420 lines
12 KiB
C++
420 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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Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
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Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
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Copyright (C) 2018 Vlad Zahorodnii <vladzzag@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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// 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, int time)
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{
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const std::chrono::milliseconds delta(time);
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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, time);
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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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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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