import QtQuick import Quickshell import Quickshell.Wayland import qs.Commons import qs.Services.Compositor import qs.Services.UI Variants { id: backgroundVariants model: Quickshell.screens delegate: Loader { required property ShellScreen modelData active: modelData && Settings.data.wallpaper.enabled sourceComponent: PanelWindow { id: root // Internal state management property string transitionType: "fade" property real transitionProgress: 0 property bool isStartupTransition: true readonly property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness readonly property var allTransitions: WallpaperService.allTransitions readonly property bool transitioning: transitionAnimation.running // Wipe direction: 0=left, 1=right, 2=up, 3=down property real wipeDirection: 0 // Disc property real discCenterX: 0.5 property real discCenterY: 0.5 // Stripe property real stripesCount: 16 property real stripesAngle: 0 // Used to debounce wallpaper changes property string futureWallpaper: "" // Fillmode default is "crop" property real fillMode: WallpaperService.getFillModeUniform() property vector4d fillColor: Qt.vector4d(Settings.data.wallpaper.fillColor.r, Settings.data.wallpaper.fillColor.g, Settings.data.wallpaper.fillColor.b, 1.0) Component.onCompleted: setWallpaperInitial() Component.onDestruction: { transitionAnimation.stop(); debounceTimer.stop(); shaderLoader.active = false; currentWallpaper.source = ""; nextWallpaper.source = ""; } Connections { target: Settings.data.wallpaper function onFillModeChanged() { fillMode = WallpaperService.getFillModeUniform(); } } // External state management Connections { target: WallpaperService function onWallpaperChanged(screenName, path) { if (screenName === modelData.name) { // Request preprocessed wallpaper from cache service requestPreprocessedWallpaper(path); } } } Connections { target: CompositorService function onDisplayScalesChanged() { // Re-request preprocessed wallpaper at new dimensions if (isStartupTransition) { return; } const currentPath = WallpaperService.getWallpaper(modelData.name); if (currentPath) { requestPreprocessedWallpaper(currentPath); } } } color: Color.transparent screen: modelData WlrLayershell.layer: WlrLayer.Background WlrLayershell.exclusionMode: ExclusionMode.Ignore WlrLayershell.namespace: "noctalia-wallpaper-" + (screen?.name || "unknown") anchors { bottom: true top: true right: true left: true } Timer { id: debounceTimer interval: 333 running: false repeat: false onTriggered: { changeWallpaper(); } } Image { id: currentWallpaper source: "" smooth: true mipmap: false visible: false cache: false asynchronous: true onStatusChanged: { if (status === Image.Error) { Logger.w("Current wallpaper failed to load:", source); } } } Image { id: nextWallpaper property bool pendingTransition: false source: "" smooth: true mipmap: false visible: false cache: false asynchronous: true onStatusChanged: { if (status === Image.Error) { Logger.w("Next wallpaper failed to load:", source); pendingTransition = false; } else if (status === Image.Ready) { if (pendingTransition) { pendingTransition = false; currentWallpaper.asynchronous = false; transitionAnimation.start(); } } } } // Dynamic shader loader - only loads the active transition shader Loader { id: shaderLoader anchors.fill: parent active: true sourceComponent: { switch (transitionType) { case "wipe": return wipeShaderComponent; case "disc": return discShaderComponent; case "stripes": return stripesShaderComponent; case "fade": case "none": default: return fadeShaderComponent; } } } // Fade or None transition shader component Component { id: fadeShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_fade.frag.qsb") } } // Wipe transition shader component Component { id: wipeShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real direction: root.wipeDirection // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_wipe.frag.qsb") } } // Disc reveal transition shader component Component { id: discShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real aspectRatio: root.width / root.height property real centerX: root.discCenterX property real centerY: root.discCenterY // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_disc.frag.qsb") } } // Diagonal stripes transition shader component Component { id: stripesShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real aspectRatio: root.width / root.height property real stripeCount: root.stripesCount property real angle: root.stripesAngle // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_stripes.frag.qsb") } } // Animation for the transition progress NumberAnimation { id: transitionAnimation target: root property: "transitionProgress" from: 0.0 to: 1.0 // The stripes shader feels faster visually, we make it a bit slower here. duration: transitionType == "stripes" ? Settings.data.wallpaper.transitionDuration * 1.6 : Settings.data.wallpaper.transitionDuration easing.type: Easing.InOutCubic onFinished: { // Assign new image to current BEFORE clearing to prevent flicker const tempSource = nextWallpaper.source; currentWallpaper.source = tempSource; transitionProgress = 0.0; // Now clear nextWallpaper after currentWallpaper has the new source // Force complete cleanup to free texture memory Qt.callLater(() => { nextWallpaper.source = ""; Qt.callLater(() => { currentWallpaper.asynchronous = true; }); }); } } // ------------------------------------------------------ function setWallpaperInitial() { // On startup, defer assigning wallpaper until the services are ready if (!WallpaperService || !WallpaperService.isInitialized) { Qt.callLater(setWallpaperInitial); return; } if (!WallpaperCacheService || !WallpaperCacheService.initialized) { Qt.callLater(setWallpaperInitial); return; } const wallpaperPath = WallpaperService.getWallpaper(modelData.name); const compositorScale = CompositorService.getDisplayScale(modelData.name); const targetWidth = Math.round(modelData.width * compositorScale); const targetHeight = Math.round(modelData.height * compositorScale); WallpaperCacheService.getPreprocessed(wallpaperPath, modelData.name, targetWidth, targetHeight, function (cachedPath, success) { if (success) { futureWallpaper = cachedPath; } else { // Fallback to original futureWallpaper = wallpaperPath; } performStartupTransition(); }); } // ------------------------------------------------------ function requestPreprocessedWallpaper(originalPath) { const compositorScale = CompositorService.getDisplayScale(modelData.name); const targetWidth = Math.round(modelData.width * compositorScale); const targetHeight = Math.round(modelData.height * compositorScale); WallpaperCacheService.getPreprocessed(originalPath, modelData.name, targetWidth, targetHeight, function (cachedPath, success) { if (success) { futureWallpaper = cachedPath; } else { futureWallpaper = originalPath; } debounceTimer.restart(); }); } // ------------------------------------------------------ function setWallpaperImmediate(source) { transitionAnimation.stop(); transitionProgress = 0.0; // Clear nextWallpaper completely to free texture memory nextWallpaper.source = ""; nextWallpaper.sourceSize = undefined; currentWallpaper.source = ""; Qt.callLater(() => { currentWallpaper.source = source; }); } // ------------------------------------------------------ function setWallpaperWithTransition(source) { if (source === currentWallpaper.source) { return; } if (transitioning) { // We are interrupting a transition - handle cleanup properly transitionAnimation.stop(); transitionProgress = 0; // Assign nextWallpaper to currentWallpaper BEFORE clearing to prevent flicker const newCurrentSource = nextWallpaper.source; currentWallpaper.source = newCurrentSource; // Now clear nextWallpaper after current has the new source Qt.callLater(() => { nextWallpaper.source = ""; // Now set the next wallpaper after a brief delay Qt.callLater(() => { nextWallpaper.source = source; currentWallpaper.asynchronous = false; transitionAnimation.start(); }); }); return; } nextWallpaper.source = source; if (nextWallpaper.status === Image.Ready) { currentWallpaper.asynchronous = false; transitionAnimation.start(); } else { nextWallpaper.pendingTransition = true; } } // ------------------------------------------------------ // Main method that actually trigger the wallpaper change function changeWallpaper() { // Get the transitionType from the settings transitionType = Settings.data.wallpaper.transitionType; if (transitionType == "random") { var index = Math.floor(Math.random() * allTransitions.length); transitionType = allTransitions[index]; } // Ensure the transition type really exists if (transitionType !== "none" && !allTransitions.includes(transitionType)) { transitionType = "fade"; } //Logger.i("Background", "New wallpaper: ", futureWallpaper, "On:", modelData.name, "Transition:", transitionType) switch (transitionType) { case "none": setWallpaperImmediate(futureWallpaper); break; case "wipe": wipeDirection = Math.random() * 4; setWallpaperWithTransition(futureWallpaper); break; case "disc": discCenterX = Math.random(); discCenterY = Math.random(); setWallpaperWithTransition(futureWallpaper); break; case "stripes": stripesCount = Math.round(Math.random() * 20 + 4); stripesAngle = Math.random() * 360; setWallpaperWithTransition(futureWallpaper); break; default: setWallpaperWithTransition(futureWallpaper); break; } } // ------------------------------------------------------ // Dedicated function for startup animation function performStartupTransition() { // Get the transitionType from the settings transitionType = Settings.data.wallpaper.transitionType; if (transitionType == "random") { var index = Math.floor(Math.random() * allTransitions.length); transitionType = allTransitions[index]; } // Ensure the transition type really exists if (transitionType !== "none" && !allTransitions.includes(transitionType)) { transitionType = "fade"; } // Apply transitionType so the shader loader picks the correct shader this.transitionType = transitionType; switch (transitionType) { case "none": setWallpaperImmediate(futureWallpaper); break; case "wipe": wipeDirection = Math.random() * 4; setWallpaperWithTransition(futureWallpaper); break; case "disc": // Force center origin for elegant startup animation discCenterX = 0.5; discCenterY = 0.5; setWallpaperWithTransition(futureWallpaper); break; case "stripes": stripesCount = Math.round(Math.random() * 20 + 4); stripesAngle = Math.random() * 360; setWallpaperWithTransition(futureWallpaper); break; default: setWallpaperWithTransition(futureWallpaper); break; } // Mark startup transition complete isStartupTransition = false; } } } }