kwin/effects/diminactive/diminactive.cpp
2019-09-29 17:03:25 +03:00

420 lines
12 KiB
C++

/********************************************************************
KWin - the KDE window manager
This file is part of the KDE project.
Copyright (C) 2007 Lubos Lunak <l.lunak@kde.org>
Copyright (C) 2007 Christian Nitschkowski <christian.nitschkowski@kdemail.net>
Copyright (C) 2018 Vlad Zahorodnii <vladzzag@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*********************************************************************/
// own
#include "diminactive.h"
// KConfigSkeleton
#include "diminactiveconfig.h"
namespace KWin
{
/**
* Checks if two windows belong to the same window group
*
* One possible example of a window group is an app window and app
* preferences window(e.g. Dolphin window and Dolphin Preferences window).
*
* @param w1 The first window
* @param w2 The second window
* @returns @c true if both windows belong to the same window group, @c false otherwise
*/
static inline bool belongToSameGroup(const EffectWindow *w1, const EffectWindow *w2)
{
return w1 && w2 && w1->group() && w1->group() == w2->group();
}
DimInactiveEffect::DimInactiveEffect()
{
initConfig<DimInactiveConfig>();
reconfigure(ReconfigureAll);
connect(effects, &EffectsHandler::windowActivated,
this, &DimInactiveEffect::windowActivated);
connect(effects, &EffectsHandler::windowClosed,
this, &DimInactiveEffect::windowClosed);
connect(effects, &EffectsHandler::windowDeleted,
this, &DimInactiveEffect::windowDeleted);
connect(effects, &EffectsHandler::activeFullScreenEffectChanged,
this, &DimInactiveEffect::activeFullScreenEffectChanged);
connect(effects, &EffectsHandler::windowKeepAboveChanged,
this, &DimInactiveEffect::updateActiveWindow);
connect(effects, &EffectsHandler::windowFullScreenChanged,
this, &DimInactiveEffect::updateActiveWindow);
}
DimInactiveEffect::~DimInactiveEffect()
{
}
void DimInactiveEffect::reconfigure(ReconfigureFlags flags)
{
Q_UNUSED(flags)
DimInactiveConfig::self()->read();
// TODO: Use normalized strength param.
m_dimStrength = DimInactiveConfig::strength() / 100.0;
m_dimPanels = DimInactiveConfig::dimPanels();
m_dimDesktop = DimInactiveConfig::dimDesktop();
m_dimKeepAbove = DimInactiveConfig::dimKeepAbove();
m_dimByGroup = DimInactiveConfig::dimByGroup();
m_dimFullScreen = DimInactiveConfig::dimFullScreen();
updateActiveWindow(effects->activeWindow());
m_activeWindowGroup = (m_dimByGroup && m_activeWindow)
? m_activeWindow->group()
: nullptr;
m_fullScreenTransition.timeLine.setDuration(
std::chrono::milliseconds(static_cast<int>(animationTime(250))));
effects->addRepaintFull();
}
void DimInactiveEffect::prePaintScreen(ScreenPrePaintData &data, int time)
{
const std::chrono::milliseconds delta(time);
if (m_fullScreenTransition.active) {
m_fullScreenTransition.timeLine.update(delta);
}
auto transitionIt = m_transitions.begin();
while (transitionIt != m_transitions.end()) {
(*transitionIt).update(delta);
++transitionIt;
}
effects->prePaintScreen(data, time);
}
void DimInactiveEffect::paintWindow(EffectWindow *w, int mask, QRegion region, WindowPaintData &data)
{
auto transitionIt = m_transitions.constFind(w);
if (transitionIt != m_transitions.constEnd()) {
const qreal transitionProgress = (*transitionIt).value();
dimWindow(data, m_dimStrength * transitionProgress);
effects->paintWindow(w, mask, region, data);
return;
}
auto forceIt = m_forceDim.constFind(w);
if (forceIt != m_forceDim.constEnd()) {
const qreal forcedStrength = *forceIt;
dimWindow(data, forcedStrength);
effects->paintWindow(w, mask, region, data);
return;
}
if (canDimWindow(w)) {
dimWindow(data, m_dimStrength);
}
effects->paintWindow(w, mask, region, data);
}
void DimInactiveEffect::postPaintScreen()
{
if (m_fullScreenTransition.active) {
if (m_fullScreenTransition.timeLine.done()) {
m_fullScreenTransition.active = false;
}
effects->addRepaintFull();
}
auto transitionIt = m_transitions.begin();
while (transitionIt != m_transitions.end()) {
EffectWindow *w = transitionIt.key();
if ((*transitionIt).done()) {
transitionIt = m_transitions.erase(transitionIt);
} else {
++transitionIt;
}
w->addRepaintFull();
}
effects->postPaintScreen();
}
void DimInactiveEffect::dimWindow(WindowPaintData &data, qreal strength)
{
qreal dimFactor;
if (m_fullScreenTransition.active) {
dimFactor = 1.0 - m_fullScreenTransition.timeLine.value();
} else if (effects->activeFullScreenEffect()) {
dimFactor = 0.0;
} else {
dimFactor = 1.0;
}
data.multiplyBrightness(1.0 - strength * dimFactor);
data.multiplySaturation(1.0 - strength * dimFactor);
}
bool DimInactiveEffect::canDimWindow(const EffectWindow *w) const
{
if (m_activeWindow == w) {
return false;
}
if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
return false;
}
if (w->isDock() && !m_dimPanels) {
return false;
}
if (w->isDesktop() && !m_dimDesktop) {
return false;
}
if (w->keepAbove() && !m_dimKeepAbove) {
return false;
}
if (w->isFullScreen() && !m_dimFullScreen) {
return false;
}
if (w->isPopupWindow()) {
return false;
}
if (w->isX11Client() && !w->isManaged()) {
return false;
}
return w->isNormalWindow()
|| w->isDialog()
|| w->isUtility()
|| w->isDock()
|| w->isDesktop();
}
void DimInactiveEffect::scheduleInTransition(EffectWindow *w)
{
TimeLine &timeLine = m_transitions[w];
timeLine.setDuration(
std::chrono::milliseconds(static_cast<int>(animationTime(160))));
if (timeLine.done()) {
// If the Out animation is still active, then we're trucating
// duration of the timeline(from 250ms to 160ms). If the timeline
// is about to be finished with the old duration, then after
// changing duration it will be in the "done" state. Thus, we
// have to reset the timeline, otherwise it won't update progress.
timeLine.reset();
}
timeLine.setDirection(TimeLine::Backward);
timeLine.setEasingCurve(QEasingCurve::InOutSine);
}
void DimInactiveEffect::scheduleGroupInTransition(EffectWindow *w)
{
if (!m_dimByGroup) {
scheduleInTransition(w);
return;
}
if (!w->group()) {
scheduleInTransition(w);
return;
}
const auto members = w->group()->members();
for (EffectWindow *member : members) {
scheduleInTransition(member);
}
}
void DimInactiveEffect::scheduleOutTransition(EffectWindow *w)
{
TimeLine &timeLine = m_transitions[w];
timeLine.setDuration(
std::chrono::milliseconds(static_cast<int>(animationTime(250))));
if (timeLine.done()) {
timeLine.reset();
}
timeLine.setDirection(TimeLine::Forward);
timeLine.setEasingCurve(QEasingCurve::InOutSine);
}
void DimInactiveEffect::scheduleGroupOutTransition(EffectWindow *w)
{
if (!m_dimByGroup) {
scheduleOutTransition(w);
return;
}
if (!w->group()) {
scheduleOutTransition(w);
return;
}
const auto members = w->group()->members();
for (EffectWindow *member : members) {
scheduleOutTransition(member);
}
}
void DimInactiveEffect::scheduleRepaint(EffectWindow *w)
{
if (!m_dimByGroup) {
w->addRepaintFull();
return;
}
if (!w->group()) {
w->addRepaintFull();
return;
}
const auto members = w->group()->members();
for (EffectWindow *member : members) {
member->addRepaintFull();
}
}
void DimInactiveEffect::windowActivated(EffectWindow *w)
{
if (!w) {
return;
}
if (m_activeWindow == w) {
return;
}
if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
m_activeWindow = w;
return;
}
// WORKAROUND: Deleted windows do not belong to any of window groups.
// So, if one of windows in a window group is closed, the In transition
// will be false-triggered for the rest of the window group. In addition
// to the active window, keep track of active window group so we can
// tell whether "focus" moved from a closed window to some other window
// in a window group.
if (m_dimByGroup && w->group() && w->group() == m_activeWindowGroup) {
m_activeWindow = w;
return;
}
EffectWindow *previousActiveWindow = m_activeWindow;
m_activeWindow = canDimWindow(w) ? w : nullptr;
m_activeWindowGroup = (m_dimByGroup && m_activeWindow)
? m_activeWindow->group()
: nullptr;
if (previousActiveWindow) {
scheduleGroupOutTransition(previousActiveWindow);
scheduleRepaint(previousActiveWindow);
}
if (m_activeWindow) {
scheduleGroupInTransition(m_activeWindow);
scheduleRepaint(m_activeWindow);
}
}
void DimInactiveEffect::windowClosed(EffectWindow *w)
{
// When a window is closed, we should force current dim strength that
// is applied to it to avoid flickering when some effect animates
// the disappearing of the window. If there is no such effect then
// it won't be dimmed.
qreal forcedStrength = 0.0;
bool shouldForceDim = false;
auto transitionIt = m_transitions.find(w);
if (transitionIt != m_transitions.end()) {
forcedStrength = m_dimStrength * (*transitionIt).value();
shouldForceDim = true;
m_transitions.erase(transitionIt);
} else if (m_activeWindow == w) {
forcedStrength = 0.0;
shouldForceDim = true;
} else if (m_dimByGroup && belongToSameGroup(m_activeWindow, w)) {
forcedStrength = 0.0;
shouldForceDim = true;
} else if (canDimWindow(w)) {
forcedStrength = m_dimStrength;
shouldForceDim = true;
}
if (shouldForceDim) {
m_forceDim.insert(w, forcedStrength);
}
if (m_activeWindow == w) {
m_activeWindow = nullptr;
}
}
void DimInactiveEffect::windowDeleted(EffectWindow *w)
{
m_forceDim.remove(w);
// FIXME: Sometimes we can miss the window close signal because KWin
// can activate a window that is not ready for painting and the window
// gets destroyed immediately. So, we have to remove active transitions
// for that window here, otherwise we'll crash in postPaintScreen.
m_transitions.remove(w);
}
void DimInactiveEffect::activeFullScreenEffectChanged()
{
if (m_fullScreenTransition.timeLine.done()) {
m_fullScreenTransition.timeLine.reset();
}
m_fullScreenTransition.timeLine.setDirection(
effects->activeFullScreenEffect()
? TimeLine::Forward
: TimeLine::Backward
);
m_fullScreenTransition.active = true;
effects->addRepaintFull();
}
void DimInactiveEffect::updateActiveWindow(EffectWindow *w)
{
if (effects->activeWindow() == nullptr) {
return;
}
if (effects->activeWindow() != w) {
return;
}
// Need to reset m_activeWindow because canDimWindow depends on it.
m_activeWindow = nullptr;
m_activeWindow = canDimWindow(w) ? w : nullptr;
}
} // namespace KWin