so since this e main idler freeze/thaw i've noticed several times, i
come back to my machine after screen-off time period, i wke it up with
a mouse wiggle or keyboard press and try run terminology - no windwo
appears. i can run it all i want - it never shows up but the processes
are there. i've seen it happen to sylpheed where its fetch window
doesn't appear. i've had myserious menu edje objects on the top-left
with only a single item with no bg. i've had e even unable to restart
on ctrl+alt+end.
so i disabled the idler freeze/thaw as i suspected this is what the
root cause is, and sinc ethen the above problems stopped manifesting.
i can only conclude it's a deep and nasty bi-product of stopping the e
main idler, so don't do it. :) better be a bit less efficient than
buggy. either way setting manual rendering and dropping the animator
framerate should do almost all the things needed anyway.
normal clients rely upon the guarantee that they will receive another resize on next render when size updates occur before visibility happens, but overrides will never receive another resize since they always size accurately. by remembering that the state was previously considered dirty, render updates which occur before visibility are no longer lost until the next damage/resize occurs
tl;dr: your menus show up again
this was added a while ago to fix positioning of windows that wanted to start centered but couldn't accurately calculate xinerama screen sizes, resulting in windows getting centered across the screen split. it ended up being a bit too aggressive, however.
this option causes window activation requests to only activate a window if it is on a currently visible virtual desktop, otherwise it will be set as urgent. I recall that things may have worked this way long ago...
the main idea here is to not DRAW at the time of the first damage to avoid overdraw, but ignoring the fact that the region is ready to be drawn can be problematic when the drawing eventually occurs. best choice here is to keep the region but not the render update
reshadowing earlier than this makes it very likely that client attributes have not been fetched, meaning that the match will fall through to a default type match instead of using the correct one
it seems i have an override-redirect window just off the bottom-right
of my screen - i think its the scim input panel status. what happens
is it is "managed" by comp but then deleted (_e_comp_x_hook_client_del
called), BUT _e_comp_x_object_add is called with a deferred event for
that client to add it again (likely this is a race) which finds he
client in a state of not having comp_data as the E_FREE in
_e_comp_x_hook_client_del() frees it and sets it to NULL. move the
comp_data free to the actual client free (which is the last time a
client is valid at all) solves this.
instead of adding specific handling which will work (sometimes) in one specific case, expand already-existing api to provide the needed functionality for iconify animations. now on emitting any signal to a comp object, optional glob-able effect providers can be hooked and prioritized to add effect animations
also use animating flags now when applying an object effect
a base effect is provided in elementary, but now each module which wants to hook iconify animations (or other events) can do so in the theme and have different animations with their module