windowManager: Fix fullscreen windows in ws switching animations

To prevent a small gap between windows in the workspace switching
animation, we temporarily shift windows up or down by the height of the
panel. This obviously breaks the animation for fullscreen windows, those
will overlap with the ones on the other workspace since there is no
panel shown in that case.

Fix this by checking whether the old or new workspace includes a
fullscreen window and don't shift the windows if there is one.

Fixes https://gitlab.gnome.org/GNOME/gnome-shell/issues/757

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/322
This commit is contained in:
Jonas Dreßler 2019-05-03 22:56:02 +02:00 committed by Florian Müllner
parent 2e5295b3a9
commit 4e6b2eb72a

View File

@ -1870,17 +1870,25 @@ var WindowManager = class {
}
}
_getPositionForDirection(direction) {
_getPositionForDirection(direction, fromWs, toWs) {
let xDest = 0, yDest = 0;
let oldWsIsFullscreen = fromWs.list_windows().some(w => w.is_fullscreen());
let newWsIsFullscreen = toWs.list_windows().some(w => w.is_fullscreen());
// We have to shift windows up or down by the height of the panel to prevent having a
// visible gap between the windows while switching workspaces. Since fullscreen windows
// hide the panel, they don't need to be shifted up or down.
let shiftHeight = Main.panel.height;
if (direction == Meta.MotionDirection.UP ||
direction == Meta.MotionDirection.UP_LEFT ||
direction == Meta.MotionDirection.UP_RIGHT)
yDest = -global.screen_height + Main.panel.height;
yDest = -global.screen_height + (oldWsIsFullscreen ? 0 : shiftHeight);
else if (direction == Meta.MotionDirection.DOWN ||
direction == Meta.MotionDirection.DOWN_LEFT ||
direction == Meta.MotionDirection.DOWN_RIGHT)
yDest = global.screen_height - Main.panel.height;
yDest = global.screen_height - (newWsIsFullscreen ? 0 : shiftHeight);
if (direction == Meta.MotionDirection.LEFT ||
direction == Meta.MotionDirection.UP_LEFT ||
@ -1938,7 +1946,7 @@ var WindowManager = class {
switchData.container.add_actor(info.actor);
info.actor.raise_top();
let [x, y] = this._getPositionForDirection(dir);
let [x, y] = this._getPositionForDirection(dir, curWs, ws);
info.actor.set_position(x, y);
}
@ -2024,7 +2032,11 @@ var WindowManager = class {
this._switchData.inProgress = true;
let [xDest, yDest] = this._getPositionForDirection(direction);
let workspaceManager = global.workspace_manager;
let fromWs = workspaceManager.get_workspace_by_index(from);
let toWs = workspaceManager.get_workspace_by_index(to);
let [xDest, yDest] = this._getPositionForDirection(direction, fromWs, toWs);
/* @direction is the direction that the "camera" moves, so the
* screen contents have to move one screen's worth in the