Files
noctalia-shell/Modules/Background/Background.qml
T

466 lines
15 KiB
QML

import QtQuick
import Quickshell
import Quickshell.Wayland
import qs.Commons
import qs.Services
import qs.Widgets
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
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)
property int monitoredWidth: modelData.width
property int monitoredHeight: modelData.height
onMonitoredWidthChanged: {
Logger.log("Background", "Screen width changed to:", monitoredWidth, "for", modelData.name)
recalculateImageSizes()
}
onMonitoredHeightChanged: {
Logger.log("Background", "Screen height changed to:", monitoredHeight, "for", modelData.name)
recalculateImageSizes()
}
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) {
// Update wallpaper display
// Set wallpaper immediately on startup
futureWallpaper = path
debounceTimer.restart()
}
}
}
color: Color.transparent
screen: modelData
WlrLayershell.layer: WlrLayer.Background
WlrLayershell.exclusionMode: ExclusionMode.Ignore
WlrLayershell.namespace: "quickshell-wallpaper"
anchors {
bottom: true
top: true
right: true
left: true
}
Timer {
id: debounceTimer
interval: 333
running: false
repeat: false
onTriggered: {
changeWallpaper()
}
}
Image {
id: currentWallpaper
property bool dimensionsCalculated: false
source: ""
smooth: true
mipmap: false
visible: false
cache: false
asynchronous: true
sourceSize: undefined
onStatusChanged: {
if (status === Image.Error) {
Logger.warn("Current wallpaper failed to load:", source)
} else if (status === Image.Ready && !dimensionsCalculated) {
dimensionsCalculated = true
calculateSourceSize()
}
}
onSourceChanged: {
dimensionsCalculated = false
sourceSize = undefined
}
function calculateSourceSize() {
if (implicitWidth === modelData.width || implicitHeight === modelData.height) {
// Do not resize if one of the dimensions fits perfectly on the screen
return
}
if (implicitWidth > 0 && implicitHeight > 0) {
const imageAspectRatio = implicitWidth / implicitHeight
if (modelData.width >= modelData.height) {
const w = Math.min(modelData.width, implicitWidth)
sourceSize = Qt.size(w, w / imageAspectRatio)
} else {
const h = Math.min(modelData.height, implicitHeight)
sourceSize = Qt.size(h * imageAspectRatio, h)
}
}
}
}
Image {
id: nextWallpaper
property bool dimensionsCalculated: false
source: ""
smooth: true
mipmap: false
visible: false
cache: false
asynchronous: true
sourceSize: undefined
onStatusChanged: {
if (status === Image.Error) {
Logger.warn("Next wallpaper failed to load:", source)
} else if (status === Image.Ready && !dimensionsCalculated) {
dimensionsCalculated = true
calculateSourceSize()
}
}
onSourceChanged: {
dimensionsCalculated = false
sourceSize = undefined
}
function calculateSourceSize() {
if (implicitWidth === modelData.width || implicitHeight === modelData.height) {
// Do not resize if one of the dimensions fits perfectly on the screen
return
}
if (implicitWidth > 0 && implicitHeight > 0) {
const imageAspectRatio = implicitWidth / implicitHeight
if (modelData.width >= modelData.height) {
const w = Math.min(modelData.width, implicitWidth)
sourceSize = Qt.size(w, w / imageAspectRatio)
} else {
const h = Math.min(modelData.height, implicitHeight)
sourceSize = Qt.size(h * imageAspectRatio, h)
}
}
}
}
// 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
Qt.callLater(() => {
nextWallpaper.source = ""
Qt.callLater(() => {
currentWallpaper.asynchronous = true
})
})
}
}
function recalculateImageSizes() {
if (currentWallpaper.status === Image.Ready) {
currentWallpaper.calculateSourceSize()
}
if (nextWallpaper.status === Image.Ready) {
nextWallpaper.calculateSourceSize()
}
}
function setWallpaperInitial() {
// On startup, defer assigning wallpaper until the service cache is ready, retries every tick
if (!WallpaperService || !WallpaperService.isInitialized) {
Qt.callLater(setWallpaperInitial)
return
}
setWallpaperImmediate(WallpaperService.getWallpaper(modelData.name))
}
function setWallpaperImmediate(source) {
transitionAnimation.stop()
transitionProgress = 0.0
// Clear with proper delay to allow GC
nextWallpaper.source = ""
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
currentWallpaper.asynchronous = false
transitionAnimation.start()
}
// 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.log("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
}
}
}
}
}