main: put noise texture below startup animation, not still frames
Right now we take a still frame of the desktop before showing the start up animation. This gives us an animation over what was there before startup. That's not actually desirable when restarting the shell. We don't want to animate over undecorated windows, we really want to animate over the noise texture. This commit drops the still frames in favor of the noise texture. https://bugzilla.gnome.org/show_bug.cgi?id=694326
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@ -576,6 +576,25 @@ const StillFrame = new Lang.Class({
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});
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});
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Signals.addSignalMethods(StillFrame.prototype);
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Signals.addSignalMethods(StillFrame.prototype);
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const SystemBackground = new Lang.Class({
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Name: 'SystemBackground',
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_init: function() {
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this._cache = getBackgroundCache();
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this.actor = new Meta.BackgroundActor();
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this._cache.getImageContent({ style: GDesktopEnums.BackgroundStyle.WALLPAPER,
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filename: global.datadir + '/theme/noise-texture.png',
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effects: Meta.BackgroundEffects.NONE,
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onFinished: Lang.bind(this, function(content) {
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this.actor.content = content;
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this.emit('loaded');
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})
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});
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}
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});
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Signals.addSignalMethods(SystemBackground.prototype);
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const Animation = new Lang.Class({
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const Animation = new Lang.Class({
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Name: 'Animation',
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Name: 'Animation',
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@ -1,6 +1,7 @@
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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const Clutter = imports.gi.Clutter;
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const GLib = imports.gi.GLib;
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const GObject = imports.gi.GObject;
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const GObject = imports.gi.GObject;
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const Lang = imports.lang;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Mainloop = imports.mainloop;
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@ -200,9 +201,6 @@ const LayoutManager = new Lang.Class({
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global.stage.remove_actor(global.top_window_group);
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global.stage.remove_actor(global.top_window_group);
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this.uiGroup.add_actor(global.top_window_group);
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this.uiGroup.add_actor(global.top_window_group);
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this._consoleBackgroundGroup = new Meta.BackgroundGroup();
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global.stage.insert_child_below(this._consoleBackgroundGroup, null);
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this._backgroundGroup = new Meta.BackgroundGroup();
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this._backgroundGroup = new Meta.BackgroundGroup();
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global.window_group.add_child(this._backgroundGroup);
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global.window_group.add_child(this._backgroundGroup);
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this._backgroundGroup.lower_bottom();
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this._backgroundGroup.lower_bottom();
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@ -541,17 +539,6 @@ const LayoutManager = new Lang.Class({
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// so events don't get delivered to X11 windows (which are distorted by the animation)
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// so events don't get delivered to X11 windows (which are distorted by the animation)
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global.stage_input_mode = Shell.StageInputMode.FULLSCREEN;
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global.stage_input_mode = Shell.StageInputMode.FULLSCREEN;
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// build new backgrounds
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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let stillFrame = new Background.StillFrame(i);
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this._consoleBackgroundGroup.add_child(stillFrame.actor);
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stillFrame.actor.set_size(this.monitors[i].width, this.monitors[i].height);
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stillFrame.actor.set_position(this.monitors[i].x, this.monitors[i].y);
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}
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if (Main.sessionMode.isGreeter) {
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if (Main.sessionMode.isGreeter) {
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this.panelBox.translation_y = -this.panelBox.height;
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this.panelBox.translation_y = -this.panelBox.height;
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} else {
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} else {
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@ -570,6 +557,35 @@ const LayoutManager = new Lang.Class({
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y / global.screen_height);
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y / global.screen_height);
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this.uiGroup.scale_x = this.uiGroup.scale_y = 0;
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this.uiGroup.scale_x = this.uiGroup.scale_y = 0;
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}
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}
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this._systemBackground = new Background.SystemBackground();
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this._systemBackground.actor.hide();
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global.stage.insert_child_below(this._systemBackground.actor, null);
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let constraint = new Clutter.BindConstraint({ source: global.stage,
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coordinate: Clutter.BindCoordinate.ALL });
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this._systemBackground.actor.add_constraint(constraint);
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let signalId = this._systemBackground.connect('loaded',
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Lang.bind(this, function() {
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this._systemBackground.disconnect(signalId);
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this._systemBackground.actor.show();
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// We're mostly prepared for the startup animation
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// now, but since a lot is going on asynchronously
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// during startup, let's defer emission of the
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// startup-prepared signal until the event loop is
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// uncontended and idle. This helps to prevent us
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// from running the animation when the system is
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// bogged down
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GLib.idle_add(GLib.PRIORITY_LOW,
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Lang.bind(this, function() {
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this.emit('startup-prepared');
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return false;
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}));
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}));
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},
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},
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startupAnimation: function() {
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startupAnimation: function() {
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@ -607,8 +623,8 @@ const LayoutManager = new Lang.Class({
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global.stage_input_mode = Shell.StageInputMode.NORMAL;
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global.stage_input_mode = Shell.StageInputMode.NORMAL;
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this._consoleBackgroundGroup.destroy();
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this._systemBackground.actor.destroy();
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this._consoleBackgroundGroup = null;
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this._systemBackground = null;
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this._startingUp = false;
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this._startingUp = false;
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@ -196,13 +196,10 @@ function startSession() {
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ExtensionDownloader.init();
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ExtensionDownloader.init();
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ExtensionSystem.init();
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ExtensionSystem.init();
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// Run the startup animation as soon as the mainloop is idle enough.
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layoutManager.connect('startup-prepared',
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// This is necessary to have it smooth and without interruptions from
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Lang.bind(this, function() {
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// completed IO tasks
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GLib.idle_add(GLib.PRIORITY_LOW, function() {
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layoutManager.startupAnimation();
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layoutManager.startupAnimation();
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return false;
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}));
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});
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}
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}
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let _workspaces = [];
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let _workspaces = [];
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