Optimize monitor focus checking, fix toggle XR effect not working when disabled, v2.0.16
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@ -98,6 +98,8 @@ class BreezyDesktopExtension {
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}
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}
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this._add_settings_keybinding('toggle-xr-effect-shortcut', this._toggle_xr_effect.bind(this));
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this._setup();
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} catch (e) {
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Globals.logger.log(`[ERROR] BreezyDesktopExtension enable ${e.message}\n${e.stack}`);
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@ -308,7 +310,6 @@ class BreezyDesktopExtension {
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Meta.disable_unredirect_for_display(global.display);
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}
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this._add_settings_keybinding('toggle-xr-effect-shortcut', this._toggle_xr_effect.bind(this));
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this._add_settings_keybinding('recenter-display-shortcut', this._recenter_display.bind(this));
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this._add_settings_keybinding('toggle-display-distance-shortcut', this._virtual_displays_actor._change_distance.bind(this._virtual_displays_actor));
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this._add_settings_keybinding('toggle-follow-shortcut', this._toggle_follow_mode.bind(this));
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@ -560,7 +561,6 @@ class BreezyDesktopExtension {
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if (Globals.data_stream.smooth_follow_enabled) this._toggle_follow_mode();
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Main.wm.removeKeybinding('toggle-xr-effect-shortcut');
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Main.wm.removeKeybinding('recenter-display-shortcut');
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Main.wm.removeKeybinding('toggle-display-distance-shortcut');
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Main.wm.removeKeybinding('toggle-follow-shortcut');
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@ -646,6 +646,7 @@ class BreezyDesktopExtension {
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Globals.data_stream.disconnect(this._breezy_desktop_running_connection);
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this._breezy_desktop_running_connection = null;
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}
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Main.wm.removeKeybinding('toggle-xr-effect-shortcut');
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Gio.Settings.unbind(this.settings, 'debug');
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Gio.Settings.unbind(this.settings, 'use-optimal-monitor-config');
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Gio.Settings.unbind(this.settings, 'headset-as-primary');
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@ -249,8 +249,9 @@ var VirtualDisplayEffect = GObject.registerClass({
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if (this._follow_ease_timeline?.is_playing()) this._follow_ease_timeline.stop();
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const ease_to_focus = this.smooth_follow_enabled && this._is_focused();
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const from = this._current_follow_ease_progress;
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const to = this.smooth_follow_enabled && this._is_focused() ? 1.0 : 0.0;
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const to = ease_to_focus ? 1.0 : 0.0;
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const toggleTime = this.smooth_follow_toggle_epoch_ms === 0 ? Date.now() : this.smooth_follow_toggle_epoch_ms;
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// would have been a slight delay between request and slerp actually starting
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@ -32,7 +32,7 @@ function applyQuaternionToVector(vector, quaternion) {
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const FOCUS_THRESHOLD = 0.95 / 2.0;
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// if we leave the monitor with some margin, unfocus even if no other monitor is in focus
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const UNFOCUS_THRESHOLD = 1.2 / 2.0;
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const UNFOCUS_THRESHOLD = 1.1 / 2.0;
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/**
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* Find the vector in the array that's closest to the quaternion rotation
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@ -58,12 +58,12 @@ function findFocusedMonitor(quaternion, monitorVectors, currentFocusedIndex, foc
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let currentFocusedDistance = Infinity;
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// find the vector closest to the rotated look vector
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monitorVectors.forEach((vector, index) => {
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monitorVectors.forEach((monitorVector, index) => {
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const monitor = monitorsDetails[index];
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const monitorAspectRatio = monitor.width / monitor.height;
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// weight the rotation about the y-axis between the two vectors, by the aspect ratio
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const vectorUpTheta = Math.atan2(vector[2], vector[0]);
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const vectorUpTheta = Math.atan2(monitorVector[2], monitorVector[0]);
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const upDelta = lookUpTheta - vectorUpTheta;
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const newLookUpTheta = Math.tan(Math.max(
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-Math.PI,
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@ -81,9 +81,9 @@ function findFocusedMonitor(quaternion, monitorVectors, currentFocusedIndex, foc
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// find the distance between the monitor vector and weighted look vector
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const distance = Math.acos(
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Math.min(1.0, Math.max(-1.0,
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vector[0] * weightedLookVector[0] +
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vector[1] * weightedLookVector[1] +
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vector[2] * weightedLookVector[2]
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monitorVector[0] * weightedLookVector[0] +
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monitorVector[1] * weightedLookVector[1] +
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monitorVector[2] * weightedLookVector[2]
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))
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);
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@ -777,7 +777,9 @@ var VirtualDisplaysActor = GObject.registerClass({
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if (this.show_banner) {
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this.focused_monitor_index = -1;
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this.focused_monitor_details = null;
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} else if (this.imu_snapshots && (!this._smooth_follow_slerping || this.focused_monitor_index === -1)) {
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} else if (this.imu_snapshots &&
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(!this.smooth_follow_enabled || this.focused_monitor_index === -1) &&
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(!this._smooth_follow_slerping || this.focused_monitor_index === -1)) {
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// if smooth follow is enabled, use the origin IMU data to inform the initial focused monitor
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// since it reflects where the user is looking in relation to the original monitor positions
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const currentPoseQuat = this.smooth_follow_enabled ?
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