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:
Owen Taylor 2008-11-06 14:00:14 +00:00
parent 0f966eabbf
commit 03b8843f9e

View File

@ -1,16 +1,40 @@
/* -*- mode: js2; js2-basic-offset: 4; -*- */ /* -*- mode: js2; js2-basic-offset: 4; -*- */
const Shell = imports.gi.Shell;
const Clutter = imports.gi.Clutter; 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 Panel = imports.ui.panel;
const OVERLAY_BACKGROUND_COLOR = new Clutter.Color(); const OVERLAY_BACKGROUND_COLOR = new Clutter.Color();
OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff); 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() { function Overlay() {
this._init(); this._init();
} };
Overlay.prototype = { Overlay.prototype = {
_init : function() { _init : function() {
@ -37,50 +61,48 @@ Overlay.prototype = {
if (!this.visible) { if (!this.visible) {
this.visible = true; 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 global = Shell.global_get();
let windows = global.get_windows(); let windows = global.get_windows();
let desktop_window = null;
let screen_width = global.screen_width let screen_width = global.screen_width
let screen_height = global.screen_height let screen_height = global.screen_height
let x = screen_width / 4
let y = screen_height / 4
for (let i = 0; i < windows.length; i++) for (let i = 0; i < windows.length; i++)
if (!windows[i].is_override_redirect()) { if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
let clone = new Clutter.CloneTexture({ parent_texture: windows[i].get_texture(), desktop_window = windows[i];
x: x,
y: y });
// We scale each window down so that it is at most 300x300, but we // The desktop windows are shown on top of a scaled down version of the
// never want to scale a window up. // desktop. This is positioned at the right side of the screen
let size = clone.width; this._desktop_width = screen_width * DESKTOP_SCALE;
if (clone.height > size) this._desktop_height = screen_height * DESKTOP_SCALE;
size = clone.height; 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 (desktop_window)
if (scale > 1) this._createDesktopClone(desktop_window);
scale = 1;
// Count the total number of windows so we know what layout scheme to use
clone.set_scale(scale, scale); let n_windows = 0;
this._group.add_actor(clone); for (let i = 0; i < windows.length; i++) {
this._window_clones.push(clone); 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(); this._group.show();
} }
}, },
@ -96,5 +118,100 @@ Overlay.prototype = {
this._window_clones = []; 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();
} }
}; };