine {
|
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relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
|
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relativeY: 0
|
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}
|
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// Concave arc (top-right corner of square, curving inward toward screen center)
|
||||
PathArc {
|
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relativeX: cornersPath.cornerRadius
|
||||
relativeY: cornersPath.cornerRadius
|
||||
radiusX: cornersPath.cornerRadius
|
||||
radiusY: cornersPath.cornerRadius
|
||||
direction: PathArc.Counterclockwise
|
||||
}
|
||||
|
||||
// Right edge (moving down)
|
||||
PathLine {
|
||||
relativeX: 0
|
||||
relativeY: cornersPath.cornerSize - cornersPath.cornerRadius
|
||||
}
|
||||
|
||||
// Bottom edge (moving left)
|
||||
PathLine {
|
||||
relativeX: -cornersPath.cornerSize
|
||||
relativeY: 0
|
||||
}
|
||||
|
||||
// Left edge (moving up) - closes back to start
|
||||
PathLine {
|
||||
relativeX: 0
|
||||
relativeY: -cornersPath.cornerSize
|
||||
}
|
||||
|
||||
// ========== BOTTOM-RIGHT CORNER ==========
|
||||
// Arc is at the top-left of this square (inner diagonal)
|
||||
// Start at bottom-right of square (different from other corners!)
|
||||
PathMove {
|
||||
x: cornersPath.screenWidth - cornersPath.rightMargin
|
||||
y: cornersPath.screenHeight - cornersPath.bottomMargin
|
||||
}
|
||||
|
||||
// Bottom edge (moving left)
|
||||
PathLine {
|
||||
relativeX: -cornersPath.cornerSize
|
||||
relativeY: 0
|
||||
}
|
||||
|
||||
// Left edge (moving up toward arc)
|
||||
PathLine {
|
||||
relativeX: 0
|
||||
relativeY: -(cornersPath.cornerSize - cornersPath.cornerRadius)
|
||||
}
|
||||
|
||||
// Concave arc (top-left corner of square, curving inward toward screen center)
|
||||
PathArc {
|
||||
relativeX: cornersPath.cornerRadius
|
||||
relativeY: -cornersPath.cornerRadius
|
||||
radiusX: cornersPath.cornerRadius
|
||||
radiusY: cornersPath.cornerRadius
|
||||
direction: PathArc.Counterclockwise
|
||||
}
|
||||
|
||||
// Top edge (moving right)
|
||||
PathLine {
|
||||
relativeX: cornersPath.cornerSize - cornersPath.cornerRadius
|
||||
relativeY: 0
|
||||
}
|
||||
|
||||
// Right edge (moving down) - closes back to start
|
||||
PathLine {
|
||||
relativeX: 0
|
||||
relativeY: cornersPath.cornerSize
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -145,10 +145,8 @@ Item {
|
||||
|
||||
// Panel visibility and sizing
|
||||
visible: isPanelVisible
|
||||
// Always use screen dimensions for layout — MainScreen may be collapsed to bar-sized when idle,
|
||||
// but panels must compute positions and sizes against the full screen.
|
||||
width: screen?.width ?? (parent ? parent.width : 0)
|
||||
height: screen?.height ?? (parent ? parent.height : 0)
|
||||
width: parent ? parent.width : 0
|
||||
height: parent ? parent.height : 0
|
||||
|
||||
// Panel control functions
|
||||
function toggle(buttonItem, buttonName) {
|
||||
@@ -292,11 +290,6 @@ Item {
|
||||
PanelService.closedPanel(root);
|
||||
closed();
|
||||
|
||||
// Flush pending double-buffered Wayland state (blur regions) that won't
|
||||
// be committed otherwise — after an app launch the compositor may stop
|
||||
// sending frame callbacks, leaving the render loop idle.
|
||||
Window.window?.flushWaylandState();
|
||||
|
||||
Logger.d("SmartPanel", "Panel closed immediately", objectName);
|
||||
}
|
||||
|
||||
@@ -323,9 +316,6 @@ Item {
|
||||
PanelService.closedPanel(root);
|
||||
closed();
|
||||
|
||||
// Flush pending double-buffered Wayland state (blur regions).
|
||||
Window.window?.flushWaylandState();
|
||||
|
||||
Logger.d("SmartPanel", "Panel close finalized", objectName);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user