SteamOS compositor beta update.
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8ae95f1f37
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3 changed files with 30 additions and 14 deletions
14
debian/changelog
vendored
14
debian/changelog
vendored
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@ -1,3 +1,17 @@
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steamos-compositor (1.23) alchemist; urgency=medium
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* Remove outdated pulseaudio line from SteamOS session script.
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-- Pierre-Loup A. Griffais <pgriffais@valvesoftware.com> Wed, 17 Sep 2014 15:17:41 -0700
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steamos-compositor (1.22) alchemist; urgency=medium
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* Fix issue where Planetary Annihilation window would not get displayed.
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* Fix bug with cursor image sometimes not having the right colors.
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* Fix bug with cursor sometimes not aiming where it should.
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-- Pierre-Loup A. Griffais <pgriffais@valvesoftware.com> Tue, 16 Sep 2014 17:56:34 -0700
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steamos-compositor (1.21) alchemist; urgency=medium
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steamos-compositor (1.21) alchemist; urgency=medium
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* Fix issue with 1.20 where overlay would appear flickery.
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* Fix issue with 1.20 where overlay would appear flickery.
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@ -542,7 +542,7 @@ paint_fake_cursor (Display *dpy, win *w)
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cursorDataBuffer[i] = im->pixels[i];
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cursorDataBuffer[i] = im->pixels[i];
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glBindTexture(GL_TEXTURE_2D, cursorTextureName);
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glBindTexture(GL_TEXTURE_2D, cursorTextureName);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cursorWidth, cursorHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, cursorDataBuffer);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, cursorWidth, cursorHeight, 0, GL_BGRA, GL_UNSIGNED_BYTE, cursorDataBuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -552,8 +552,9 @@ paint_fake_cursor (Display *dpy, win *w)
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cursorImageDirty = False;
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cursorImageDirty = False;
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}
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}
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scaledCursorX = (win_x - w->a.x) * cursorScaleRatio * globalScaleRatio - cursorHotX + cursorOffsetX;
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// Actual point on scaled screen where the cursor hotspot should be
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scaledCursorY = (win_y - w->a.y) * cursorScaleRatio * globalScaleRatio - cursorHotY + cursorOffsetY;
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scaledCursorX = (win_x - w->a.x) * cursorScaleRatio * globalScaleRatio + cursorOffsetX;
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scaledCursorY = (win_y - w->a.y) * cursorScaleRatio * globalScaleRatio + cursorOffsetY;
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glEnable(GL_BLEND);
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glEnable(GL_BLEND);
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glBindTexture(GL_TEXTURE_2D, cursorTextureName);
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glBindTexture(GL_TEXTURE_2D, cursorTextureName);
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@ -563,8 +564,8 @@ paint_fake_cursor (Display *dpy, win *w)
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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win *mainOverlayWindow = find_win(dpy, currentOverlayWindow);
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win *mainOverlayWindow = find_win(dpy, currentOverlayWindow);
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float displayCursorWidth = cursorWidth;
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float displayCursorHeight = cursorHeight;
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float displayCursorScaleRatio = 1.0f;
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// Ensure the cursor looks the same size as in Steam or the overlay
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// Ensure the cursor looks the same size as in Steam or the overlay
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if (mainOverlayWindow)
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if (mainOverlayWindow)
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@ -575,14 +576,19 @@ paint_fake_cursor (Display *dpy, win *w)
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float steamRatio = (steamScaleX < steamScaleY) ? steamScaleX : steamScaleY;
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float steamRatio = (steamScaleX < steamScaleY) ? steamScaleX : steamScaleY;
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displayCursorWidth *= steamRatio;
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displayCursorScaleRatio *= steamRatio;
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displayCursorHeight *= steamRatio;
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// Then any global scale, since it would also apply to the Steam window and its SW cursor
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// Then any global scale, since it would also apply to the Steam window and its SW cursor
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displayCursorWidth *= globalScaleRatio;
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displayCursorScaleRatio *= globalScaleRatio;
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displayCursorHeight *= globalScaleRatio;
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}
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}
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// Apply the cursor offset inside the texture using the display scale
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scaledCursorX = scaledCursorX - (cursorHotX * displayCursorScaleRatio);
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scaledCursorY = scaledCursorY - (cursorHotY * displayCursorScaleRatio);
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float displayCursorWidth = cursorWidth * displayCursorScaleRatio;
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float displayCursorHeight = cursorHeight * displayCursorScaleRatio;
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glColor3f(1.0f, 1.0f, 1.0f);
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glColor3f(1.0f, 1.0f, 1.0f);
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glBegin (GL_QUADS);
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glBegin (GL_QUADS);
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@ -1081,7 +1087,6 @@ determine_and_apply_focus (Display *dpy)
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gameFocused = False;
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gameFocused = False;
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unsigned long maxDamageSequence = 0;
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unsigned long maxDamageSequence = 0;
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unsigned long maxMapSequence = 0;
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Bool usingOverrideRedirectWindow = False;
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Bool usingOverrideRedirectWindow = False;
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if (unredirectedWindow != None)
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if (unredirectedWindow != None)
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@ -1103,13 +1108,12 @@ determine_and_apply_focus (Display *dpy)
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Bool windowIsOverrideRedirect = w->a.override_redirect && !w->ignoreOverrideRedirect;
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Bool windowIsOverrideRedirect = w->a.override_redirect && !w->ignoreOverrideRedirect;
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if (w->gameID && w->a.map_state == IsViewable && w->a.class == InputOutput &&
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if (w->gameID && w->a.map_state == IsViewable && w->a.class == InputOutput &&
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(w->damage_sequence > maxDamageSequence || w->map_sequence > maxMapSequence) &&
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(w->damage_sequence > maxDamageSequence) &&
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(!windowIsOverrideRedirect || !usingOverrideRedirectWindow))
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(!windowIsOverrideRedirect || !usingOverrideRedirectWindow))
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{
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{
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focus = w;
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focus = w;
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gameFocused = True;
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gameFocused = True;
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maxDamageSequence = w->damage_sequence;
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maxDamageSequence = w->damage_sequence;
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maxMapSequence = w->map_sequence;
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if (windowIsOverrideRedirect)
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if (windowIsOverrideRedirect)
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{
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{
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@ -15,8 +15,6 @@ xset s off
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steamcompmgr &
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steamcompmgr &
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start-pulseaudio-x11
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loadargb_cursor /usr/share/icons/steam/arrow.png
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loadargb_cursor /usr/share/icons/steam/arrow.png
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steam -tenfoot -steamos -enableremotecontrol
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steam -tenfoot -steamos -enableremotecontrol
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