windowManager: Incorporate invisible borders into window dimming effect

Without this, the dim "fade" will start at the top of the untrimmed actor. With
a large enough draggable_border_width setting, this will show no fade at all.

https://bugzilla.gnome.org/show_bug.cgi?id=659302
This commit is contained in:
Jasper St. Pierre 2011-09-17 15:56:59 -04:00
parent 82eccb566c
commit 127ef8383b
2 changed files with 22 additions and 12 deletions

View File

@ -1,5 +1,6 @@
#version 110
uniform sampler2D tex;
uniform float startY;
uniform float fraction;
uniform float height;
const float c = -0.2;
@ -18,10 +19,11 @@ void main()
// To reduce contrast, blend with a mid gray
cogl_color_out = color * contrast - off * c;
// We only fully dim at a distance of BORDER_MAX_HEIGHT from the edge and
// We only fully dim at a distance of BORDER_MAX_HEIGHT from startY and
// when the fraction is 1.0. For other locations and fractions we linearly
// interpolate back to the original undimmed color.
cogl_color_out = color + (cogl_color_out - color) * min(y / border_max_height, 1.0);
// interpolate back to the original undimmed color, so the top of the window
// is at full color.
cogl_color_out = color + (cogl_color_out - color) * max(min((y - startY) / border_max_height, 1.0), 0.0);
cogl_color_out = color + (cogl_color_out - color) * fraction;
cogl_color_out *= color.a;

View File

@ -25,15 +25,22 @@ function getDimShaderSource() {
return dimShader;
}
function WindowDimmer(actor) {
this._init(actor);
function getTopInvisibleBorder(metaWindow) {
let outerRect = metaWindow.get_outer_rect();
let inputRect = metaWindow.get_input_rect();
return outerRect.y - inputRect.y;
}
function WindowDimmer(actor, window) {
this._init(actor, window);
}
WindowDimmer.prototype = {
_init: function(actor) {
_init: function(actor, window) {
this.effect = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER });
this.effect.set_shader_source(getDimShaderSource());
this.window = window;
this.actor = actor;
},
@ -45,6 +52,7 @@ WindowDimmer.prototype = {
}
if (fraction > 0.01) {
Shell.shader_effect_set_double_uniform(this.effect, 'startY', getTopInvisibleBorder(this.window));
Shell.shader_effect_set_double_uniform(this.effect, 'height', this.actor.get_height());
Shell.shader_effect_set_double_uniform(this.effect, 'fraction', fraction);
@ -63,9 +71,9 @@ WindowDimmer.prototype = {
_dimFraction: 0.0
};
function getWindowDimmer(texture) {
function getWindowDimmer(texture, window) {
if (!texture._windowDimmer)
texture._windowDimmer = new WindowDimmer(texture);
texture._windowDimmer = new WindowDimmer(texture, window);
return texture._windowDimmer;
}
@ -264,13 +272,13 @@ WindowManager.prototype = {
return;
let texture = actor.get_texture();
if (animate)
Tweener.addTween(getWindowDimmer(texture),
Tweener.addTween(getWindowDimmer(texture, window),
{ dimFraction: 1.0,
time: DIM_TIME,
transition: 'linear'
});
else
getWindowDimmer(texture).dimFraction = 1.0;
getWindowDimmer(texture, window).dimFraction = 1.0;
},
_undimWindow: function(window, animate) {
@ -279,13 +287,13 @@ WindowManager.prototype = {
return;
let texture = actor.get_texture();
if (animate)
Tweener.addTween(getWindowDimmer(texture),
Tweener.addTween(getWindowDimmer(texture, window),
{ dimFraction: 0.0,
time: UNDIM_TIME,
transition: 'linear'
});
else
getWindowDimmer(texture).dimFraction = 0.0;
getWindowDimmer(texture, window).dimFraction = 0.0;
},
_mapWindow : function(shellwm, actor) {