Workspace: show attached modal dialog

Windows in the overview should be like they appear in the workspace,
including modal dialogs that are attached above them.
In addition, hiding the dialogs in the overview causes a flash as
dialog appears at the end of the transition.

Based on a patch by Maxim Ermilov <zaspire@rambler.ru>

https://bugzilla.gnome.org/show_bug.cgi?id=650843
This commit is contained in:
Giovanni Campagna 2012-08-30 00:51:53 +02:00
parent 7e9ecf4eb2
commit 587655f063
2 changed files with 208 additions and 63 deletions

View File

@ -569,15 +569,6 @@ const WindowManager = new Lang.Class({
Shell.KeyBindingMode.TOPBAR_POPUP,
Lang.bind(this, this._toggleAppMenu));
Main.overview.connect('showing', Lang.bind(this, function() {
for (let i = 0; i < this._dimmedWindows.length; i++)
this._undimWindow(this._dimmedWindows[i]);
}));
Main.overview.connect('hiding', Lang.bind(this, function() {
for (let i = 0; i < this._dimmedWindows.length; i++)
this._dimWindow(this._dimmedWindows[i]);
}));
if (Main.sessionMode.hasWorkspaces)
this._workspaceTracker = new WorkspaceTracker(this);
@ -749,15 +740,13 @@ const WindowManager = new Lang.Class({
if (shouldDim && !window._dimmed) {
window._dimmed = true;
this._dimmedWindows.push(window);
if (!Main.overview.visible)
this._dimWindow(window);
this._dimWindow(window);
} else if (!shouldDim && window._dimmed) {
window._dimmed = false;
this._dimmedWindows = this._dimmedWindows.filter(function(win) {
return win != window;
});
if (!Main.overview.visible)
this._undimWindow(window);
this._undimWindow(window);
}
},

View File

@ -14,6 +14,7 @@ const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Tweener = imports.ui.tweener;
const WindowManager = imports.ui.windowManager;
const WINDOW_DND_SIZE = 256;
@ -35,6 +36,68 @@ function _interpolate(start, end, step) {
return start + (end - start) * step;
}
const WindowCloneLayout = new Lang.Class({
Name: 'WindowCloneLayout',
Extends: Clutter.LayoutManager,
_init: function(boundingBox) {
this.parent();
this._boundingBox = boundingBox;
},
get boundingBox() {
return this._boundingBox;
},
set boundingBox(b) {
this._boundingBox = b;
this.layout_changed();
},
_makeBoxForWindow: function(window) {
// We need to adjust the position of the actor because of the
// consequences of invisible borders -- in reality, the texture
// has an extra set of "padding" around it that we need to trim
// down.
// The outer rect (from which we compute the bounding box)
// paradoxically is the smaller rectangle, containing the positions
// of the visible frame. The input rect contains everything,
// including the invisible border padding.
let inputRect = window.get_input_rect();
let box = new Clutter.ActorBox();
box.set_origin(inputRect.x - this._boundingBox.x,
inputRect.y - this._boundingBox.y);
box.set_size(inputRect.width, inputRect.height);
return box;
},
vfunc_get_preferred_height: function(container, forWidth) {
return [this._boundingBox.height, this._boundingBox.height];
},
vfunc_get_preferred_width: function(container, forHeight) {
return [this._boundingBox.width, this._boundingBox.width];
},
vfunc_allocate: function(container, box, flags) {
let clone = container.get_children().forEach(function (child) {
let realWindow;
if (child == container._delegate._windowClone)
realWindow = container._delegate.realWindow;
else
realWindow = child.source;
child.allocate(this._makeBoxForWindow(realWindow.meta_window),
flags);
}, this);
},
});
const WindowClone = new Lang.Class({
Name: 'WindowClone',
@ -44,10 +107,7 @@ const WindowClone = new Lang.Class({
this.metaWindow._delegate = this;
this._workspace = workspace;
let [borderX, borderY] = this._getInvisibleBorderPadding();
this._windowClone = new Clutter.Clone({ source: realWindow.get_texture(),
x: -borderX,
y: -borderY });
this._windowClone = new Clutter.Clone({ source: realWindow.get_texture() });
// We expect this.actor to be used for all interaction rather than
// this._windowClone; as the former is reactive and the latter
// is not, this just works for most cases. However, for DND all
@ -55,21 +115,13 @@ const WindowClone = new Lang.Class({
// To avoid this, we hide it from pick.
Shell.util_set_hidden_from_pick(this._windowClone, true);
this.origX = realWindow.x + borderX;
this.origY = realWindow.y + borderY;
let outerRect = realWindow.meta_window.get_outer_rect();
// The MetaShapedTexture that we clone has a size that includes
// the invisible border; this is inconvenient; rather than trying
// to compensate all over the place we insert a ClutterActor into
// the hierarchy that is sized to only the visible portion.
this.actor = new St.Widget({ reactive: true,
can_focus: true,
x: this.origX,
y: this.origY,
width: outerRect.width,
height: outerRect.height });
layout_manager: new WindowCloneLayout() });
this.actor.add_child(this._windowClone);
@ -79,10 +131,19 @@ const WindowClone = new Lang.Class({
this._dragSlot = [0, 0, 0, 0];
this._stackAbove = null;
this._sizeChangedId = this.realWindow.connect('size-changed',
this._windowClone._updateId = this.realWindow.connect('size-changed',
Lang.bind(this, this._onRealWindowSizeChanged));
this._realWindowDestroyId = this.realWindow.connect('destroy',
Lang.bind(this, this._disconnectRealWindowSignals));
this._windowClone._destroyId = this.realWindow.connect('destroy', Lang.bind(this, function() {
// First destroy the clone and then destroy everything
// This will ensure that we never see it in the _disconnectSignals loop
this._windowClone.destroy();
this.destroy();
}));
this._updateAttachedDialogs();
this._computeBoundingBox();
this.actor.x = this._boundingBox.x;
this.actor.y = this._boundingBox.y;
let clickAction = new Clutter.ClickAction();
clickAction.connect('clicked', Lang.bind(this, this._onClicked));
@ -116,6 +177,97 @@ const WindowClone = new Lang.Class({
return this._slot;
},
deleteAll: function() {
// Delete all windows, starting from the bottom-most (most-modal) one
let windows = this.actor.get_children();
for (let i = windows.length - 1; i >= 1; i--) {
let realWindow = windows[i].source;
let metaWindow = realWindow.meta_window;
metaWindow.delete(global.get_current_time());
}
this.metaWindow.delete(global.get_current_time());
},
addAttachedDialog: function(win) {
this._doAddAttachedDialog(win, win.get_compositor_private());
this._computeBoundingBox();
this._updateDimmer();
this.emit('size-changed');
},
_doAddAttachedDialog: function(metaWin, realWin) {
let clone = new Clutter.Clone({ source: realWin });
clone._updateId = realWin.connect('size-changed', Lang.bind(this, function() {
this._computeBoundingBox();
this.emit('size-changed');
}));
clone._destroyId = realWin.connect('destroy', Lang.bind(this, function() {
clone.destroy();
this._computeBoundingBox();
this._updateDimmer();
this.emit('size-changed');
}));
this.actor.add_child(clone);
},
_updateAttachedDialogs: function() {
let iter = Lang.bind(this, function(win) {
let actor = win.get_compositor_private();
if (!actor)
return false;
if (!win.is_attached_dialog())
return false;
this._doAddAttachedDialog(win, actor);
win.foreach_transient(iter);
return true;
});
this.metaWindow.foreach_transient(iter);
this._dimmer = new WindowManager.WindowDimmer(this._windowClone);
this._updateDimmer();
},
_updateDimmer: function() {
if (this.actor.get_n_children() > 1) {
this._dimmer.setEnabled(true);
this._dimmer.dimFactor = 1.0;
} else {
this._dimmer.setEnabled(false);
}
},
get boundingBox() {
return this._boundingBox;
},
getOriginalPosition: function() {
return [this._boundingBox.x, this._boundingBox.y];
},
_computeBoundingBox: function() {
let rect = this.metaWindow.get_outer_rect();
this.actor.get_children().forEach(function (child) {
let realWindow;
if (child == this._windowClone)
realWindow = this.realWindow;
else
realWindow = child.source;
let metaWindow = realWindow.meta_window;
rect = rect.union(metaWindow.get_outer_rect());
}, this);
this._boundingBox = rect;
this.actor.layout_manager.boundingBox = rect;
},
// Find the actor just below us, respecting reparenting done
// by DND code
getActualStackAbove: function() {
@ -149,44 +301,26 @@ const WindowClone = new Lang.Class({
this.actor.destroy();
},
_disconnectRealWindowSignals: function() {
if (this._sizeChangedId > 0)
this.realWindow.disconnect(this._sizeChangedId);
this._sizeChangedId = 0;
_disconnectSignals: function() {
this.actor.get_children().forEach(Lang.bind(this, function (child) {
let realWindow;
if (child == this._windowClone)
realWindow = this.realWindow;
else
realWindow = child.source;
if (this._realWindowDestroyId > 0)
this.realWindow.disconnect(this._realWindowDestroyId);
this._realWindowDestroyId = 0;
},
_getInvisibleBorderPadding: function() {
// We need to adjust the position of the actor because of the
// consequences of invisible borders -- in reality, the texture
// has an extra set of "padding" around it that we need to trim
// down.
// The outer rect paradoxically is the smaller rectangle,
// containing the positions of the visible frame. The input
// rect contains everything, including the invisible border
// padding.
let outerRect = this.metaWindow.get_outer_rect();
let inputRect = this.metaWindow.get_input_rect();
let [borderX, borderY] = [outerRect.x - inputRect.x,
outerRect.y - inputRect.y];
return [borderX, borderY];
realWindow.disconnect(child._updateId);
realWindow.disconnect(child._destroyId);
}));
},
_onRealWindowSizeChanged: function() {
let [borderX, borderY] = this._getInvisibleBorderPadding();
let outerRect = this.metaWindow.get_outer_rect();
this.actor.set_size(outerRect.width, outerRect.height);
this._windowClone.set_position(-borderX, -borderY);
this._computeBoundingBox();
this.emit('size-changed');
},
_onDestroy: function() {
this._disconnectRealWindowSignals();
this._disconnectSignals();
this.metaWindow._delegate = null;
this.actor._delegate = null;
@ -454,7 +588,7 @@ const WindowOverlay = new Lang.Class({
Lang.bind(this,
this._onWindowAdded));
metaWindow.delete(global.get_current_time());
this._windowClone.deleteAll();
},
_windowCanClose: function() {
@ -1321,9 +1455,29 @@ const Workspace = new Lang.Class({
if (this._lookupIndex (metaWin) != -1)
return;
if (!this._isMyWindow(win) || !this._isOverviewWindow(win))
if (!this._isMyWindow(win))
return;
if (!this._isOverviewWindow(win)) {
if (metaWin.is_attached_dialog()) {
let parent = metaWin.get_transient_for();
while (parent.is_attached_dialog())
parent = metaWin.get_transient_for();
let idx = this._lookupIndex (parent);
if (idx < 0) {
// parent was not created yet, it will take care
// of the dialog when created
return;
}
let clone = this._windows[idx];
clone.addAttachedDialog(metaWin);
}
return;
}
let [clone, overlay] = this._addWindowClone(win, false);
if (win._overviewHint) {
@ -1411,9 +1565,11 @@ const Workspace = new Lang.Class({
overlay.hide();
if (clone.metaWindow.showing_on_its_workspace()) {
let [origX, origY] = clone.getOriginalPosition();
Tweener.addTween(clone.actor,
{ x: clone.origX,
y: clone.origY,
{ x: origX,
y: origY,
scale_x: 1.0,
scale_y: 1.0,
time: Overview.ANIMATION_TIME,