shift-shell/components/mobileshell/masklayer/masklayer.cpp
Micah Stanley d4eaf693c6 Folio/Halcyon: Expand Background Blur Effect using a MaskLayer
This merge request expands upon the folio and halcyon background blur effects, making the folio background blur include the backgrounds of folder icons, the favorites bar, and wallpaper selector, and for halcyon, it now includes the folder icons, app library, search, and wallpaper selector. To accomplish this, a mask layer plugin was created to easily attach to these elements. This way, we can use a `OpacityMask` to cut out from the existing blur layer, thus hopefully keeping the performance cost low. And with my limited testing, it does at least seems to run about the same on my oneplus 6t, though it is not really a low end device, so I can not fairly judge the impact for something slower (eg. PinePhone). To be on the safe side, a third option was also added to the folio settings, allowing for the ability to toggle back to the old functionality if needed.

![Screenshot_20250613_135521](/uploads/d5aa81d6589b61fbba675e4a6e621b55/Screenshot_20250613_135521.png)
![Screenshot_20250613_135536](/uploads/bd726459a131f736e2711ced3fe90d4f/Screenshot_20250613_135536.png)
![Screenshot_20250613_135505](/uploads/c603627b4e65d4b956a1e0b6463d28f3/Screenshot_20250613_135505.png)
![Screenshot_20250627_093729](/uploads/e5f1ad672361c2b9bae23e57905336eb/Screenshot_20250627_093729.png)
2025-06-27 14:27:30 -04:00

268 lines
10 KiB
C++

// SPDX-FileCopyrightText: 2025 Micah Stanley <stanleymicah@proton.me>
// SPDX-License-Identifier: GPL-2.0-or-later
#include "masklayer.h"
#include <QSGFlatColorMaterial>
// helper function for creating rounded rectangles
static void createRoundedRectGeometry(QSGGeometry *geometry, const QRectF &rect, qreal radius)
{
geometry->setDrawingMode(QSGGeometry::DrawTriangles);
radius = qMin(radius, qMin(rect.width(), rect.height()) / 2.0); // clamp radius
// if the radius is too small, draw a simple rectangle instead
if (radius < 0.1) {
// 4 vertices, 6 indices (2 triangles * 3 indices)
geometry->allocate(4, 6);
// fill vertex data
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
vertices[0].set(rect.left(), rect.top());
vertices[1].set(rect.right(), rect.top());
vertices[2].set(rect.left(), rect.bottom());
vertices[3].set(rect.right(), rect.bottom());
// fill index data
quint16 *indices = geometry->indexDataAsUShort();
indices[0] = 0; indices[1] = 2; indices[2] = 1; // first triangle (TL, BL, TR)
indices[3] = 1; indices[4] = 2; indices[5] = 3; // second triangle (TR, BL, BR)
geometry->markVertexDataDirty();
geometry->markIndexDataDirty();
return;
}
const int segments_per_corner = 16;
const int perimeter_verts = segments_per_corner * 4;
const int vertex_count = 1 + perimeter_verts;
const int index_count = perimeter_verts * 3;
geometry->allocate(vertex_count, index_count);
QSGGeometry::Point2D *vertices = geometry->vertexDataAsPoint2D();
quint16 *indices = geometry->indexDataAsUShort();
int vertIndex = 0;
int indexPos = 0;
// define the center vertex
const quint16 center_vert_index = vertIndex;
vertices[vertIndex++].set(rect.center().x(), rect.center().y());
// define the center of the corners
const QPointF tl_c = {rect.left() + radius, rect.top() + radius};
const QPointF tr_c = {rect.right() - radius, rect.top() + radius};
const QPointF br_c = {rect.right() - radius, rect.bottom() - radius};
const QPointF bl_c = {rect.left() + radius, rect.bottom() - radius};
// create all perimeter vertices
// top-right
for (int i = 0; i < segments_per_corner; ++i) {
const qreal angle = M_PI * 1.5 + (M_PI_2 * i / segments_per_corner);
vertices[vertIndex++].set(tr_c.x() + radius * cos(angle), tr_c.y() + radius * sin(angle));
}
// bottom-right
for (int i = 0; i < segments_per_corner; ++i) {
const qreal angle = (M_PI_2 * i / segments_per_corner);
vertices[vertIndex++].set(br_c.x() + radius * cos(angle), br_c.y() + radius * sin(angle));
}
// bottom-left
for (int i = 0; i < segments_per_corner; ++i) {
const qreal angle = M_PI_2 + (M_PI_2 * i / segments_per_corner);
vertices[vertIndex++].set(bl_c.x() + radius * cos(angle), bl_c.y() + radius * sin(angle));
}
// top-left
for (int i = 0; i < segments_per_corner; ++i) {
const qreal angle = M_PI + (M_PI_2 * i / segments_per_corner);
vertices[vertIndex++].set(tl_c.x() + radius * cos(angle), tl_c.y() + radius * sin(angle));
}
// create the triangles using indices
// loop through all perimeter vertices and connect them to the center and the next vertex
for (quint16 i = 0; i < perimeter_verts; ++i) {
indices[indexPos++] = center_vert_index; // center vertex
indices[indexPos++] = center_vert_index + 1 + i; // current perimeter vertex
// the next perimeter vertex / wrapping around to the start at the end
indices[indexPos++] = center_vert_index + 1 + ((i + 1) % perimeter_verts);
}
// tell renderer to mark all the data as dirty
geometry->markVertexDataDirty();
geometry->markIndexDataDirty();
}
MaskLayer::MaskLayer(QQuickItem *parent) : QQuickItem(parent)
{
setFlag(ItemHasContents, true);
}
MaskLayer::~MaskLayer() = default;
void MaskLayer::addItem(QQuickItem* item)
{
if (!item || m_sourceItems.contains(item)) {
return;
}
m_sourceItems.append(item);
// we connect these signals so that any changes that affects the item's visual representation triggers an update
// we then store connections to be able to disconnect them later
auto& conns = m_connections[item];
conns.append(QObject::connect(item, &QQuickItem::xChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(item, &QQuickItem::yChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(item, &QQuickItem::visibleChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(item, &QQuickItem::opacityChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(item, &QObject::destroyed, this, [this, item]() {
removeItem(item);
}));
const QMetaObject* metaObject = item->metaObject();
// due to not being about to tell when the item's transform value changes
// we check for 'scaleAmountChanged()' to use as a sort of work around
int scaleAmountIndex = metaObject->indexOfProperty("scaleAmount");
if (scaleAmountIndex != -1 && metaObject->property(scaleAmountIndex).hasNotifySignal()) {
conns.append(QObject::connect(item, SIGNAL(scaleAmountChanged()), this, SLOT(scheduleUpdate())));
}
// connect the parents signal changes, as this affects the final visible outcome
QQuickItem* currentParent = item->parentItem();
while (currentParent) {
conns.append(QObject::connect(currentParent, &QQuickItem::xChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(currentParent, &QQuickItem::yChanged, this, &MaskLayer::scheduleUpdate));
conns.append(QObject::connect(currentParent, &QQuickItem::opacityChanged, this, &MaskLayer::scheduleUpdate));
const QMetaObject* metaObject = currentParent->metaObject();
// check for 'scaleAmountChanged()'
int scaleAmountIndex = metaObject->indexOfProperty("scaleAmount");
if (scaleAmountIndex != -1 && metaObject->property(scaleAmountIndex).hasNotifySignal()) {
conns.append(QObject::connect(currentParent, SIGNAL(scaleAmountChanged()), this, SLOT(scheduleUpdate())));
}
currentParent = currentParent->parentItem();
}
scheduleUpdate();
}
void MaskLayer::removeItem(QQuickItem* item)
{
if (!item) return;
disconnectItemSignals(item);
m_connections.remove(item);
m_sourceItems.removeAll(item);
scheduleUpdate();
}
void MaskLayer::disconnectItemSignals(QQuickItem* item)
{
if (m_connections.contains(item)) {
for (const auto &conn : m_connections.value(item)) {
QObject::disconnect(conn);
}
}
}
void MaskLayer::scheduleUpdate()
{
// marks this item for an update.
// the renderer will call updatePaintNode before the next frame
update();
}
QSGNode *MaskLayer::updatePaintNode(QSGNode *oldNode, UpdatePaintNodeData *)
{
// if oldNode is null, we need to create a new root node for our content
// otherwise, we can reuse it and manage its children
QSGNode *rootNode = oldNode;
if (!rootNode) {
rootNode = new QSGNode();
}
int currentChildIndex = 0;
for (const QPointer<QQuickItem>& itemPtr : m_sourceItems) {
QQuickItem* item = itemPtr.data();
// item was deleted
if (!item) {
continue;
}
// calculate opacity and visibility
qreal accumulatedOpacity = item->opacity();
bool isVisible = item->isVisible();
QQuickItem* currentParent = item->parentItem();
while (currentParent) {
if (!currentParent->isVisible()) {
isVisible = false;
break;
}
accumulatedOpacity *= currentParent->opacity();
if (currentParent == this) break;
currentParent = currentParent->parentItem();
}
// skip this item if it is invisible or fully transparent
if (!isVisible || qFuzzyCompare(accumulatedOpacity, 0)) {
continue;
}
// calculate position and size
bool transformOk = false;
const QTransform transform = item->itemTransform(this, &transformOk);
if (!transformOk) continue;
qreal radius = item->property("radius").toReal();
QSGTransformNode *transformNode = nullptr;
QSGGeometryNode *geometryNode = nullptr;
if (currentChildIndex < rootNode->childCount()) {
transformNode = static_cast<QSGTransformNode*>(rootNode->childAtIndex(currentChildIndex));
geometryNode = static_cast<QSGGeometryNode*>(transformNode->firstChild());
} else {
transformNode = new QSGTransformNode();
geometryNode = new QSGGeometryNode();
QSGGeometry *geometry = new QSGGeometry(QSGGeometry::defaultAttributes_Point2D(), 0);
geometryNode->setGeometry(geometry);
QSGFlatColorMaterial *material = new QSGFlatColorMaterial();
geometryNode->setMaterial(material);
geometryNode->setFlags(QSGNode::OwnsMaterial);
transformNode->appendChildNode(geometryNode);
rootNode->appendChildNode(transformNode);
}
transformNode->setMatrix(QMatrix4x4(transform));
QSGFlatColorMaterial *material = static_cast<QSGFlatColorMaterial*>(geometryNode->material());
QColor color = Qt::white;
color.setAlphaF(accumulatedOpacity);
if (material->color() != color) material->setColor(color);
QRectF rect(0, 0, item->width(), item->height());
createRoundedRectGeometry(geometryNode->geometry(), rect, radius);
geometryNode->markDirty(QSGNode::DirtyGeometry);
currentChildIndex++;
}
// if we have more nodes than items this frame, remove the extras
if (currentChildIndex < rootNode->childCount()) {
for (int i = rootNode->childCount() - 1; i >= currentChildIndex; --i) {
QSGNode *nodeToRemove = rootNode->childAtIndex(i);
rootNode->removeChildNode(nodeToRemove);
delete nodeToRemove;
}
}
return rootNode;
}