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

538 lines
18 KiB
QML

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) {
// Update wallpaper display
// Set wallpaper immediately on startup
futureWallpaper = path;
debounceTimer.restart();
}
}
}
Connections {
target: CompositorService
function onDisplayScalesChanged() {
// Recalculate image sizes without interrupting startup transition
if (isStartupTransition) {
return;
}
recalculateImageSizes();
}
}
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
property bool dimensionsCalculated: false
source: ""
smooth: true
mipmap: false
visible: false
cache: false
asynchronous: true
sourceSize: undefined
onStatusChanged: {
if (status === Image.Error) {
Logger.w("Current wallpaper failed to load:", source);
} else if (status === Image.Ready && !dimensionsCalculated) {
dimensionsCalculated = true;
const optimalSize = calculateOptimalWallpaperSize(implicitWidth, implicitHeight);
if (optimalSize !== false) {
sourceSize = optimalSize;
}
}
}
onSourceChanged: {
dimensionsCalculated = false;
sourceSize = undefined;
}
}
Image {
id: nextWallpaper
property bool dimensionsCalculated: false
property bool pendingTransition: false
source: ""
smooth: true
mipmap: false
visible: false
cache: false
asynchronous: true
sourceSize: undefined
onStatusChanged: {
if (status === Image.Error) {
Logger.w("Next wallpaper failed to load:", source);
pendingTransition = false;
} else if (status === Image.Ready) {
if (!dimensionsCalculated) {
dimensionsCalculated = true;
const optimalSize = calculateOptimalWallpaperSize(implicitWidth, implicitHeight);
if (optimalSize !== false) {
sourceSize = optimalSize;
}
}
if (pendingTransition) {
pendingTransition = false;
currentWallpaper.asynchronous = false;
transitionAnimation.start();
}
}
}
onSourceChanged: {
dimensionsCalculated = false;
sourceSize = undefined;
}
}
// 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 (~18-25MB per monitor)
Qt.callLater(() => {
nextWallpaper.source = "";
nextWallpaper.sourceSize = undefined;
Qt.callLater(() => {
currentWallpaper.asynchronous = true;
});
});
}
}
// ------------------------------------------------------
function calculateOptimalWallpaperSize(wpWidth, wpHeight) {
const compositorScale = CompositorService.getDisplayScale(modelData.name);
const screenWidth = modelData.width * compositorScale;
const screenHeight = modelData.height * compositorScale;
if (wpWidth <= screenWidth || wpHeight <= screenHeight || wpWidth <= 0 || wpHeight <= 0) {
// Do not resize if wallpaper is smaller than one of the screen dimension
return;
}
const imageAspectRatio = wpWidth / wpHeight;
var dim = Qt.size(0, 0);
if (screenWidth >= screenHeight) {
const w = Math.min(screenWidth, wpWidth);
dim = Qt.size(Math.round(w), Math.round(w / imageAspectRatio));
} else {
const h = Math.min(screenHeight, wpHeight);
dim = Qt.size(Math.round(h * imageAspectRatio), Math.round(h));
}
Logger.d("Background", `Wallpaper resized on ${modelData.name} ${screenWidth}x${screenHeight} @ ${compositorScale}x`, "src:", wpWidth, wpHeight, "dst:", dim.width, dim.height);
return dim;
}
// ------------------------------------------------------
function recalculateImageSizes() {
// Re-evaluate and apply optimal sourceSize for both images when ready
if (currentWallpaper.status === Image.Ready) {
const optimal = calculateOptimalWallpaperSize(currentWallpaper.implicitWidth, currentWallpaper.implicitHeight);
if (optimal !== undefined && optimal !== false) {
currentWallpaper.sourceSize = optimal;
} else {
currentWallpaper.sourceSize = undefined;
}
}
if (nextWallpaper.status === Image.Ready) {
const optimal2 = calculateOptimalWallpaperSize(nextWallpaper.implicitWidth, nextWallpaper.implicitHeight);
if (optimal2 !== undefined && optimal2 !== false) {
nextWallpaper.sourceSize = optimal2;
} else {
nextWallpaper.sourceSize = undefined;
}
}
}
// ------------------------------------------------------
function setWallpaperInitial() {
// On startup, defer assigning wallpaper until the service cache is ready, retries every tick
if (!WallpaperService || !WallpaperService.isInitialized) {
Qt.callLater(setWallpaperInitial);
return;
}
const wallpaperPath = WallpaperService.getWallpaper(modelData.name);
futureWallpaper = wallpaperPath;
performStartupTransition();
}
// ------------------------------------------------------
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;
}
}
}
}