f9394d83f7
Summary: See https://invent.kde.org/websites/hig-kde-org/-/merge_requests/70 Reviewers: #kwin, ngraham Reviewed By: ngraham Subscribers: ngraham, zzag, apol, kwin Tags: #kwin Differential Revision: https://phabricator.kde.org/D27827
203 lines
8 KiB
JavaScript
203 lines
8 KiB
JavaScript
/********************************************************************
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KWin - the KDE window manager
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This file is part of the KDE project.
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Copyright (C) 2015 Thomas Lübking <thomas.luebking@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*********************************************************************/
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/*global effect, effects, animate, animationTime, Effect, QEasingCurve */
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"use strict";
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var badBadWindowsEffect = {
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duration: animationTime(250),
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loadConfig: function () {
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badBadWindowsEffect.duration = animationTime(250);
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},
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offToCorners: function (showing) {
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var stackingOrder = effects.stackingOrder;
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var screenGeo = effects.virtualScreenGeometry;
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var xOffset = screenGeo.width / 16;
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var yOffset = screenGeo.height / 16;
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if (showing) {
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var closestWindows = [ undefined, undefined, undefined, undefined ];
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var movedWindowsCount = 0;
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for (var i = 0; i < stackingOrder.length; ++i) {
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var w = stackingOrder[i];
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// ignore windows above the desktop
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// (when not showing, pretty much everything would be)
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if (w.desktopWindow)
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break;
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// ignore invisible windows and such that do not have to be restored
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if (!w.visible)
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continue;
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// we just fade out docks - moving panels into edges looks dull
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if (w.dock) {
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w.offToCornerId = set({
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window: w,
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duration: badBadWindowsEffect.duration,
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animations: [{
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type: Effect.Opacity,
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to: 0.0
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}]
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});
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continue;
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}
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// calculate the corner distances
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var geo = w.geometry;
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var dl = geo.x + geo.width - screenGeo.x;
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var dr = screenGeo.x + screenGeo.width - geo.x;
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var dt = geo.y + geo.height - screenGeo.y;
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var db = screenGeo.y + screenGeo.height - geo.y;
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w.apertureDistances = [ dl + dt, dr + dt, dr + db, dl + db ];
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movedWindowsCount += 1;
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// if this window is the closest one to any corner, set it as preferred there
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var nearest = 0;
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for (var j = 1; j < 4; ++j) {
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if (w.apertureDistances[j] < w.apertureDistances[nearest] ||
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(w.apertureDistances[j] == w.apertureDistances[nearest] && closestWindows[j] === undefined)) {
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nearest = j;
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}
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}
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if (closestWindows[nearest] === undefined ||
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closestWindows[nearest].apertureDistances[nearest] > w.apertureDistances[nearest])
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closestWindows[nearest] = w;
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}
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// second pass, select corners
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// 1st off, move the nearest windows to their nearest corners
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// this will ensure that if there's only on window in the lower right
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// it won't be moved out to the upper left
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var movedWindowsDec = [ 0, 0, 0, 0 ];
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for (var i = 0; i < 4; ++i) {
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if (closestWindows[i] === undefined)
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continue;
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closestWindows[i].apertureCorner = i;
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delete closestWindows[i].apertureDistances;
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movedWindowsDec[i] = 1;
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}
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// 2nd, distribute the remainders according to their preferences
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// this doesn't exactly have heapsort performance ;-)
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movedWindowsCount = Math.floor((movedWindowsCount + 3) / 4);
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for (var i = 0; i < 4; ++i) {
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for (var j = 0; j < movedWindowsCount - movedWindowsDec[i]; ++j) {
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var bestWindow = undefined;
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for (var k = 0; k < stackingOrder.length; ++k) {
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if (stackingOrder[k].apertureDistances === undefined)
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continue;
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if (bestWindow === undefined ||
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stackingOrder[k].apertureDistances[i] < bestWindow.apertureDistances[i])
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bestWindow = stackingOrder[k];
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}
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if (bestWindow === undefined)
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break;
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bestWindow.apertureCorner = i;
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delete bestWindow.apertureDistances;
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}
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}
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}
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// actually re/move windows from/to assigned corners
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for (var i = 0; i < stackingOrder.length; ++i) {
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var w = stackingOrder[i];
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if (w.apertureCorner === undefined && w.offToCornerId === undefined)
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continue;
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// keep windows above the desktop visually
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effects.setElevatedWindow(w, showing);
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if (!showing && w.dock) {
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cancel(w.offToCornerId);
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delete w.offToCornerId;
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delete w.apertureCorner; // should not exist, but better safe than sorry.
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animate({
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window: w,
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duration: badBadWindowsEffect.duration,
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animations: [{
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type: Effect.Opacity,
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from: 0.0
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}]
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});
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continue;
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}
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var anchor, tx, ty;
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var geo = w.geometry;
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if (w.apertureCorner == 1 || w.apertureCorner == 2) {
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tx = screenGeo.x + screenGeo.width - xOffset;
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anchor = Effect.Left;
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} else {
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tx = xOffset;
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anchor = Effect.Right;
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}
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if (w.apertureCorner > 1) {
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ty = screenGeo.y + screenGeo.height - yOffset;
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anchor |= Effect.Top;
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} else {
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ty = yOffset;
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anchor |= Effect.Bottom;
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}
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if (showing) {
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w.offToCornerId = set({
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window: w,
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duration: badBadWindowsEffect.duration,
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curve: QEasingCurve.InOutCubic,
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animations: [{
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type: Effect.Position,
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targetAnchor: anchor,
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to: { value1: tx, value2: ty }
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},{
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type: Effect.Opacity,
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to: 0.2
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}]
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});
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} else {
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cancel(w.offToCornerId);
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delete w.offToCornerId;
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delete w.apertureCorner;
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if (w.visible) { // could meanwhile have been hidden
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animate({
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window: w,
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duration: badBadWindowsEffect.duration,
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curve: QEasingCurve.InOutCubic,
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animations: [{
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type: Effect.Position,
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sourceAnchor: anchor,
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from: { value1: tx, value2: ty }
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},{
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type: Effect.Opacity,
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from: 0.2
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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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init: function () {
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badBadWindowsEffect.loadConfig();
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effects.showingDesktopChanged.connect(badBadWindowsEffect.offToCorners);
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}
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};
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badBadWindowsEffect.init();
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