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