From 2a40560828b9103319e2de5d43d53ef0379f3e8d Mon Sep 17 00:00:00 2001 From: Dan Winship Date: Tue, 2 Dec 2008 16:15:00 +0000 Subject: [PATCH] split the desktop area out of overlay.js svn path=/trunk/; revision=110 --- js/ui/desktops.js | 226 ++++++++++++++++++++++++++++++++++++++++++++++ js/ui/overlay.js | 199 +++------------------------------------- 2 files changed, 237 insertions(+), 188 deletions(-) create mode 100644 js/ui/desktops.js diff --git a/js/ui/desktops.js b/js/ui/desktops.js new file mode 100644 index 000000000..ece7ec26e --- /dev/null +++ b/js/ui/desktops.js @@ -0,0 +1,226 @@ +/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */ + +const Tweener = imports.tweener.tweener; +const Clutter = imports.gi.Clutter; + +const Main = imports.ui.main; +const Overlay = imports.ui.overlay; +const Panel = imports.ui.panel; +const Meta = imports.gi.Meta; +const Shell = imports.gi.Shell; + +// 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 [xCenter, yCenter, 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: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]], + 4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]], + 5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]] +}; + +function Desktops(x, y, width, height) { + this._init(x, y, width, height); +} + +Desktops.prototype = { + _init : function(x, y, width, height) { + this._windowClones = []; + this._x = x; + this._y = y; + this._width = width; + this._height = height; + + this._group = new Clutter.Group(); + }, + + show : function() { + let global = Shell.Global.get(); + + let windows = global.get_windows(); + let desktopWindow = null; + + for (let i = 0; i < windows.length; i++) + if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) + desktopWindow = windows[i]; + + // If a file manager is displaying desktop icons, there will + // be a desktop window. This window will have the size of the + // whole desktop. When such window is not present (e.g. when + // the preference for showing icons on the desktop is disabled + // by the user or we are running inside a Xephyr window), we + // should create a desktop rectangle to serve as the + // background. + if (desktopWindow) + this._createDesktopClone(desktopWindow); + else + this._createDesktopRectangle(); + + // Count the total number of windows so we know what layout scheme to use + let numberOfWindows = 0; + for (let i = 0; i < windows.length; i++) { + let w = windows[i]; + if (w == desktopWindow || w.is_override_redirect()) + continue; + + numberOfWindows++; + } + + // Now create actors for all the desktop windows. Do it in + // reverse order so that the active actor ends up on top + let windowIndex = 0; + for (let i = windows.length - 1; i >= 0; i--) { + let w = windows[i]; + if (w == desktopWindow || w.is_override_redirect()) + continue; + this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows); + + windowIndex++; + } + }, + + hide : function() { + for (let i = 0; i < this._windowClones.length; i++) { + this._windowClones[i].destroy(); + } + + this._windowClones = []; + }, + + _createDesktopClone : function(w) { + let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(), + reactive: true, + x: 0, + y: 0 }); + this._addDesktop(clone); + }, + + _createDesktopRectangle : function() { + let global = Shell.Global.get(); + + // In the case when we have a desktop window from the file + // manager, its height is full-screen, i.e. it includes the + // height of the panel, so we should not subtract the height + // of the panel from global.screen_height here either to have + // them show up identically. We are also using (0,0) + // coordinates in both cases which makes the background window + // animate out from behind the panel. + + let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color, + reactive: true, + x: 0, + y: 0, + width: global.screen_width, + height: global.screen_height }); + this._addDesktop(desktopRectangle); + }, + + _addDesktop : function(desktop) { + let me = this; + + this._windowClones.push(desktop); + this._group.add_actor(desktop); + + // Since the right side only moves a little bit (the width of padding + // we add) it looks less jittery to put the anchor there. + desktop.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST); + Tweener.addTween(desktop, + { x: this._x + this._width, + y: this._y, + scale_x: Overlay.DESKTOP_SCALE, + scale_y: Overlay.DESKTOP_SCALE, + time: Overlay.ANIMATION_TIME, + transition: "easeOutQuad" + }); + + desktop.connect("button-press-event", + function() { + me._deactivate(); + }); + }, + + //windowIndex == 0 => top in stacking order + _computeWindowPosition : function(windowIndex, numberOfWindows) { + if (numberOfWindows in POSITIONS) + return POSITIONS[numberOfWindows][windowIndex]; + + // 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/numberOfWindows); + + // The top window goes at the lower right - this is different from the + // fixed position schemes where the windows are in "reading order" + // and the top window goes at the upper left. + let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1); + let xCenter = (fraction / 2) + (1 - fraction) * pos; + let yCenter = xCenter; + + return [xCenter, yCenter, fraction]; + }, + + _createWindowClone : function(w, windowIndex, numberOfWindows) { + let me = this; + + // 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 [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows); + + let desiredSize = this._width * fraction; + + xCenter = this._x + xCenter * this._width; + yCenter = this._y + yCenter * this._height; + + let size = clone.width; + if (clone.height > size) + size = clone.height; + + // Never scale up + let scale = desiredSize / size; + if (scale > 1) + scale = 1; + + this._group.add_actor(clone); + this._windowClones.push(clone); + + Tweener.addTween(clone, + { x: xCenter - 0.5 * scale * w.width, + y: yCenter - 0.5 * scale * w.height, + scale_x: scale, + scale_y: scale, + time: Overlay.ANIMATION_TIME, + opacity: WINDOW_OPACITY, + transition: "easeOutQuad" + }); + + clone.connect("button-press-event", + function(clone, event) { + me._activateWindow(w, event.get_time()); + }); + }, + + _activateWindow : function(w, time) { + this._deactivate(); + w.get_meta_window().activate(time); + }, + + _deactivate : function() { + Main.hide_overlay(); + } +}; + diff --git a/js/ui/overlay.js b/js/ui/overlay.js index 19442b241..423b10efd 100644 --- a/js/ui/overlay.js +++ b/js/ui/overlay.js @@ -7,6 +7,7 @@ const Clutter = imports.gi.Clutter; const Gio = imports.gi.Gio; const Gtk = imports.gi.Gtk; +const Desktops = imports.ui.desktops; const Main = imports.ui.main; const Panel = imports.ui.panel; const Meta = imports.gi.Meta; @@ -30,23 +31,6 @@ const ANIMATION_TIME = 0.5; // 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 [xCenter, yCenter, 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: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]], - 4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]], - 5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]] -}; - function Sideshow(width) { this._init(width); } @@ -168,11 +152,13 @@ Overlay.prototype = { this._group.hide(); global.overlay_group.add_actor(this._group); - this._windowClones = []; - // TODO - recalculate everything when desktop size changes this._recalculateSize(); + this._desktops = new Desktops.Desktops(this._desktopX, this._desktopY, + this._desktopWidth, this._desktopHeight); + this._group.add_actor(this._desktops._group); + this._sideshow = new Sideshow(this._desktopX - 10); this._sideshow.connect('activated', function(sideshow) { // TODO - have some sort of animation/effect while @@ -182,10 +168,11 @@ Overlay.prototype = { }); }, - _recalculateSize: function () { + _recalculateSize: function() { let global = Shell.Global.get(); let screenWidth = global.screen_width; let screenHeight = global.screen_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._desktopWidth = screenWidth * DESKTOP_SCALE; @@ -202,47 +189,9 @@ Overlay.prototype = { let global = Shell.Global.get(); - let windows = global.get_windows(); - let desktopWindow = null; - this._recalculateSize(); - for (let i = 0; i < windows.length; i++) - if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) - desktopWindow = windows[i]; - - // If a file manager is displaying desktop icons, there will be a desktop window. - // This window will have the size of the whole desktop. When such window is not present - // (e.g. when the preference for showing icons on the desktop is disabled by the user - // or we are running inside a Xephyr window), we should create a desktop rectangle - // to serve as the background. - if (desktopWindow) - this._createDesktopClone(desktopWindow); - else - this._createDesktopRectangle(); - - // Count the total number of windows so we know what layout scheme to use - let numberOfWindows = 0; - for (let i = 0; i < windows.length; i++) { - let w = windows[i]; - if (w == desktopWindow || w.is_override_redirect()) - continue; - - numberOfWindows++; - } - - // Now create actors for all the desktop windows. Do it in - // reverse order so that the active actor ends up on top - let windowIndex = 0; - for (let i = windows.length - 1; i >= 0; i--) { - let w = windows[i]; - if (w == desktopWindow || w.is_override_redirect()) - continue; - this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows); - - windowIndex++; - } - + this._desktops.show(); this._sideshow.show(); // Slide in the sidebar as if it was attached to the left // edge of the desktop as it shrinks down @@ -260,7 +209,7 @@ Overlay.prototype = { // // If we switched to displaying the actors in the overlay rather than // clones of them, this would obviously no longer be necessary. - global.window_group.hide() + global.window_group.hide(); this._group.show(); }, @@ -271,137 +220,11 @@ Overlay.prototype = { let global = Shell.Global.get(); this.visible = false; - global.window_group.show() + global.window_group.show(); this._group.hide(); - for (let i = 0; i < this._windowClones.length; i++) { - this._windowClones[i].destroy(); - } - + this._desktops.hide(); this._sideshow.hide(); - - this._windowClones = []; - }, - - _createDesktopClone : function(w) { - let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(), - reactive: true, - x: 0, - y: 0 }); - this._addDesktop(clone); - }, - - _createDesktopRectangle : function() { - let global = Shell.Global.get(); - // In the case when we have a desktop window from the file manager, its height is - // full-screen, i.e. it includes the height of the panel, so we should not subtract - // the height of the panel from global.screen_height here either to have them show - // up identically. - // We are also using (0,0) coordinates in both cases which makes the background - // window animate out from behind the panel. - let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color, - reactive: true, - x: 0, - y: 0, - width: global.screen_width, - height: global.screen_height }); - this._addDesktop(desktopRectangle); - }, - - _addDesktop : function(desktop) { - let me = this; - - this._windowClones.push(desktop); - this._group.add_actor(desktop); - - // Since the right side only moves a little bit (the width of padding - // we add) it looks less jittery to put the anchor there. - desktop.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST); - Tweener.addTween(desktop, - { x: this._desktopX + this._desktopWidth, - y: this._desktopY, - scale_x: DESKTOP_SCALE, - scale_y: DESKTOP_SCALE, - time: ANIMATION_TIME, - transition: "easeOutQuad" - }); - - desktop.connect("button-press-event", - function() { - me._deactivate(); - }); - }, - - // windowIndex == 0 => top in stacking order - _computeWindowPosition : function(windowIndex, numberOfWindows) { - if (numberOfWindows in POSITIONS) - return POSITIONS[numberOfWindows][windowIndex]; - - // 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/numberOfWindows); - - // The top window goes at the lower right - this is different from the - // fixed position schemes where the windows are in "reading order" - // and the top window goes at the upper left. - let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1); - let xCenter = (fraction / 2) + (1 - fraction) * pos; - let yCenter = xCenter; - - return [xCenter, yCenter, fraction]; - }, - - _createWindowClone : function(w, windowIndex, numberOfWindows) { - let me = this; - - // 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 [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows); - - let desiredSize = this._desktopWidth * fraction; - - xCenter = this._desktopX + xCenter * this._desktopWidth; - yCenter = this._desktopY + yCenter * this._desktopHeight; - - let size = clone.width; - if (clone.height > size) - size = clone.height; - - // Never scale up - let scale = desiredSize / size; - if (scale > 1) - scale = 1; - - this._group.add_actor(clone); - this._windowClones.push(clone); - - Tweener.addTween(clone, - { x: xCenter - 0.5 * scale * w.width, - y: yCenter - 0.5 * scale * w.height, - scale_x: scale, - scale_y: scale, - time: ANIMATION_TIME, - opacity: WINDOW_OPACITY, - transition: "easeOutQuad" - }); - - clone.connect("button-press-event", - function(clone, event) { - me._activateWindow(w, event.get_time()); - }); - }, - - _activateWindow : function(w, time) { - this._deactivate(); - w.get_meta_window().activate(time); }, _deactivate : function() {