windowManager: shade the actor, not the texture

Applying the "dim window" effect to the MetaWindowActor has two avantages:
first it avoids triggering bugs where ClutterOffscreenEffect doesn't handle
clone paint correctly. Second, it avoids showing the window as dimmed in
alt-Tab and the overview, which is weird.

The small downside of this is that the shadow becomes slightly gray when
the window dimmed, which is wrong - if we switched from blending with gray
to a combination of desaturation and darkening, this problem wouldn't
happen.

Revert out the addition of startY to the shader, since we don't need it
and fix the application of alpha, since we need to handle alpha correctly
for the shadow.

https://bugzilla.gnome.org/show_bug.cgi?id=659634
This commit is contained in:
Owen W. Taylor
2011-09-20 14:21:45 -04:00
parent 526a53bdd4
commit fb30822860
2 changed files with 14 additions and 21 deletions

View File

@ -31,16 +31,15 @@ function getTopInvisibleBorder(metaWindow) {
return outerRect.y - inputRect.y;
}
function WindowDimmer(actor, window) {
this._init(actor, window);
function WindowDimmer(actor) {
this._init(actor);
}
WindowDimmer.prototype = {
_init: function(actor, window) {
_init: function(actor) {
this.effect = new Clutter.ShaderEffect({ shader_type: Clutter.ShaderType.FRAGMENT_SHADER });
this.effect.set_shader_source(getDimShaderSource());
this.window = window;
this.actor = actor;
},
@ -52,7 +51,6 @@ 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);
@ -71,11 +69,11 @@ WindowDimmer.prototype = {
_dimFraction: 0.0
};
function getWindowDimmer(texture, window) {
if (!texture._windowDimmer)
texture._windowDimmer = new WindowDimmer(texture, window);
function getWindowDimmer(actor) {
if (!actor._windowDimmer)
actor._windowDimmer = new WindowDimmer(actor);
return texture._windowDimmer;
return actor._windowDimmer;
}
function WindowManager() {
@ -270,30 +268,28 @@ WindowManager.prototype = {
let actor = window.get_compositor_private();
if (!actor)
return;
let texture = actor.get_texture();
if (animate)
Tweener.addTween(getWindowDimmer(texture, window),
Tweener.addTween(getWindowDimmer(actor),
{ dimFraction: 1.0,
time: DIM_TIME,
transition: 'linear'
});
else
getWindowDimmer(texture, window).dimFraction = 1.0;
getWindowDimmer(actor).dimFraction = 1.0;
},
_undimWindow: function(window, animate) {
let actor = window.get_compositor_private();
if (!actor)
return;
let texture = actor.get_texture();
if (animate)
Tweener.addTween(getWindowDimmer(texture, window),
Tweener.addTween(getWindowDimmer(actor),
{ dimFraction: 0.0,
time: UNDIM_TIME,
transition: 'linear'
});
else
getWindowDimmer(texture, window).dimFraction = 0.0;
getWindowDimmer(actor).dimFraction = 0.0;
},
_mapWindow : function(shellwm, actor) {