9f2cb0ae1b
Effects are given the interval between two consecutive frames. The main flaw of this approach is that if the Compositor transitions from the idle state to "active" state, i.e. when there is something to repaint, effects may see a very large interval between the last painted frame and the current. In order to address this issue, the Scene invalidates the timer that is used to measure time between consecutive frames before the Compositor is about to become idle. While this works perfectly fine with Xinerama-style rendering, with per screen rendering, determining whether the compositor is about to idle is rather a tedious task mostly because a single output can't be used for the test. Furthermore, since the Compositor schedules pointless repaints just to ensure that it's idle, it might take several attempts to figure out whether the scene timer must be invalidated if you use (true) per screen rendering. Ideally, all effects should use a timeline helper that is aware of the underlying render loop and its timings. However, this option is off the table because it will involve a lot of work to implement it. Alternative and much simpler option is to pass the expected presentation time to effects rather than time between consecutive frames. This means that effects are responsible for determining how much animation timelines have to be advanced. Typically, an effect would have to store the presentation timestamp provided in either prePaint{Screen,Window} and use it in the subsequent prePaint{Screen,Window} call to estimate the amount of time passed between the next and the last frames. Unfortunately, this is an API incompatible change. However, it shouldn't take a lot of work to port third-party binary effects, which don't use the AnimationEffect class, to the new API. On the bright side, we no longer need to be concerned about the Compositor getting idle. We do still try to determine whether the Compositor is about to idle, primarily, because the OpenGL render backend swaps buffers on present, but that will change with the ongoing compositing timing rework.
417 lines
12 KiB
C++
417 lines
12 KiB
C++
/*
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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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SPDX-FileCopyrightText: 2007 Lubos Lunak <l.lunak@kde.org>
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SPDX-FileCopyrightText: 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
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SPDX-FileCopyrightText: 2018 Vlad Zahorodnii <vlad.zahorodnii@kde.org>
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SPDX-License-Identifier: GPL-2.0-or-later
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*/
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// own
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#include "diminactive.h"
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// KConfigSkeleton
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#include "diminactiveconfig.h"
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namespace KWin
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{
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/**
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* Checks if two windows belong to the same window group
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*
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* One possible example of a window group is an app window and app
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* preferences window(e.g. Dolphin window and Dolphin Preferences window).
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*
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* @param w1 The first window
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* @param w2 The second window
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* @returns @c true if both windows belong to the same window group, @c false otherwise
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*/
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static inline bool belongToSameGroup(const EffectWindow *w1, const EffectWindow *w2)
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{
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return w1 && w2 && w1->group() && w1->group() == w2->group();
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}
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DimInactiveEffect::DimInactiveEffect()
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{
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initConfig<DimInactiveConfig>();
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reconfigure(ReconfigureAll);
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connect(effects, &EffectsHandler::windowActivated,
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this, &DimInactiveEffect::windowActivated);
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connect(effects, &EffectsHandler::windowClosed,
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this, &DimInactiveEffect::windowClosed);
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connect(effects, &EffectsHandler::windowDeleted,
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this, &DimInactiveEffect::windowDeleted);
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connect(effects, &EffectsHandler::activeFullScreenEffectChanged,
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this, &DimInactiveEffect::activeFullScreenEffectChanged);
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connect(effects, &EffectsHandler::windowKeepAboveChanged,
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this, &DimInactiveEffect::updateActiveWindow);
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connect(effects, &EffectsHandler::windowFullScreenChanged,
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this, &DimInactiveEffect::updateActiveWindow);
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}
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DimInactiveEffect::~DimInactiveEffect()
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{
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}
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void DimInactiveEffect::reconfigure(ReconfigureFlags flags)
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{
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Q_UNUSED(flags)
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DimInactiveConfig::self()->read();
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// TODO: Use normalized strength param.
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m_dimStrength = DimInactiveConfig::strength() / 100.0;
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m_dimPanels = DimInactiveConfig::dimPanels();
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m_dimDesktop = DimInactiveConfig::dimDesktop();
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m_dimKeepAbove = DimInactiveConfig::dimKeepAbove();
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m_dimByGroup = DimInactiveConfig::dimByGroup();
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m_dimFullScreen = DimInactiveConfig::dimFullScreen();
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updateActiveWindow(effects->activeWindow());
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m_activeWindowGroup = (m_dimByGroup && m_activeWindow)
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? m_activeWindow->group()
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: nullptr;
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m_fullScreenTransition.timeLine.setDuration(
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std::chrono::milliseconds(static_cast<int>(animationTime(250))));
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effects->addRepaintFull();
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}
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void DimInactiveEffect::prePaintScreen(ScreenPrePaintData &data, std::chrono::milliseconds presentTime)
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{
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std::chrono::milliseconds delta(0);
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if (m_lastPresentTime.count()) {
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delta = presentTime - m_lastPresentTime;
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}
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m_lastPresentTime = presentTime;
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if (m_fullScreenTransition.active) {
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m_fullScreenTransition.timeLine.update(delta);
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}
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auto transitionIt = m_transitions.begin();
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while (transitionIt != m_transitions.end()) {
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(*transitionIt).update(delta);
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++transitionIt;
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}
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effects->prePaintScreen(data, presentTime);
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}
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void DimInactiveEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
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{
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auto transitionIt = m_transitions.constFind(w);
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if (transitionIt != m_transitions.constEnd()) {
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const qreal transitionProgress = (*transitionIt).value();
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dimWindow(data, m_dimStrength * transitionProgress);
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effects->paintWindow(w, mask, region, data);
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return;
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}
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auto forceIt = m_forceDim.constFind(w);
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if (forceIt != m_forceDim.constEnd()) {
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const qreal forcedStrength = *forceIt;
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dimWindow(data, forcedStrength);
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effects->paintWindow(w, mask, region, data);
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return;
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}
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if (canDimWindow(w)) {
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dimWindow(data, m_dimStrength);
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}
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effects->paintWindow(w, mask, region, data);
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}
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void DimInactiveEffect::postPaintScreen()
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{
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if (m_fullScreenTransition.active) {
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if (m_fullScreenTransition.timeLine.done()) {
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m_fullScreenTransition.active = false;
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}
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effects->addRepaintFull();
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}
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auto transitionIt = m_transitions.begin();
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while (transitionIt != m_transitions.end()) {
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EffectWindow *w = transitionIt.key();
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if ((*transitionIt).done()) {
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transitionIt = m_transitions.erase(transitionIt);
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} else {
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++transitionIt;
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}
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w->addRepaintFull();
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}
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if (m_transitions.isEmpty() && !m_fullScreenTransition.active) {
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m_lastPresentTime = std::chrono::milliseconds::zero();
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}
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effects->postPaintScreen();
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}
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void DimInactiveEffect::dimWindow(WindowPaintData &data, qreal strength)
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{
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qreal dimFactor;
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if (m_fullScreenTransition.active) {
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dimFactor = 1.0 - m_fullScreenTransition.timeLine.value();
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} else if (effects->activeFullScreenEffect()) {
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dimFactor = 0.0;
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} else {
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dimFactor = 1.0;
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}
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data.multiplyBrightness(1.0 - strength * dimFactor);
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data.multiplySaturation(1.0 - strength * dimFactor);
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}
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bool DimInactiveEffect::canDimWindow(const EffectWindow *w) const
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{
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if (m_activeWindow == w) {
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return false;
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}
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if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
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return false;
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}
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if (w->isDock() && !m_dimPanels) {
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return false;
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}
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if (w->isDesktop() && !m_dimDesktop) {
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return false;
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}
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if (w->keepAbove() && !m_dimKeepAbove) {
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return false;
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}
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if (w->isFullScreen() && !m_dimFullScreen) {
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return false;
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}
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if (w->isPopupWindow()) {
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return false;
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}
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if (w->isX11Client() && !w->isManaged()) {
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return false;
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}
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return w->isNormalWindow()
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|| w->isDialog()
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|| w->isUtility()
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|| w->isDock()
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|| w->isDesktop();
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}
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void DimInactiveEffect::scheduleInTransition(EffectWindow *w)
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{
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TimeLine &timeLine = m_transitions[w];
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timeLine.setDuration(
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std::chrono::milliseconds(static_cast<int>(animationTime(160))));
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if (timeLine.done()) {
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// If the Out animation is still active, then we're trucating
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// duration of the timeline(from 250ms to 160ms). If the timeline
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// is about to be finished with the old duration, then after
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// changing duration it will be in the "done" state. Thus, we
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// have to reset the timeline, otherwise it won't update progress.
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timeLine.reset();
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}
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timeLine.setDirection(TimeLine::Backward);
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timeLine.setEasingCurve(QEasingCurve::InOutSine);
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}
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void DimInactiveEffect::scheduleGroupInTransition(EffectWindow *w)
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{
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if (!m_dimByGroup) {
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scheduleInTransition(w);
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return;
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}
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if (!w->group()) {
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scheduleInTransition(w);
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return;
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}
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const auto members = w->group()->members();
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for (EffectWindow *member : members) {
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scheduleInTransition(member);
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}
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}
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void DimInactiveEffect::scheduleOutTransition(EffectWindow *w)
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{
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TimeLine &timeLine = m_transitions[w];
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timeLine.setDuration(
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std::chrono::milliseconds(static_cast<int>(animationTime(250))));
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if (timeLine.done()) {
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timeLine.reset();
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}
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timeLine.setDirection(TimeLine::Forward);
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timeLine.setEasingCurve(QEasingCurve::InOutSine);
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}
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void DimInactiveEffect::scheduleGroupOutTransition(EffectWindow *w)
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{
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if (!m_dimByGroup) {
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scheduleOutTransition(w);
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return;
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}
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if (!w->group()) {
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scheduleOutTransition(w);
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return;
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}
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const auto members = w->group()->members();
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for (EffectWindow *member : members) {
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scheduleOutTransition(member);
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}
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}
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void DimInactiveEffect::scheduleRepaint(EffectWindow *w)
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{
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if (!m_dimByGroup) {
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w->addRepaintFull();
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return;
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}
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if (!w->group()) {
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w->addRepaintFull();
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return;
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}
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const auto members = w->group()->members();
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for (EffectWindow *member : members) {
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member->addRepaintFull();
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}
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}
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void DimInactiveEffect::windowActivated(EffectWindow *w)
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{
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if (!w) {
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return;
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}
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if (m_activeWindow == w) {
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return;
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}
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if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
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m_activeWindow = w;
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return;
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}
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// WORKAROUND: Deleted windows do not belong to any of window groups.
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// So, if one of windows in a window group is closed, the In transition
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// will be false-triggered for the rest of the window group. In addition
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// to the active window, keep track of active window group so we can
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// tell whether "focus" moved from a closed window to some other window
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// in a window group.
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if (m_dimByGroup && w->group() && w->group() == m_activeWindowGroup) {
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m_activeWindow = w;
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return;
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}
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EffectWindow *previousActiveWindow = m_activeWindow;
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m_activeWindow = canDimWindow(w) ? w : nullptr;
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m_activeWindowGroup = (m_dimByGroup && m_activeWindow)
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? m_activeWindow->group()
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: nullptr;
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if (previousActiveWindow) {
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scheduleGroupOutTransition(previousActiveWindow);
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scheduleRepaint(previousActiveWindow);
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}
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if (m_activeWindow) {
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scheduleGroupInTransition(m_activeWindow);
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scheduleRepaint(m_activeWindow);
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}
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}
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void DimInactiveEffect::windowClosed(EffectWindow *w)
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{
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// When a window is closed, we should force current dim strength that
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// is applied to it to avoid flickering when some effect animates
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// the disappearing of the window. If there is no such effect then
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// it won't be dimmed.
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qreal forcedStrength = 0.0;
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bool shouldForceDim = false;
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auto transitionIt = m_transitions.find(w);
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if (transitionIt != m_transitions.end()) {
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forcedStrength = m_dimStrength * (*transitionIt).value();
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shouldForceDim = true;
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m_transitions.erase(transitionIt);
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} else if (m_activeWindow == w) {
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forcedStrength = 0.0;
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shouldForceDim = true;
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} else if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
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forcedStrength = 0.0;
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shouldForceDim = true;
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} else if (canDimWindow(w)) {
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forcedStrength = m_dimStrength;
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shouldForceDim = true;
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}
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if (shouldForceDim) {
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m_forceDim.insert(w, forcedStrength);
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}
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if (m_activeWindow == w) {
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m_activeWindow = nullptr;
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}
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}
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void DimInactiveEffect::windowDeleted(EffectWindow *w)
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{
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m_forceDim.remove(w);
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// FIXME: Sometimes we can miss the window close signal because KWin
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// can activate a window that is not ready for painting and the window
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// gets destroyed immediately. So, we have to remove active transitions
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// for that window here, otherwise we'll crash in postPaintScreen.
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m_transitions.remove(w);
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}
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void DimInactiveEffect::activeFullScreenEffectChanged()
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{
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if (m_fullScreenTransition.timeLine.done()) {
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m_fullScreenTransition.timeLine.reset();
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}
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m_fullScreenTransition.timeLine.setDirection(
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effects->activeFullScreenEffect()
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? TimeLine::Forward
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: TimeLine::Backward
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);
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m_fullScreenTransition.active = true;
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effects->addRepaintFull();
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}
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void DimInactiveEffect::updateActiveWindow(EffectWindow *w)
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{
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if (effects->activeWindow() == nullptr) {
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return;
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}
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if (effects->activeWindow() != w) {
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return;
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}
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// Need to reset m_activeWindow because canDimWindow depends on it.
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m_activeWindow = nullptr;
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m_activeWindow = canDimWindow(w) ? w : nullptr;
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}
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} // namespace KWin
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