Improve window handling in overview mode
* For small window counts, lay the windows out according to a predefined scheme. For larger window counts, continue putting the windows along the diagonal as before, but do it a bit better. * Special case the desktop window and use it as the background of the window area. * Add a little translucency to windows * Use tweener to animate everything into place * Clean up - add constants and break things into multiple methods svn path=/trunk/; revision=32
This commit is contained in:
parent
0f966eabbf
commit
03b8843f9e
191
js/ui/overlay.js
191
js/ui/overlay.js
@ -1,16 +1,40 @@
|
||||
/* -*- mode: js2; js2-basic-offset: 4; -*- */
|
||||
|
||||
const Shell = imports.gi.Shell;
|
||||
const Clutter = imports.gi.Clutter;
|
||||
const Meta = imports.gi.Meta;
|
||||
const Shell = imports.gi.Shell;
|
||||
const Tweener = imports.tweener.tweener;
|
||||
|
||||
const Panel = imports.ui.panel;
|
||||
|
||||
const OVERLAY_BACKGROUND_COLOR = new Clutter.Color();
|
||||
OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff);
|
||||
|
||||
// Time for initial animation going into overlay mode
|
||||
const ANIMATION_TIME = 0.3;
|
||||
|
||||
// How much to scale the desktop down by in overlay mode
|
||||
const DESKTOP_SCALE = 0.75;
|
||||
|
||||
// Windows are slightly translucent in the overlay mode
|
||||
const WINDOW_OPACITY = 0.9 * 255;
|
||||
|
||||
// Define a layout scheme for small window counts. For larger
|
||||
// counts we fall back to an algorithm. We need more schemes here
|
||||
// unless we have a really good algorithm.
|
||||
//
|
||||
// Each triplet is [x_center, y_center, scale] where the scale
|
||||
// is relative to the width of the desktop.
|
||||
const POSITIONS = {
|
||||
1: [[0.5, 0.5, 0.8]],
|
||||
2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
|
||||
3: [[0.2, 0.33, 0.3], [0.5, 0.67, 0.3], [0.8, 0.33, 0.3]],
|
||||
4: [[0.25, 0.25, 0.3], [0.75, 0.25, 0.3], [0.75, 0.75, 0.3], [0.25, 0.75, 0.3]]
|
||||
};
|
||||
|
||||
function Overlay() {
|
||||
this._init();
|
||||
}
|
||||
};
|
||||
|
||||
Overlay.prototype = {
|
||||
_init : function() {
|
||||
@ -37,50 +61,48 @@ Overlay.prototype = {
|
||||
if (!this.visible) {
|
||||
this.visible = true;
|
||||
|
||||
// Very simple version of a window overview ... when we show the
|
||||
// overlay, display all the user's windows in the overlay scaled
|
||||
// down.
|
||||
//
|
||||
// We show the window using "clones" of the texture .. separate
|
||||
// actors that mirror the original actors for the window. For
|
||||
// animation purposes, it may be better to actually move the
|
||||
// original actors about instead.
|
||||
|
||||
let global = Shell.global_get();
|
||||
let windows = global.get_windows();
|
||||
|
||||
let desktop_window = null;
|
||||
|
||||
let screen_width = global.screen_width
|
||||
let screen_height = global.screen_height
|
||||
|
||||
let x = screen_width / 4
|
||||
let y = screen_height / 4
|
||||
|
||||
for (let i = 0; i < windows.length; i++)
|
||||
if (!windows[i].is_override_redirect()) {
|
||||
let clone = new Clutter.CloneTexture({ parent_texture: windows[i].get_texture(),
|
||||
x: x,
|
||||
y: y });
|
||||
if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
|
||||
desktop_window = windows[i];
|
||||
|
||||
// We scale each window down so that it is at most 300x300, but we
|
||||
// never want to scale a window up.
|
||||
let size = clone.width;
|
||||
if (clone.height > size)
|
||||
size = clone.height;
|
||||
// The desktop windows are shown on top of a scaled down version of the
|
||||
// desktop. This is positioned at the right side of the screen
|
||||
this._desktop_width = screen_width * DESKTOP_SCALE;
|
||||
this._desktop_height = screen_height * DESKTOP_SCALE;
|
||||
this._desktop_x = screen_width - this._desktop_width - 10;
|
||||
this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
|
||||
|
||||
let scale = 300 / size;
|
||||
if (scale > 1)
|
||||
scale = 1;
|
||||
|
||||
clone.set_scale(scale, scale);
|
||||
this._group.add_actor(clone);
|
||||
this._window_clones.push(clone);
|
||||
if (desktop_window)
|
||||
this._createDesktopClone(desktop_window);
|
||||
|
||||
// Count the total number of windows so we know what layout scheme to use
|
||||
let n_windows = 0;
|
||||
for (let i = 0; i < windows.length; i++) {
|
||||
let w = windows[i];
|
||||
if (w == desktop_window || w.is_override_redirect())
|
||||
continue;
|
||||
|
||||
n_windows++;
|
||||
}
|
||||
|
||||
// Now create actors for all the desktop windows
|
||||
let window_index = 0;
|
||||
for (let i = 0; i < windows.length; i++) {
|
||||
let w = windows[i];
|
||||
if (w == desktop_window || w.is_override_redirect())
|
||||
continue;
|
||||
this._createWindowClone(w, window_index, n_windows);
|
||||
|
||||
window_index++;
|
||||
}
|
||||
|
||||
// Windows are overlapped diagonally. If there are too many, they'll
|
||||
// end up off the screen
|
||||
x += 50;
|
||||
y += 50;
|
||||
}
|
||||
|
||||
this._group.show();
|
||||
}
|
||||
},
|
||||
@ -96,5 +118,100 @@ Overlay.prototype = {
|
||||
|
||||
this._window_clones = [];
|
||||
}
|
||||
},
|
||||
|
||||
_createDesktopClone : function(w) {
|
||||
let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
|
||||
reactive: true,
|
||||
x: 0,
|
||||
y: 0 });
|
||||
this._window_clones.push(clone);
|
||||
this._group.add_actor(clone);
|
||||
|
||||
Tweener.addTween(clone,
|
||||
{ x: this._desktop_x,
|
||||
y: this._desktop_y,
|
||||
scale_x: DESKTOP_SCALE,
|
||||
scale_y: DESKTOP_SCALE,
|
||||
time: ANIMATION_TIME,
|
||||
transition: "linear"
|
||||
});
|
||||
|
||||
let me = this;
|
||||
clone.connect("button-press-event",
|
||||
function() {
|
||||
me._deactivate();
|
||||
});
|
||||
},
|
||||
|
||||
_computeWindowPosition : function(window_index, n_windows) {
|
||||
if (n_windows in POSITIONS)
|
||||
return POSITIONS[n_windows][window_index];
|
||||
|
||||
// If we don't have a predefined scheme for this window count, overlap the windows
|
||||
// along the diagonal of the desktop (improve this!)
|
||||
let fraction = Math.sqrt(1/n_windows);
|
||||
let x_center = (fraction / 2) + (1 - fraction) * window_index / (n_windows - 1);
|
||||
let y_center = x_center;
|
||||
|
||||
log(x_center + "," + y_center + "," + fraction);
|
||||
return [x_center, y_center, fraction];
|
||||
},
|
||||
|
||||
_createWindowClone : function(w, window_index, n_windows) {
|
||||
// We show the window using "clones" of the texture .. separate
|
||||
// actors that mirror the original actors for the window. For
|
||||
// animation purposes, it may be better to actually move the
|
||||
// original actors about instead.
|
||||
|
||||
let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
|
||||
reactive: true,
|
||||
x: w.x,
|
||||
y: w.y });
|
||||
|
||||
let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
|
||||
|
||||
let desired_size = this._desktop_width * fraction;
|
||||
|
||||
x_center = this._desktop_x + x_center * this._desktop_width;
|
||||
y_center = this._desktop_y + y_center * this._desktop_height;
|
||||
|
||||
let size = clone.width;
|
||||
if (clone.height > size)
|
||||
size = clone.height;
|
||||
|
||||
// Never scale up
|
||||
let scale = desired_size / size;
|
||||
if (scale > 1)
|
||||
scale = 1;
|
||||
|
||||
this._group.add_actor(clone);
|
||||
this._window_clones.push(clone);
|
||||
|
||||
Tweener.addTween(clone,
|
||||
{ x: x_center - 0.5 * scale * w.width,
|
||||
y: y_center - 0.5 * scale * w.height,
|
||||
scale_x: scale,
|
||||
scale_y: scale,
|
||||
time: ANIMATION_TIME,
|
||||
opacity: WINDOW_OPACITY,
|
||||
transition: "linear"
|
||||
});
|
||||
|
||||
let me = this;
|
||||
clone.connect("button-press-event",
|
||||
function() {
|
||||
me._activateWindow(w);
|
||||
});
|
||||
},
|
||||
|
||||
_activateWindow : function(w) {
|
||||
this._deactivate();
|
||||
log("Activate "+ w.get_description());
|
||||
},
|
||||
|
||||
_deactivate : function() {
|
||||
let Main = imports.ui.main;
|
||||
Main.hide_overlay();
|
||||
}
|
||||
};
|
||||
|
Loading…
Reference in New Issue
Block a user