Convert all JS style to be uniform, add Eclipse settings bits
Previous style was all over the place; this commit attempts to bring uniformity. Overall, the style is: * 4 spaces only, no tabs * Prototypes do not create a new block * Constructor property continuations only indent one block svn path=/trunk/; revision=87
This commit is contained in:
610
js/ui/overlay.js
610
js/ui/overlay.js
@ -1,4 +1,4 @@
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/* -*- mode: js2; js2-basic-offset: 4; -*- */
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/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
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const Signals = imports.signals;
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const Mainloop = imports.mainloop;
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@ -23,27 +23,27 @@ SIDESHOW_SEARCH_BG_COLOR.from_pixel(0xffffffff);
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const SIDESHOW_TEXT_COLOR = new Clutter.Color();
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SIDESHOW_TEXT_COLOR.from_pixel(0xffffffff);
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// Time for initial animation going into overlay mode
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//Time for initial animation going into overlay mode
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const ANIMATION_TIME = 0.5;
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// How much to scale the desktop down by in overlay mode
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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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//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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//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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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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@ -51,74 +51,74 @@ function Sideshow(width) {
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}
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Sideshow.prototype = {
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_init : function(width) {
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let me = this;
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_init : function(width) {
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let me = this;
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let global = Shell.Global.get();
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this._group = new Clutter.Group();
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this._group.hide();
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global.stage.add_actor(this._group);
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let icontheme = Gtk.IconTheme.get_default();
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let rect = new Clutter.Rectangle({ color: SIDESHOW_SEARCH_BG_COLOR,
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x: SIDESHOW_PAD,
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y: Panel.PANEL_HEIGHT + SIDESHOW_PAD,
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width: width,
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height: 24});
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this._group.add_actor(rect);
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let global = Shell.Global.get();
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this._group = new Clutter.Group();
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this._group.hide();
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global.stage.add_actor(this._group);
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let icontheme = Gtk.IconTheme.get_default();
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let rect = new Clutter.Rectangle({ color: SIDESHOW_SEARCH_BG_COLOR,
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x: SIDESHOW_PAD,
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y: Panel.PANEL_HEIGHT + SIDESHOW_PAD,
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width: width,
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height: 24});
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this._group.add_actor(rect);
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let searchIconTexture = new Clutter.Texture({ x: SIDESHOW_PAD + 2,
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y: rect.y + 2 });
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let searchIconPath = icontheme.lookup_icon('gtk-find', 16, 0).get_filename();
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searchIconTexture.set_from_file(searchIconPath);
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this._group.add_actor(searchIconTexture);
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let searchIconTexture = new Clutter.Texture({ x: SIDESHOW_PAD + 2,
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y: rect.y + 2 });
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let searchIconPath = icontheme.lookup_icon('gtk-find', 16, 0).get_filename();
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searchIconTexture.set_from_file(searchIconPath);
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this._group.add_actor(searchIconTexture);
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this._searchEntry = new Clutter.Entry({
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font_name: "Sans 14px",
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x: searchIconTexture.x
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+ searchIconTexture.width + 4,
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y: searchIconTexture.y,
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width: rect.width - (searchIconTexture.x),
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height: searchIconTexture.height});
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this._group.add_actor(this._searchEntry);
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global.stage.set_key_focus(this._searchEntry);
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this._searchQueued = false;
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this._searchEntry.connect('notify::text', function (se, prop) {
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if (me._searchQueued)
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return;
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Mainloop.timeout_add(250, function() {
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me._searchQueued = false;
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me._appdisplay.setSearch(me._searchEntry.text);
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return false;
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});
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this._searchEntry = new Clutter.Entry({
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font_name: "Sans 14px",
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x: searchIconTexture.x
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+ searchIconTexture.width + 4,
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y: searchIconTexture.y,
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width: rect.width - (searchIconTexture.x),
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height: searchIconTexture.height});
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this._group.add_actor(this._searchEntry);
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global.stage.set_key_focus(this._searchEntry);
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this._searchQueued = false;
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this._searchEntry.connect('notify::text', function (se, prop) {
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if (me._searchQueued)
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return;
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Mainloop.timeout_add(250, function() {
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me._searchQueued = false;
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me._appdisplay.setSearch(me._searchEntry.text);
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return false;
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});
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});
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let appsText = new Clutter.Label({ color: SIDESHOW_TEXT_COLOR,
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font_name: "Sans Bold 14px",
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text: "Applications",
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x: SIDESHOW_PAD,
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y: this._searchEntry.y + this._searchEntry.height + 10,
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height: 16});
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this._group.add_actor(appsText);
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let appsText = new Clutter.Label({ color: SIDESHOW_TEXT_COLOR,
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font_name: "Sans Bold 14px",
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text: "Applications",
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x: SIDESHOW_PAD,
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y: this._searchEntry.y + this._searchEntry.height + 10,
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height: 16});
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this._group.add_actor(appsText);
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let menuY = appsText.y + appsText.height + 6;
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this._appdisplay = new AppDisplay.AppDisplay(SIDESHOW_PAD,
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menuY, width, global.screen_height - menuY);
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let menuY = appsText.y + appsText.height + 6;
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this._appdisplay = new AppDisplay.AppDisplay(SIDESHOW_PAD,
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menuY, width, global.screen_height - menuY);
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/* Proxy the activated signal */
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this._appdisplay.connect('activated', function(appdisplay) {
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me.emit('activated');
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});
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},
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/* Proxy the activated signal */
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this._appdisplay.connect('activated', function(appdisplay) {
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me.emit('activated');
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});
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},
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show: function() {
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this._group.show();
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this._appdisplay.show();
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},
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show: function() {
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this._group.show();
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this._appdisplay.show();
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},
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hide: function() {
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this._group.hide();
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this._appdisplay.hide();
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}
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hide: function() {
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this._group.hide();
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this._appdisplay.hide();
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}
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};
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Signals.addSignalMethods(Sideshow.prototype);
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@ -127,252 +127,252 @@ function Overlay() {
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}
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Overlay.prototype = {
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_init : function() {
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let me = this;
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_init : function() {
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let me = this;
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let global = Shell.Global.get();
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let global = Shell.Global.get();
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this._group = new Clutter.Group();
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this.visible = false;
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this._group = new Clutter.Group();
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this.visible = false;
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let background = new Clutter.Rectangle({ color: OVERLAY_BACKGROUND_COLOR,
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reactive: true,
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x: 0,
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y: Panel.PANEL_HEIGHT,
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width: global.screen_width,
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height: global.screen_width - Panel.PANEL_HEIGHT });
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this._group.add_actor(background);
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let background = new Clutter.Rectangle({ color: OVERLAY_BACKGROUND_COLOR,
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reactive: true,
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x: 0,
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y: Panel.PANEL_HEIGHT,
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width: global.screen_width,
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height: global.screen_width - Panel.PANEL_HEIGHT });
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this._group.add_actor(background);
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this._group.hide();
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global.overlay_group.add_actor(this._group);
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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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this._windowClones = [];
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// TODO - recalculate everything when desktop size changes
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this._recalculateSize();
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// TODO - recalculate everything when desktop size changes
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this._recalculateSize();
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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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// transitioning to the new app. We definitely need
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// startup-notification integration at least.
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me._deactivate();
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});
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},
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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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// transitioning to the new app. We definitely need
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// startup-notification integration at least.
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me._deactivate();
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});
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},
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_recalculateSize: function () {
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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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this._desktopHeight = screenHeight * DESKTOP_SCALE;
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this._desktopX = screenWidth - this._desktopWidth - 10;
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this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
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},
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_recalculateSize: function () {
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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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this._desktopHeight = screenHeight * DESKTOP_SCALE;
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this._desktopX = screenWidth - this._desktopWidth - 10;
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this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
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},
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show : function() {
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if (!this.visible) {
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this.visible = true;
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show : function() {
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if (this.visible)
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return;
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this.visible = true;
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let global = Shell.Global.get();
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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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let windows = global.get_windows();
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let desktopWindow = null;
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this._recalculateSize();
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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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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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// 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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// 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._sideshow.show();
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// All the the actors in the window group are completely obscured,
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// hiding the group holding them while the overlay is displayed greatly
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// increases performance of the overlay especially when there are many
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// windows visible.
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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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this._group.show();
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}
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},
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hide : function() {
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if (this.visible) {
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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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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._sideshow.hide();
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this._windowClones = [];
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}
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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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||||
});
|
||||
|
||||
desktop.connect("button-press-event",
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||||
function() {
|
||||
me._deactivate();
|
||||
});
|
||||
},
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||||
|
||||
// windowIndex == 0 => top in stacking order
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||||
_computeWindowPosition : function(windowIndex, numberOfWindows) {
|
||||
if (numberOfWindows in POSITIONS)
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||||
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() {
|
||||
Main.hide_overlay();
|
||||
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._sideshow.show();
|
||||
|
||||
// All the the actors in the window group are completely obscured,
|
||||
// hiding the group holding them while the overlay is displayed greatly
|
||||
// increases performance of the overlay especially when there are many
|
||||
// windows visible.
|
||||
//
|
||||
// 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()
|
||||
this._group.show();
|
||||
},
|
||||
|
||||
hide : function() {
|
||||
if (!this.visible)
|
||||
return;
|
||||
let global = Shell.Global.get();
|
||||
|
||||
this.visible = false;
|
||||
global.window_group.show()
|
||||
this._group.hide();
|
||||
|
||||
for (let i = 0; i < this._windowClones.length; i++) {
|
||||
this._windowClones[i].destroy();
|
||||
}
|
||||
|
||||
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() {
|
||||
Main.hide_overlay();
|
||||
}
|
||||
};
|
||||
|
Reference in New Issue
Block a user