/******************************************************************** KWin - the KDE window manager This file is part of the KDE project. Copyright (C) 2015 Thomas Lübking 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 . *********************************************************************/ /*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();