kwin/effects/windowaperture/package/contents/code/main.js

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/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2015 Thomas Lübking <thomas.luebking@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
/*global effect, effects, animate, animationTime, Effect, QEasingCurve */
var badBadWindowsEffect = {
duration: animationTime(250),
loadConfig: function () {
"use strict";
badBadWindowsEffect.duration = animationTime(250);
},
offToCorners: function (showing) {
"use strict";
var stackingOrder = effects.stackingOrder;
var screenGeo = effects.virtualScreenGeometry;
var xOffset = screenGeo.width / 16;
var yOffset = screenGeo.height / 16;
if (showing) {
var closestWindows = [ undefined, undefined, undefined, undefined ];
var movedWindowsCount = 0;
for (var i = 0; i < stackingOrder.length; ++i) {
var w = stackingOrder[i];
// ignore windows above the desktop
// (when not showing, pretty much everything would be)
if (w.desktopWindow)
break;
// ignore invisible windows and such that do not have to be restored
if (!w.visible)
continue;
// we just fade out docks - moving panels into edges looks dull
if (w.dock) {
w.offToCornerId = set({
window: w,
duration: badBadWindowsEffect.duration,
animations: [{
type: Effect.Opacity,
to: 0.0
}]
});
continue;
}
// calculate the corner distances
var geo = w.geometry;
var dl = geo.x + geo.width - screenGeo.x;
var dr = screenGeo.x + screenGeo.width - geo.x;
var dt = geo.y + geo.height - screenGeo.y;
var db = screenGeo.y + screenGeo.height - geo.y;
w.apertureDistances = [ dl + dt, dr + dt, dr + db, dl + db ];
movedWindowsCount += 1;
// if this window is the closest one to any corner, set it as preferred there
var nearest = 0;
for (var j = 1; j < 4; ++j) {
if (w.apertureDistances[j] < w.apertureDistances[nearest] ||
(w.apertureDistances[j] == w.apertureDistances[nearest] && closestWindows[j] === undefined)) {
nearest = j;
}
}
if (closestWindows[nearest] === undefined ||
closestWindows[nearest].apertureDistances[nearest] > w.apertureDistances[nearest])
closestWindows[nearest] = w;
}
// second pass, select corners
// 1st off, move the nearest windows to their nearest corners
// this will ensure that if there's only on window in the lower right
// it won't be moved out to the upper left
var movedWindowsDec = [ 0, 0, 0, 0 ];
for (var i = 0; i < 4; ++i) {
if (closestWindows[i] === undefined)
continue;
closestWindows[i].apertureCorner = i;
delete closestWindows[i].apertureDistances;
movedWindowsDec[i] = 1;
}
// 2nd, distribute the remainders according to their preferences
// this doesn't exactly have heapsort performance ;-)
movedWindowsCount = Math.floor((movedWindowsCount + 3) / 4);
for (var i = 0; i < 4; ++i) {
for (var j = 0; j < movedWindowsCount - movedWindowsDec[i]; ++j) {
var bestWindow = undefined;
for (var k = 0; k < stackingOrder.length; ++k) {
if (stackingOrder[k].apertureDistances === undefined)
continue;
if (bestWindow === undefined ||
stackingOrder[k].apertureDistances[i] < bestWindow.apertureDistances[i])
bestWindow = stackingOrder[k];
}
if (bestWindow === undefined)
break;
bestWindow.apertureCorner = i;
delete bestWindow.apertureDistances;
}
}
}
// actually re/move windows from/to assigned corners
for (var i = 0; i < stackingOrder.length; ++i) {
var w = stackingOrder[i];
if (w.apertureCorner === undefined && w.offToCornerId === undefined)
continue;
// keep windows above the desktop visually
effects.setElevatedWindow(w, showing);
if (!showing && w.dock) {
cancel(w.offToCornerId);
delete w.offToCornerId;
delete w.apertureCorner; // should not exist, but better safe than sorry.
animate({
window: w,
duration: badBadWindowsEffect.duration,
animations: [{
type: Effect.Opacity,
from: 0.0
}]
});
continue;
}
var anchor, tx, ty;
var geo = w.geometry;
if (w.apertureCorner == 1 || w.apertureCorner == 2) {
tx = screenGeo.x + screenGeo.width - xOffset;
anchor = Effect.Left;
} else {
tx = xOffset;
anchor = Effect.Right;
}
if (w.apertureCorner > 1) {
ty = screenGeo.y + screenGeo.height - yOffset;
anchor |= Effect.Top;
} else {
ty = yOffset;
anchor |= Effect.Bottom;
}
if (showing) {
w.offToCornerId = set({
window: w,
duration: badBadWindowsEffect.duration,
curve: QEasingCurve.InOutQuad,
animations: [{
type: Effect.Position,
targetAnchor: anchor,
to: { value1: tx, value2: ty }
},{
type: Effect.Opacity,
to: 0.2
}]
});
} else {
cancel(w.offToCornerId);
delete w.offToCornerId;
delete w.apertureCorner;
if (w.visible) { // could meanwhile have been hidden
animate({
window: w,
duration: badBadWindowsEffect.duration,
curve: QEasingCurve.InOutQuad,
animations: [{
type: Effect.Position,
sourceAnchor: anchor,
from: { value1: tx, value2: ty }
},{
type: Effect.Opacity,
from: 0.2
}]
});
}
}
}
},
init: function () {
"use strict";
badBadWindowsEffect.loadConfig();
effects.showingDesktopChanged.connect(badBadWindowsEffect.offToCorners);
}
};
badBadWindowsEffect.init();