split the desktop area out of overlay.js
svn path=/trunk/; revision=110
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226
js/ui/desktops.js
Normal file
226
js/ui/desktops.js
Normal file
@ -0,0 +1,226 @@
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/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
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const Tweener = imports.tweener.tweener;
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const Clutter = imports.gi.Clutter;
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const Main = imports.ui.main;
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const Overlay = imports.ui.overlay;
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const Panel = imports.ui.panel;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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// Windows are slightly translucent in the overlay mode
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const WINDOW_OPACITY = 0.9 * 255;
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// Define a layout scheme for small window counts. For larger
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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// Each triplet is [xCenter, yCenter, scale] where the scale
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// is relative to the width of the desktop.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
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3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
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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]],
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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]]
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};
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function Desktops(x, y, width, height) {
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this._init(x, y, width, height);
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}
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Desktops.prototype = {
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_init : function(x, y, width, height) {
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this._windowClones = [];
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this._x = x;
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this._y = y;
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this._width = width;
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this._height = height;
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this._group = new Clutter.Group();
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},
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show : function() {
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let global = Shell.Global.get();
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let windows = global.get_windows();
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let desktopWindow = null;
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for (let i = 0; i < windows.length; i++)
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if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
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desktopWindow = windows[i];
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// If a file manager is displaying desktop icons, there will
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// be a desktop window. This window will have the size of the
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// whole desktop. When such window is not present (e.g. when
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// the preference for showing icons on the desktop is disabled
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// by the user or we are running inside a Xephyr window), we
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// should create a desktop rectangle to serve as the
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// background.
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if (desktopWindow)
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this._createDesktopClone(desktopWindow);
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else
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this._createDesktopRectangle();
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// Count the total number of windows so we know what layout scheme to use
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let numberOfWindows = 0;
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for (let i = 0; i < windows.length; i++) {
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let w = windows[i];
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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numberOfWindows++;
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}
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// Now create actors for all the desktop windows. Do it in
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// reverse order so that the active actor ends up on top
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let windowIndex = 0;
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for (let i = windows.length - 1; i >= 0; i--) {
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let w = windows[i];
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows);
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windowIndex++;
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}
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},
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hide : function() {
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for (let i = 0; i < this._windowClones.length; i++) {
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this._windowClones[i].destroy();
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}
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this._windowClones = [];
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},
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_createDesktopClone : function(w) {
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: 0,
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y: 0 });
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this._addDesktop(clone);
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},
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_createDesktopRectangle : function() {
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let global = Shell.Global.get();
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// In the case when we have a desktop window from the file
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// manager, its height is full-screen, i.e. it includes the
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// height of the panel, so we should not subtract the height
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// of the panel from global.screen_height here either to have
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// them show up identically. We are also using (0,0)
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// coordinates in both cases which makes the background window
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// animate out from behind the panel.
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let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color,
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reactive: true,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: global.screen_height });
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this._addDesktop(desktopRectangle);
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},
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_addDesktop : function(desktop) {
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let me = this;
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this._windowClones.push(desktop);
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this._group.add_actor(desktop);
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// Since the right side only moves a little bit (the width of padding
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// we add) it looks less jittery to put the anchor there.
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desktop.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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Tweener.addTween(desktop,
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{ x: this._x + this._width,
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y: this._y,
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scale_x: Overlay.DESKTOP_SCALE,
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scale_y: Overlay.DESKTOP_SCALE,
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time: Overlay.ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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desktop.connect("button-press-event",
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function() {
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me._deactivate();
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});
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},
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//windowIndex == 0 => top in stacking order
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_computeWindowPosition : function(windowIndex, numberOfWindows) {
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if (numberOfWindows in POSITIONS)
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return POSITIONS[numberOfWindows][windowIndex];
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// If we don't have a predefined scheme for this window count,
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// overlap the windows along the diagonal of the desktop
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// (improve this!)
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let fraction = Math.sqrt(1/numberOfWindows);
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// The top window goes at the lower right - this is different from the
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// fixed position schemes where the windows are in "reading order"
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// and the top window goes at the upper left.
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let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
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let xCenter = (fraction / 2) + (1 - fraction) * pos;
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let yCenter = xCenter;
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return [xCenter, yCenter, fraction];
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},
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_createWindowClone : function(w, windowIndex, numberOfWindows) {
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let me = this;
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// We show the window using "clones" of the texture .. separate
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// actors that mirror the original actors for the window. For
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// animation purposes, it may be better to actually move the
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// original actors about instead.
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: w.x,
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y: w.y });
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let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
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let desiredSize = this._width * fraction;
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xCenter = this._x + xCenter * this._width;
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yCenter = this._y + yCenter * this._height;
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desiredSize / size;
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if (scale > 1)
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scale = 1;
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this._group.add_actor(clone);
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this._windowClones.push(clone);
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Tweener.addTween(clone,
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{ x: xCenter - 0.5 * scale * w.width,
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y: yCenter - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: Overlay.ANIMATION_TIME,
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opacity: WINDOW_OPACITY,
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transition: "easeOutQuad"
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});
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clone.connect("button-press-event",
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function(clone, event) {
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me._activateWindow(w, event.get_time());
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});
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},
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_activateWindow : function(w, time) {
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this._deactivate();
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w.get_meta_window().activate(time);
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},
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_deactivate : function() {
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Main.hide_overlay();
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}
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};
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197
js/ui/overlay.js
197
js/ui/overlay.js
@ -7,6 +7,7 @@ const Clutter = imports.gi.Clutter;
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const Gio = imports.gi.Gio;
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const Gtk = imports.gi.Gtk;
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const Desktops = imports.ui.desktops;
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const Main = imports.ui.main;
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const Panel = imports.ui.panel;
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const Meta = imports.gi.Meta;
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@ -30,23 +31,6 @@ const ANIMATION_TIME = 0.5;
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// How much to scale the desktop down by in overlay mode
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const DESKTOP_SCALE = 0.75;
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// Windows are slightly translucent in the overlay mode
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const WINDOW_OPACITY = 0.9 * 255;
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// Define a layout scheme for small window counts. For larger
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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//
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// Each triplet is [xCenter, yCenter, scale] where the scale
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// is relative to the width of the desktop.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
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3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
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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]],
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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]]
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};
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function Sideshow(width) {
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this._init(width);
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}
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@ -168,11 +152,13 @@ Overlay.prototype = {
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this._group.hide();
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global.overlay_group.add_actor(this._group);
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this._windowClones = [];
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// TODO - recalculate everything when desktop size changes
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this._recalculateSize();
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this._desktops = new Desktops.Desktops(this._desktopX, this._desktopY,
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this._desktopWidth, this._desktopHeight);
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this._group.add_actor(this._desktops._group);
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this._sideshow = new Sideshow(this._desktopX - 10);
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this._sideshow.connect('activated', function(sideshow) {
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// TODO - have some sort of animation/effect while
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@ -186,6 +172,7 @@ Overlay.prototype = {
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let global = Shell.Global.get();
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let screenWidth = global.screen_width;
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let screenHeight = global.screen_height;
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// The desktop windows are shown on top of a scaled down version of the
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// desktop. This is positioned at the right side of the screen
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this._desktopWidth = screenWidth * DESKTOP_SCALE;
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@ -202,47 +189,9 @@ Overlay.prototype = {
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let global = Shell.Global.get();
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let windows = global.get_windows();
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let desktopWindow = null;
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this._recalculateSize();
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for (let i = 0; i < windows.length; i++)
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if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
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desktopWindow = windows[i];
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// If a file manager is displaying desktop icons, there will be a desktop window.
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// This window will have the size of the whole desktop. When such window is not present
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// (e.g. when the preference for showing icons on the desktop is disabled by the user
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// or we are running inside a Xephyr window), we should create a desktop rectangle
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// to serve as the background.
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if (desktopWindow)
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this._createDesktopClone(desktopWindow);
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else
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this._createDesktopRectangle();
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// Count the total number of windows so we know what layout scheme to use
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let numberOfWindows = 0;
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for (let i = 0; i < windows.length; i++) {
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let w = windows[i];
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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numberOfWindows++;
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}
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// Now create actors for all the desktop windows. Do it in
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// reverse order so that the active actor ends up on top
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let windowIndex = 0;
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for (let i = windows.length - 1; i >= 0; i--) {
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let w = windows[i];
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows);
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windowIndex++;
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}
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this._desktops.show();
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this._sideshow.show();
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// Slide in the sidebar as if it was attached to the left
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// edge of the desktop as it shrinks down
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@ -260,7 +209,7 @@ Overlay.prototype = {
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//
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// If we switched to displaying the actors in the overlay rather than
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// clones of them, this would obviously no longer be necessary.
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global.window_group.hide()
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global.window_group.hide();
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this._group.show();
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},
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@ -271,137 +220,11 @@ Overlay.prototype = {
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let global = Shell.Global.get();
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this.visible = false;
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global.window_group.show()
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global.window_group.show();
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this._group.hide();
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for (let i = 0; i < this._windowClones.length; i++) {
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this._windowClones[i].destroy();
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}
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this._desktops.hide();
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this._sideshow.hide();
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this._windowClones = [];
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},
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_createDesktopClone : function(w) {
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: 0,
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y: 0 });
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this._addDesktop(clone);
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},
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_createDesktopRectangle : function() {
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let global = Shell.Global.get();
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// In the case when we have a desktop window from the file manager, its height is
|
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// full-screen, i.e. it includes the height of the panel, so we should not subtract
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// the height of the panel from global.screen_height here either to have them show
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// up identically.
|
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// We are also using (0,0) coordinates in both cases which makes the background
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// window animate out from behind the panel.
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let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color,
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reactive: true,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: global.screen_height });
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this._addDesktop(desktopRectangle);
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},
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_addDesktop : function(desktop) {
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let me = this;
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this._windowClones.push(desktop);
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this._group.add_actor(desktop);
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// Since the right side only moves a little bit (the width of padding
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// we add) it looks less jittery to put the anchor there.
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desktop.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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Tweener.addTween(desktop,
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{ x: this._desktopX + this._desktopWidth,
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y: this._desktopY,
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scale_x: DESKTOP_SCALE,
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scale_y: DESKTOP_SCALE,
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time: ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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desktop.connect("button-press-event",
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function() {
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me._deactivate();
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});
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},
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// windowIndex == 0 => top in stacking order
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_computeWindowPosition : function(windowIndex, numberOfWindows) {
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if (numberOfWindows in POSITIONS)
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return POSITIONS[numberOfWindows][windowIndex];
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|
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// If we don't have a predefined scheme for this window count, overlap the windows
|
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// along the diagonal of the desktop (improve this!)
|
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let fraction = Math.sqrt(1/numberOfWindows);
|
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|
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// The top window goes at the lower right - this is different from the
|
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// fixed position schemes where the windows are in "reading order"
|
||||
// and the top window goes at the upper left.
|
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let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
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let xCenter = (fraction / 2) + (1 - fraction) * pos;
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let yCenter = xCenter;
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return [xCenter, yCenter, fraction];
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},
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_createWindowClone : function(w, windowIndex, numberOfWindows) {
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let me = this;
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// We show the window using "clones" of the texture .. separate
|
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// actors that mirror the original actors for the window. For
|
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// animation purposes, it may be better to actually move the
|
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// original actors about instead.
|
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: w.x,
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y: w.y });
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let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
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let desiredSize = this._desktopWidth * fraction;
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xCenter = this._desktopX + xCenter * this._desktopWidth;
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yCenter = this._desktopY + yCenter * this._desktopHeight;
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desiredSize / size;
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if (scale > 1)
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scale = 1;
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this._group.add_actor(clone);
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this._windowClones.push(clone);
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Tweener.addTween(clone,
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{ x: xCenter - 0.5 * scale * w.width,
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y: yCenter - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: ANIMATION_TIME,
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opacity: WINDOW_OPACITY,
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transition: "easeOutQuad"
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});
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|
||||
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() {
|
||||
|
Loading…
Reference in New Issue
Block a user