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https://github.com/Swordfish90/cool-retro-term.git
synced 2025-02-21 20:39:00 +00:00
It is now possible to set fps to save some cpu and battery.
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0cef4c75e4
commit
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@ -150,6 +150,32 @@ ApplicationWindow {
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// }
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// }
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}
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}
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}
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}
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GroupBox{
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title: qsTr("Performace")
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Layout.fillWidth: true
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Layout.columnSpan: 2
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anchors.left: parent.left
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anchors.right: parent.right
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RowLayout{
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Layout.columnSpan: 2
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anchors.left: parent.left
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anchors.right: parent.right
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Text{text: "Animation FPS"}
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Slider{
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Layout.fillWidth: true
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id: slider
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stepSize: 1
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maximumValue: 60
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minimumValue: 0
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onValueChanged: shadersettings.fps = value;
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value: shadersettings.fps
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}
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Text{
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id: textfield
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text: slider.value
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}
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}
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}
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}
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}
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}
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}
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@ -35,6 +35,8 @@ Item{
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property real window_scaling: 1.0
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property real window_scaling: 1.0
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property real total_scaling: terminal_scaling * window_scaling
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property real total_scaling: terminal_scaling * window_scaling
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property real fps: 60
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function mix(c1, c2, alpha){
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function mix(c1, c2, alpha){
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return Qt.rgba(c1.r * alpha + c2.r * (1-alpha),
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return Qt.rgba(c1.r * alpha + c2.r * (1-alpha),
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c1.g * alpha + c2.g * (1-alpha),
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c1.g * alpha + c2.g * (1-alpha),
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@ -162,6 +164,8 @@ Item{
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console.log(profilename + settings);
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console.log(profilename + settings);
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settings = JSON.parse(settings);
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settings = JSON.parse(settings);
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fps = settings.fps !== undefined ? settings.fps: fps
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contrast = settings.contrast !== undefined ? settings.contrast : contrast;
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contrast = settings.contrast !== undefined ? settings.contrast : contrast;
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brightness = settings.brightness !== undefined ? settings.brightness : brightness
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brightness = settings.brightness !== undefined ? settings.brightness : brightness
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@ -189,6 +193,7 @@ Item{
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function storeCurrentSettings(){
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function storeCurrentSettings(){
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var settings = {
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var settings = {
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fps: fps,
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ambient_light : ambient_light,
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ambient_light : ambient_light,
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brightness : brightness,
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brightness : brightness,
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contrast : contrast,
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contrast : contrast,
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@ -25,12 +25,15 @@ import org.kde.konsole 0.1
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Item{
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Item{
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id: terminalContainer
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id: terminalContainer
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property real mBloom: shadersettings.bloom_strength
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//The blur effect has to take into account the framerate
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property real fpsAttenuation: shadersettings.fps / 60
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property real mBlur: shadersettings.motion_blur
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property real mBlur: shadersettings.motion_blur
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property real motionBlurCoefficient: (_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)
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property real motionBlurCoefficient: ((_minBlurCoefficient)*mBlur + (_maxBlurCoefficient)*(1.0-mBlur)) / fpsAttenuation
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property real _minBlurCoefficient: 0.015
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property real _minBlurCoefficient: 0.015
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property real _maxBlurCoefficient: 0.10
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property real _maxBlurCoefficient: 0.10
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property real mBloom: shadersettings.bloom_strength
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//Force reload of the blursource when settings change
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//Force reload of the blursource when settings change
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onMBloomChanged: restartBlurredSource()
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onMBloomChanged: restartBlurredSource()
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@ -81,7 +81,7 @@ ApplicationWindow{
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width: parent.width * shadersettings.window_scaling
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width: parent.width * shadersettings.window_scaling
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height: parent.height * shadersettings.window_scaling
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height: parent.height * shadersettings.window_scaling
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scale: 1.0 / shadersettings.window_scaling
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scale: 1.0 / shadersettings.window_scaling
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clip: false
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Image{
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Image{
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id: randtexture
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id: randtexture
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source: "frames/images/randfunction.png"
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source: "frames/images/randfunction.png"
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@ -99,7 +99,7 @@ ApplicationWindow{
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id: timetimer
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id: timetimer
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property real time: 0
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property real time: 0
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onTriggered: time += interval
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onTriggered: time += interval
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interval: 16
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interval: Math.round(1000 / shadersettings.fps)
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running: true
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running: true
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repeat: true
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repeat: true
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}
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}
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