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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::animation::Clock;
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,
/// Clock to drive animations.
clock: Clock,
}
impl ScreenTransition {
pub fn new(
from_texture: [TextureBuffer<GlesTexture>; 3],
delay: Duration,
clock: Clock,
) -> Self {
Self {
from_texture,
start_at: clock.now_unadjusted() + delay,
clock,
}
}
pub fn is_done(&self) -> bool {
self.start_at + DURATION <= self.clock.now_unadjusted()
}
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 {
// Screen transition ignores animation slowdown.
let now = self.clock.now_unadjusted();
let alpha = if self.start_at + DURATION <= now {
0.
} else if self.start_at <= now {
1. - (now - self.start_at).as_secs_f32() / DURATION.as_secs_f32()
} else {
1.
};
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.),
alpha,
None,
None,
Kind::Unspecified,
))
}
}
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