93e0265e4e
Once in a while, we receive complaints from other fellow KDE developers about the file organization of kwin. This change addresses some of those complaints by moving all of source code in a separate directory, src/, thus making the project structure more traditional. Things such as tests are kept in their own toplevel directories. This change may wreak havoc on merge requests that add new files to kwin, but if a patch modifies an already existing file, git should be smart enough to figure out that the file has been relocated. We may potentially split the src/ directory further to make navigating the source code easier, but hopefully this is good enough already.
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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