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ash / system / night_light / night_light_controller_impl.h [blame]
// Copyright 2017 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef ASH_SYSTEM_NIGHT_LIGHT_NIGHT_LIGHT_CONTROLLER_IMPL_H_
#define ASH_SYSTEM_NIGHT_LIGHT_NIGHT_LIGHT_CONTROLLER_IMPL_H_
#include <memory>
#include "ash/ash_export.h"
#include "ash/public/cpp/night_light_controller.h"
#include "ash/public/cpp/schedule_enums.h"
#include "ash/public/cpp/session/session_observer.h"
#include "ash/system/night_light/night_light_metrics_recorder.h"
#include "ash/system/scheduled_feature/scheduled_feature.h"
#include "ash/system/time/time_of_day.h"
#include "base/containers/flat_map.h"
#include "base/memory/weak_ptr.h"
#include "base/moving_window.h"
#include "base/time/time.h"
#include "base/timer/timer.h"
#include "chromeos/dbus/power/power_manager_client.h"
#include "ui/aura/env_observer.h"
#include "ui/display/manager/display_manager_observer.h"
#include "ui/gfx/geometry/vector3d_f.h"
#include "ui/message_center/public/cpp/notification_delegate.h"
class PrefRegistrySimple;
namespace message_center {
class Notification;
} // namespace message_center
namespace ash {
class ColorTemperatureAnimation;
// Controls the NightLight feature that adjusts the color temperature of the
// screen. It uses the display's hardware CRTC (Cathode Ray Tube Controller)
// color transform matrix (CTM) when possible for efficiency, and can fall back
// to setting a color matrix on the compositor if the display doesn't support
// color transformation.
// For Unified Desktop mode, the color matrix is set on the mirroring actual
// displays' hosts, rather than on the Unified host, so that we can use the
// CRTC matrix if available (the Unified host doesn't correspond to an actual
// display).
class ASH_EXPORT NightLightControllerImpl
: public NightLightController,
public display::DisplayManagerObserver,
public aura::EnvObserver,
public message_center::NotificationObserver,
public ScheduledFeature {
public:
enum class AnimationDuration {
// Short animation (2 seconds) used for manual changes of NightLight status
// and temperature by the user.
kShort,
// Long animation (20 seconds) used for applying the color temperature
// gradually as a result of getting into or out of the automatically
// scheduled NightLight mode. This gives the user a smooth transition.
kLong,
};
NightLightControllerImpl();
NightLightControllerImpl(const NightLightControllerImpl&) = delete;
NightLightControllerImpl& operator=(const NightLightControllerImpl&) = delete;
~NightLightControllerImpl() override;
static void RegisterProfilePrefs(PrefRegistrySimple* registry);
// Convenience functions for converting between the color temperature value,
// and the blue and green color scales. Note that the red color scale remains
// unaffected (i.e. its scale remains 1.0f);
static float BlueColorScaleFromTemperature(float temperature);
static float GreenColorScaleFromTemperature(float temperature);
// When reading ambient color temperature via powerd, it needs to be mapped
// to another temperature before it can be used to determine the RGB scale
// factors (i.e: CTM diagonal). The mapping was computed according to
// internal user studies.
// The returned adjusted temperature is in Kelvin as well.
static float RemapAmbientColorTemperature(float temperature_in_kelvin);
// Given an overall temperature in Kelvin, returns the scale factors for R, G
// and B channel.
// |temperature_in_kelvin| is expected to be a remapped color temperature
// from the sensor using |RemapAmbientColorTemperature|.
static gfx::Vector3dF ColorScalesFromRemappedTemperatureInKevin(
float temperature_in_kelvin);
AnimationDuration animation_duration() const { return animation_duration_; }
AnimationDuration last_animation_duration() const {
return last_animation_duration_;
}
float ambient_temperature() const { return ambient_temperature_; }
const gfx::Vector3dF& ambient_rgb_scaling_factors() const {
return ambient_rgb_scaling_factors_;
}
float GetColorTemperature() const;
bool GetAmbientColorEnabled() const;
// Update |ambient_rgb_scaling_factors_| from the current
// |ambient_temperature_|.
void UpdateAmbientRgbScalingFactors();
// Set the desired NightLight settings in the current active user prefs.
void SetColorTemperature(float temperature);
void SetAmbientColorEnabled(bool enabled);
// This is always called as a result of a user action and will always use the
// AnimationDurationType::kShort.
void Toggle();
// ui::display::DisplayManagerObserver:
void OnDidApplyDisplayChanges() override;
// aura::EnvObserver:
void OnHostInitialized(aura::WindowTreeHost* host) override;
// ash::NightLightController:
bool IsNightLightEnabled() const override;
// chromeos::PowerManagerClient::Observer:
void AmbientColorChanged(const int32_t color_temperature) override;
// message_center::NotificationObserver:
void Close(bool by_user) override;
void Click(const std::optional<int>& button_index,
const std::optional<std::u16string>& reply) override;
// Returns the Auto Night Light notification if any is currently shown, or
// nullptr.
message_center::Notification* GetAutoNightLightNotificationForTesting() const;
private:
// ScheduledFeature:
void RefreshFeatureState(RefreshReason reason) override;
const char* GetFeatureName() const override;
void InitFeatureForNewActiveUser() override;
void ListenForPrefChanges(
PrefChangeRegistrar& pref_change_registrar) override;
const char* GetScheduleTypeHistogramName() const override;
// Returns true if the user has ever changed the schedule type, which means we
// must respect the user's choice and let it overwrite Auto Night Light.
bool UserHasEverChangedSchedule() const;
// Returns true if the user has ever dismissed the Auto Night Light
// notification, in which case we never show it again.
bool UserHasEverDismissedAutoNightLightNotification() const;
// Shows the notification informing the user that Night Light has been turned
// on from sunset-to-sunrise as a result of Auto Night Light.
void ShowAutoNightLightNotification();
// Disables showing the Auto Night Light from now on.
void DisableShowingFutureAutoNightLightNotification();
// Refreshes the displays color transforms based on the given
// |color_temperature|, which will be overridden to a value of 0 if NightLight
// is turned off.
void RefreshDisplaysTemperature(float color_temperature);
// Reapplys the current color temperature on the displays without starting a
// new animation or overriding an on-going one towards the same target
// temperature.
void ReapplyColorTemperatures();
void NotifyStatusChanged();
void NotifyClientWithScheduleChange();
// Called when the user pref for the enabled status of Ambient Color is
// changed.
void OnAmbientColorEnabledPrefChanged();
// Called when the user pref for the color temperature is changed.
void OnColorTemperaturePrefChanged();
void UpdateAutoNightLightNotification(RefreshReason refresh_reason);
// The animation duration of any upcoming future change.
AnimationDuration animation_duration_ = AnimationDuration::kShort;
// The animation duration of the change that was just performed.
AnimationDuration last_animation_duration_ = AnimationDuration::kShort;
std::unique_ptr<ColorTemperatureAnimation> temperature_animation_;
std::unique_ptr<NightLightMetricsRecorder> night_light_metrics_recorder_;
// True only until Night Light is initialized from the very first user
// session. After that, it is set to false.
bool is_first_user_init_ = true;
// Moving average of ambient temperature read from the sensor. It is
// continuously updated for every new value even when GetAmbientColorEnabled()
// returns false.
base::MovingAverage<float, float> ambient_temperature_sensor_values_;
// The current ambient temperature being applied.
float ambient_temperature_;
// The ambient color R, G, and B scaling factors.
// Valid only if ambient color is enabled.
gfx::Vector3dF ambient_rgb_scaling_factors_ = {1.f, 1.f, 1.f};
// Night light state in the last call to `RefreshFeatureState()`. `nullopt`
// if no call has been made yet.
std::optional<bool> last_observed_enabled_state_;
base::WeakPtrFactory<NightLightControllerImpl> weak_ptr_factory_;
};
} // namespace ash
#endif // ASH_SYSTEM_NIGHT_LIGHT_NIGHT_LIGHT_CONTROLLER_IMPL_H_