windowManager: add animations for fullscreen and unfullscreen
We use the newly introduced feature from Mutter to hook up our own fullscreen and unfullscreen animations. To give the illusion of a transition as smooth as possible, we create a snapshot of the current contents of the actor before its state is changed, and crossfade between the two states while the size changes. https://bugzilla.gnome.org/show_bug.cgi?id=707248
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@ -677,6 +677,7 @@ const WindowManager = new Lang.Class({
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this._minimizing = [];
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this._unminimizing = [];
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this._mapping = [];
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this._resizing = [];
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this._destroying = [];
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this._movingWindow = null;
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@ -692,6 +693,7 @@ const WindowManager = new Lang.Class({
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this._minimizeWindowDone(shellwm, actor);
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this._mapWindowDone(shellwm, actor);
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this._destroyWindowDone(shellwm, actor);
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this._sizeChangeWindowDone(shellwm, actor);
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}));
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this._shellwm.connect('switch-workspace', Lang.bind(this, this._switchWorkspace));
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@ -1218,9 +1220,105 @@ const WindowManager = new Lang.Class({
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},
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_sizeChangeWindow : function(shellwm, actor, whichChange, oldFrameRect, oldBufferRect) {
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let types = [Meta.WindowType.NORMAL];
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if (!this._shouldAnimateActor(actor, types)) {
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shellwm.completed_size_change(actor);
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return;
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}
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if (whichChange == Meta.SizeChange.FULLSCREEN)
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this._fullscreenWindow(shellwm, actor, oldFrameRect, oldBufferRect);
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else if (whichChange == Meta.SizeChange.UNFULLSCREEN)
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this._unfullscreenWindow(shellwm, actor, oldFrameRect, oldBufferRect);
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else
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shellwm.completed_size_change(actor);
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},
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_fullscreenWindow: function(shellwm, actor, oldFrameRect, oldBufferRect) {
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actor.translation_x = oldFrameRect.x;
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actor.translation_y = oldFrameRect.y;
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this._fullscreenAnimation(shellwm, actor, oldFrameRect);
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},
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_unfullscreenWindow: function(shellwm, actor, oldFrameRect, oldBufferRect) {
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let targetRect = actor.meta_window.get_frame_rect();
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actor.translation_x = -targetRect.x;
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actor.translation_y = -targetRect.y;
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this._fullscreenAnimation(shellwm, actor, oldFrameRect);
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},
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_fullscreenAnimation: function(shellwm, actor, oldFrameRect) {
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this._resizing.push(actor);
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// Position a clone of the window on top of the old position,
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// while actor updates are frozen.
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// Note that the MetaWindow has up to date sizing information for
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// the new geometry already.
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let targetRect = actor.meta_window.get_frame_rect();
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let actorContent = Shell.util_get_content_for_window_actor(actor, oldFrameRect);
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let actorClone = new St.Widget({ content: actorContent });
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actorClone.set_offscreen_redirect(Clutter.OffscreenRedirect.ALWAYS);
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actorClone.set_position(oldFrameRect.x, oldFrameRect.y);
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actorClone.set_size(oldFrameRect.width, oldFrameRect.height);
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Main.uiGroup.add_actor(actorClone);
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actor.__fullscreenClone = actorClone;
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let scaleX = targetRect.width / oldFrameRect.width;
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let scaleY = targetRect.height / oldFrameRect.height;
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// Now scale and fade out the clone
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Tweener.addTween(actorClone,
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{ x: targetRect.x,
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y: targetRect.y,
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scale_x: scaleX,
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scale_y: scaleY,
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opacity: 0,
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time: WINDOW_ANIMATION_TIME,
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transition: 'easeOutQuad'
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});
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// Now set scale the actor to size it as the clone.
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// Note that the caller of this function already set a translation
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// on the actor.
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actor.scale_x = 1 / scaleX;
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actor.scale_y = 1 / scaleY;
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// Scale it to its actual new size
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Tweener.addTween(actor,
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{ scale_x: 1.0,
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scale_y: 1.0,
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translation_x: 0,
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translation_y: 0,
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time: WINDOW_ANIMATION_TIME,
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transition: 'easeOutQuad',
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onComplete: this._sizeChangeWindowDone,
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onCompleteScope: this,
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onCompleteParams: [shellwm, actor]
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});
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// Now unfreeze actor updates, to get it to the new size.
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// It's important that we don't wait until the animation is completed to
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// do this, otherwise our scale will be applied to the old texture size.
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shellwm.completed_size_change(actor);
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},
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_sizeChangeWindowDone: function(shellwm, actor) {
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if (this._removeEffect(this._resizing, actor)) {
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Tweener.removeTweens(actor);
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actor.scale_x = 1.0;
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actor.scale_y = 1.0;
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actor.translation_x = 0;
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actor.translation_y = 0;
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let actorClone = actor.__fullscreenClone;
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if (actorClone) {
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actorClone.destroy();
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delete actor.__fullscreenClone;
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}
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}
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},
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_hasAttachedDialogs: function(window, ignoreWindow) {
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var count = 0;
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window.foreach_transient(function(win) {
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@ -13,6 +13,7 @@
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#include <gtk/gtk.h>
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#include <gdk-pixbuf/gdk-pixbuf.h>
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#include <gdk/gdkx.h>
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#include <meta/meta-shaped-texture.h>
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#include <locale.h>
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#ifdef HAVE__NL_TIME_FIRST_WEEKDAY
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@ -403,3 +404,57 @@ shell_util_text_insert_keyval (ClutterActor *actor,
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clutter_actor_event (actor, &event, FALSE);
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}
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static gboolean
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canvas_draw_cb (ClutterContent *content,
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cairo_t *cr,
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gint width,
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gint height,
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gpointer user_data)
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{
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cairo_surface_t *surface = user_data;
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cairo_set_source_surface (cr, surface, 0, 0);
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cairo_paint (cr);
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return FALSE;
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}
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/**
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* shell_util_get_content_for_window_actor:
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* @window_actor: a #MetaWindowActor
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* @window_rect: a #MetaRectangle
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*
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* Returns: (transfer full): a new #ClutterContent
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*/
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ClutterContent *
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shell_util_get_content_for_window_actor (MetaWindowActor *window_actor,
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MetaRectangle *window_rect)
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{
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ClutterActor *texture;
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ClutterContent *content;
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cairo_surface_t *surface;
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cairo_rectangle_int_t clip;
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gfloat actor_x, actor_y;
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texture = meta_window_actor_get_texture (window_actor);
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clutter_actor_get_position (CLUTTER_ACTOR (window_actor), &actor_x, &actor_y);
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clip.x = window_rect->x - (gint) actor_x;
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clip.y = window_rect->y - (gint) actor_y;
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clip.width = window_rect->width;
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clip.height = window_rect->height;
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surface = meta_shaped_texture_get_image (META_SHAPED_TEXTURE (texture),
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&clip);
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content = clutter_canvas_new ();
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clutter_canvas_set_size (CLUTTER_CANVAS (content),
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clip.width, clip.height);
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g_signal_connect (content, "draw",
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G_CALLBACK (canvas_draw_cb), surface);
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clutter_content_invalidate (content);
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cairo_surface_destroy (surface);
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return content;
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}
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@ -8,6 +8,7 @@
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#include <libsoup/soup.h>
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#include <gdk-pixbuf/gdk-pixbuf.h>
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#include <meta/meta-cursor-tracker.h>
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#include <meta/meta-window-actor.h>
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G_BEGIN_DECLS
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@ -50,6 +51,9 @@ gboolean shell_util_need_background_refresh (void);
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void shell_util_text_insert_keyval (ClutterActor *actor,
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guint keyval);
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ClutterContent * shell_util_get_content_for_window_actor (MetaWindowActor *window_actor,
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MetaRectangle *window_rect);
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G_END_DECLS
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#endif /* __SHELL_UTIL_H__ */
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