import QtQuick import Quickshell import Quickshell.Wayland import qs.Commons import qs.Services import qs.Widgets Variants { id: backgroundVariants model: Quickshell.screens delegate: Loader { required property ShellScreen modelData active: modelData && Settings.data.wallpaper.enabled sourceComponent: PanelWindow { id: root // Internal state management property string transitionType: "fade" property real transitionProgress: 0 readonly property real edgeSmoothness: Settings.data.wallpaper.transitionEdgeSmoothness readonly property var allTransitions: WallpaperService.allTransitions readonly property bool transitioning: transitionAnimation.running // Wipe direction: 0=left, 1=right, 2=up, 3=down property real wipeDirection: 0 // Disc property real discCenterX: 0.5 property real discCenterY: 0.5 // Stripe property real stripesCount: 16 property real stripesAngle: 0 // Used to debounce wallpaper changes property string futureWallpaper: "" // Fillmode default is "crop" property real fillMode: WallpaperService.getFillModeUniform() property vector4d fillColor: Qt.vector4d(Settings.data.wallpaper.fillColor.r, Settings.data.wallpaper.fillColor.g, Settings.data.wallpaper.fillColor.b, 1.0) property int monitoredWidth: modelData.width property int monitoredHeight: modelData.height onMonitoredWidthChanged: { Logger.log("Background", "Screen width changed to:", monitoredWidth, "for", modelData.name) recalculateImageSizes() } onMonitoredHeightChanged: { Logger.log("Background", "Screen height changed to:", monitoredHeight, "for", modelData.name) recalculateImageSizes() } Component.onCompleted: setWallpaperInitial() Component.onDestruction: { transitionAnimation.stop() debounceTimer.stop() shaderLoader.active = false currentWallpaper.source = "" nextWallpaper.source = "" } Connections { target: Settings.data.wallpaper function onFillModeChanged() { fillMode = WallpaperService.getFillModeUniform() } } // External state management Connections { target: WallpaperService function onWallpaperChanged(screenName, path) { if (screenName === modelData.name) { // Update wallpaper display // Set wallpaper immediately on startup futureWallpaper = path debounceTimer.restart() } } } color: Color.transparent screen: modelData WlrLayershell.layer: WlrLayer.Background WlrLayershell.exclusionMode: ExclusionMode.Ignore WlrLayershell.namespace: "quickshell-wallpaper" anchors { bottom: true top: true right: true left: true } Timer { id: debounceTimer interval: 333 running: false repeat: false onTriggered: { changeWallpaper() } } Image { id: currentWallpaper property bool dimensionsCalculated: false source: "" smooth: true mipmap: false visible: false cache: false asynchronous: true sourceSize: undefined onStatusChanged: { if (status === Image.Error) { Logger.warn("Current wallpaper failed to load:", source) } else if (status === Image.Ready && !dimensionsCalculated) { dimensionsCalculated = true calculateSourceSize() } } onSourceChanged: { dimensionsCalculated = false sourceSize = undefined } function calculateSourceSize() { if (implicitWidth === modelData.width || implicitHeight === modelData.height) { // Do not resize if one of the dimensions fits perfectly on the screen return } if (implicitWidth > 0 && implicitHeight > 0) { const imageAspectRatio = implicitWidth / implicitHeight if (modelData.width >= modelData.height) { const w = Math.min(modelData.width, implicitWidth) sourceSize = Qt.size(w, w / imageAspectRatio) } else { const h = Math.min(modelData.height, implicitHeight) sourceSize = Qt.size(h * imageAspectRatio, h) } } } } Image { id: nextWallpaper property bool dimensionsCalculated: false source: "" smooth: true mipmap: false visible: false cache: false asynchronous: true sourceSize: undefined onStatusChanged: { if (status === Image.Error) { Logger.warn("Next wallpaper failed to load:", source) } else if (status === Image.Ready && !dimensionsCalculated) { dimensionsCalculated = true calculateSourceSize() } } onSourceChanged: { dimensionsCalculated = false sourceSize = undefined } function calculateSourceSize() { if (implicitWidth === modelData.width || implicitHeight === modelData.height) { // Do not resize if one of the dimensions fits perfectly on the screen return } if (implicitWidth > 0 && implicitHeight > 0) { const imageAspectRatio = implicitWidth / implicitHeight if (modelData.width >= modelData.height) { const w = Math.min(modelData.width, implicitWidth) sourceSize = Qt.size(w, w / imageAspectRatio) } else { const h = Math.min(modelData.height, implicitHeight) sourceSize = Qt.size(h * imageAspectRatio, h) } } } } // Dynamic shader loader - only loads the active transition shader Loader { id: shaderLoader anchors.fill: parent active: true sourceComponent: { switch (transitionType) { case "wipe": return wipeShaderComponent case "disc": return discShaderComponent case "stripes": return stripesShaderComponent case "fade": case "none": default: return fadeShaderComponent } } } // Fade or None transition shader component Component { id: fadeShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_fade.frag.qsb") } } // Wipe transition shader component Component { id: wipeShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real direction: root.wipeDirection // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_wipe.frag.qsb") } } // Disc reveal transition shader component Component { id: discShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real aspectRatio: root.width / root.height property real centerX: root.discCenterX property real centerY: root.discCenterY // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_disc.frag.qsb") } } // Diagonal stripes transition shader component Component { id: stripesShaderComponent ShaderEffect { anchors.fill: parent property variant source1: currentWallpaper property variant source2: nextWallpaper property real progress: root.transitionProgress property real smoothness: root.edgeSmoothness property real aspectRatio: root.width / root.height property real stripeCount: root.stripesCount property real angle: root.stripesAngle // Fill mode properties property real fillMode: root.fillMode property vector4d fillColor: root.fillColor property real imageWidth1: source1.sourceSize.width property real imageHeight1: source1.sourceSize.height property real imageWidth2: source2.sourceSize.width property real imageHeight2: source2.sourceSize.height property real screenWidth: width property real screenHeight: height fragmentShader: Qt.resolvedUrl(Quickshell.shellDir + "/Shaders/qsb/wp_stripes.frag.qsb") } } // Animation for the transition progress NumberAnimation { id: transitionAnimation target: root property: "transitionProgress" from: 0.0 to: 1.0 // The stripes shader feels faster visually, we make it a bit slower here. duration: transitionType == "stripes" ? Settings.data.wallpaper.transitionDuration * 1.6 : Settings.data.wallpaper.transitionDuration easing.type: Easing.InOutCubic onFinished: { // Assign new image to current BEFORE clearing to prevent flicker const tempSource = nextWallpaper.source currentWallpaper.source = tempSource transitionProgress = 0.0 // Now clear nextWallpaper after currentWallpaper has the new source Qt.callLater(() => { nextWallpaper.source = "" Qt.callLater(() => { currentWallpaper.asynchronous = true }) }) } } function recalculateImageSizes() { if (currentWallpaper.status === Image.Ready) { currentWallpaper.calculateSourceSize() } if (nextWallpaper.status === Image.Ready) { nextWallpaper.calculateSourceSize() } } function setWallpaperInitial() { // On startup, defer assigning wallpaper until the service cache is ready, retries every tick if (!WallpaperService || !WallpaperService.isInitialized) { Qt.callLater(setWallpaperInitial) return } setWallpaperImmediate(WallpaperService.getWallpaper(modelData.name)) } function setWallpaperImmediate(source) { transitionAnimation.stop() transitionProgress = 0.0 // Clear with proper delay to allow GC nextWallpaper.source = "" currentWallpaper.source = "" Qt.callLater(() => { currentWallpaper.source = source }) } function setWallpaperWithTransition(source) { if (source === currentWallpaper.source) { return } if (transitioning) { // We are interrupting a transition - handle cleanup properly transitionAnimation.stop() transitionProgress = 0 // Assign nextWallpaper to currentWallpaper BEFORE clearing to prevent flicker const newCurrentSource = nextWallpaper.source currentWallpaper.source = newCurrentSource // Now clear nextWallpaper after current has the new source Qt.callLater(() => { nextWallpaper.source = "" // Now set the next wallpaper after a brief delay Qt.callLater(() => { nextWallpaper.source = source currentWallpaper.asynchronous = false transitionAnimation.start() }) }) return } nextWallpaper.source = source currentWallpaper.asynchronous = false transitionAnimation.start() } // Main method that actually trigger the wallpaper change function changeWallpaper() { // Get the transitionType from the settings transitionType = Settings.data.wallpaper.transitionType if (transitionType == "random") { var index = Math.floor(Math.random() * allTransitions.length) transitionType = allTransitions[index] } // Ensure the transition type really exists if (transitionType !== "none" && !allTransitions.includes(transitionType)) { transitionType = "fade" } //Logger.log("Background", "New wallpaper: ", futureWallpaper, "On:", modelData.name, "Transition:", transitionType) switch (transitionType) { case "none": setWallpaperImmediate(futureWallpaper) break case "wipe": wipeDirection = Math.random() * 4 setWallpaperWithTransition(futureWallpaper) break case "disc": discCenterX = Math.random() discCenterY = Math.random() setWallpaperWithTransition(futureWallpaper) break case "stripes": stripesCount = Math.round(Math.random() * 20 + 4) stripesAngle = Math.random() * 360 setWallpaperWithTransition(futureWallpaper) break default: setWallpaperWithTransition(futureWallpaper) break } } } } }