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use std::time::Duration;
use smithay::backend::renderer::element::Kind;
use smithay::backend::renderer::gles::GlesTexture;
use smithay::utils::{Scale, Transform};
use crate::render_helpers::primary_gpu_texture::PrimaryGpuTextureRenderElement;
use crate::render_helpers::texture::{TextureBuffer, TextureRenderElement};
use crate::render_helpers::RenderTarget;
pub const DELAY: Duration = Duration::from_millis(250);
pub const DURATION: Duration = Duration::from_millis(500);
#[derive(Debug)]
pub struct ScreenTransition {
/// Texture to crossfade from for each render target.
from_texture: [TextureBuffer<GlesTexture>; 3],
/// Monotonic time when to start the crossfade.
start_at: Duration,
/// Current crossfade alpha.
alpha: f32,
}
impl ScreenTransition {
pub fn new(from_texture: [TextureBuffer<GlesTexture>; 3], start_at: Duration) -> Self {
Self {
from_texture,
start_at,
alpha: 1.,
}
}
pub fn advance_animations(&mut self, current_time: Duration) {
if self.start_at + DURATION <= current_time {
self.alpha = 0.;
} else if self.start_at <= current_time {
self.alpha = 1. - (current_time - self.start_at).as_secs_f32() / DURATION.as_secs_f32();
} else {
self.alpha = 1.;
}
}
pub fn is_done(&self) -> bool {
self.alpha == 0.
}
pub fn update_render_elements(&mut self, scale: Scale<f64>, transform: Transform) {
// These textures should remain full-screen, even if scale or transform changes.
for buffer in &mut self.from_texture {
buffer.set_texture_scale(scale);
buffer.set_texture_transform(transform);
}
}
pub fn render(&self, target: RenderTarget) -> PrimaryGpuTextureRenderElement {
let idx = match target {
RenderTarget::Output => 0,
RenderTarget::Screencast => 1,
RenderTarget::ScreenCapture => 2,
};
PrimaryGpuTextureRenderElement(TextureRenderElement::from_texture_buffer(
self.from_texture[idx].clone(),
(0., 0.),
self.alpha,
None,
None,
Kind::Unspecified,
))
}
}
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