/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */ const Big = imports.gi.Big; const Clutter = imports.gi.Clutter; const GdkPixbuf = imports.gi.GdkPixbuf; const Gdk = imports.gi.Gdk; const Gtk = imports.gi.Gtk; const Lang = imports.lang; const Mainloop = imports.mainloop; const Meta = imports.gi.Meta; const Pango = imports.gi.Pango; const Shell = imports.gi.Shell; const St = imports.gi.St; const Signals = imports.signals; const DND = imports.ui.dnd; const Lightbox = imports.ui.lightbox; const Main = imports.ui.main; const Overview = imports.ui.overview; const Panel = imports.ui.panel; const Tweener = imports.ui.tweener; const FOCUS_ANIMATION_TIME = 0.15; const FRAME_COLOR = new Clutter.Color(); FRAME_COLOR.from_pixel(0xffffffff); const SCROLL_SCALE_AMOUNT = 100 / 5; const ZOOM_OVERLAY_FADE_TIME = 0.15; // Define a layout scheme for small window counts. For larger // counts we fall back to an algorithm. We need more schemes here // unless we have a really good algorithm. // Each triplet is [xCenter, yCenter, scale] where the scale // is relative to the width of the workspace. const POSITIONS = { 1: [[0.5, 0.5, 0.95]], 2: [[0.25, 0.5, 0.48], [0.75, 0.5, 0.48]], 3: [[0.25, 0.25, 0.48], [0.75, 0.25, 0.48], [0.5, 0.75, 0.48]], 4: [[0.25, 0.25, 0.47], [0.75, 0.25, 0.47], [0.75, 0.75, 0.47], [0.25, 0.75, 0.47]], 5: [[0.165, 0.25, 0.32], [0.495, 0.25, 0.32], [0.825, 0.25, 0.32], [0.25, 0.75, 0.32], [0.75, 0.75, 0.32]] }; // Used in _orderWindowsPermutations, 5! = 120 which is probably the highest we can go const POSITIONING_PERMUTATIONS_MAX = 5; function _interpolate(start, end, step) { return start + (end - start) * step; } function _clamp(value, min, max) { return Math.max(min, Math.min(max, value)); } // Spacing between workspaces. At the moment, the same spacing is used // in both zoomed-in and zoomed-out views; this is slightly // metaphor-breaking, but the alternatives are also weird. const GRID_SPACING = 15; const FRAME_SIZE = GRID_SPACING / 3; function ScaledPoint(x, y, scaleX, scaleY) { [this.x, this.y, this.scaleX, this.scaleY] = arguments; } ScaledPoint.prototype = { getPosition : function() { return [this.x, this.y]; }, getScale : function() { return [this.scaleX, this.scaleY]; }, setPosition : function(x, y) { [this.x, this.y] = arguments; }, setScale : function(scaleX, scaleY) { [this.scaleX, this.scaleY] = arguments; }, interpPosition : function(other, step) { return [_interpolate(this.x, other.x, step), _interpolate(this.y, other.y, step)]; }, interpScale : function(other, step) { return [_interpolate(this.scaleX, other.scaleX, step), _interpolate(this.scaleY, other.scaleY, step)]; } }; function WindowClone(realWindow) { this._init(realWindow); } WindowClone.prototype = { _init : function(realWindow) { this.actor = new Clutter.Clone({ source: realWindow.get_texture(), reactive: true, x: realWindow.x, y: realWindow.y }); this.actor._delegate = this; this.realWindow = realWindow; this.metaWindow = realWindow.meta_window; this.metaWindow._delegate = this; this.origX = realWindow.x; this.origY = realWindow.y; this._stackAbove = null; this.actor.connect('button-release-event', Lang.bind(this, this._onButtonRelease)); this.actor.connect('scroll-event', Lang.bind(this, this._onScroll)); this.actor.connect('destroy', Lang.bind(this, this._onDestroy)); this.actor.connect('enter-event', Lang.bind(this, this._onEnter)); this.actor.connect('leave-event', Lang.bind(this, this._onLeave)); this._havePointer = false; this._draggable = DND.makeDraggable(this.actor); this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin)); this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd)); this._inDrag = false; this._zooming = false; this._selected = false; }, setStackAbove: function (actor) { this._stackAbove = actor; if (this._inDrag || this._zooming) // We'll fix up the stack after the drag/zooming return; this.actor.raise(this._stackAbove); }, destroy: function () { this.actor.destroy(); }, zoomFromOverview: function() { if (this._zooming) { // If the user clicked on the zoomed window, or we are // returning there anyways, then we can zoom right to the // window, but if we are going to some other window, then // we need to cancel the zoom before animating, or it // will look funny. if (!this._selected && this.metaWindow != global.screen.get_display().focus_window) this._zoomEnd(); } }, _onDestroy: function() { if (this._zoomLightbox) this._zoomLightbox.destroy(); }, _onEnter: function (actor, event) { // If the user drags faster than we can follow, he'll end up // leaving the window temporarily and then re-entering it if (this._inDrag) return; this._havePointer = true; }, _onLeave: function (actor, event) { // If the user drags faster than we can follow, he'll end up // leaving the window temporarily and then re-entering it if (this._inDrag) return; this._havePointer = false; if (this._zoomStep) this._zoomEnd(); }, _onScroll : function (actor, event) { let direction = event.get_scroll_direction(); if (direction == Clutter.ScrollDirection.UP) { if (this._zoomStep == undefined) this._zoomStart(); if (this._zoomStep < 100) { this._zoomStep += SCROLL_SCALE_AMOUNT; this._zoomUpdate(); } } else if (direction == Clutter.ScrollDirection.DOWN) { if (this._zoomStep > 0) { this._zoomStep -= SCROLL_SCALE_AMOUNT; this._zoomStep = Math.max(0, this._zoomStep); this._zoomUpdate(); } if (this._zoomStep <= 0.0) this._zoomEnd(); } }, _zoomUpdate : function () { [this.actor.x, this.actor.y] = this._zoomGlobalOrig.interpPosition(this._zoomTarget, this._zoomStep / 100); [this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.interpScale(this._zoomTarget, this._zoomStep / 100); let [width, height] = this.actor.get_transformed_size(); this.actor.x = _clamp(this.actor.x, 0, global.screen_width - width); this.actor.y = _clamp(this.actor.y, Panel.PANEL_HEIGHT, global.screen_height - height); }, _zoomStart : function () { this._zooming = true; this.emit('zoom-start'); this._zoomLightbox = new Lightbox.Lightbox(global.stage, false); this._zoomLocalOrig = new ScaledPoint(this.actor.x, this.actor.y, this.actor.scale_x, this.actor.scale_y); this._zoomGlobalOrig = new ScaledPoint(); let parent = this._origParent = this.actor.get_parent(); let [width, height] = this.actor.get_transformed_size(); this._zoomGlobalOrig.setPosition.apply(this._zoomGlobalOrig, this.actor.get_transformed_position()); this._zoomGlobalOrig.setScale(width / this.actor.width, height / this.actor.height); this.actor.reparent(global.stage); this._zoomLightbox.highlight(this.actor); [this.actor.x, this.actor.y] = this._zoomGlobalOrig.getPosition(); [this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.getScale(); this.actor.raise_top(); this._zoomTarget = new ScaledPoint(0, 0, 1.0, 1.0); this._zoomTarget.setPosition(this.actor.x - (this.actor.width - width) / 2, this.actor.y - (this.actor.height - height) / 2); this._zoomStep = 0; this._zoomUpdate(); }, _zoomEnd : function () { this._zooming = false; this.emit('zoom-end'); this.actor.reparent(this._origParent); // If the workspace has been destroyed while we were reparented to // the stage, _stackAbove will be unparented and we can't raise our // actor above it - as we are bound to be destroyed anyway in that // case, we can skip that step if (this._stackAbove && this._stackAbove.get_parent()) this.actor.raise(this._stackAbove); [this.actor.x, this.actor.y] = this._zoomLocalOrig.getPosition(); [this.actor.scale_x, this.actor.scale_y] = this._zoomLocalOrig.getScale(); this._zoomLightbox.destroy(); this._zoomLocalPosition = undefined; this._zoomLocalScale = undefined; this._zoomGlobalPosition = undefined; this._zoomGlobalScale = undefined; this._zoomTargetPosition = undefined; this._zoomStep = undefined; this._zoomLightbox = undefined; }, _onButtonRelease : function (actor, event) { this._selected = true; this.emit('selected', event.get_time()); }, _onDragBegin : function (draggable, time) { this._inDrag = true; this.emit('drag-begin'); }, _onDragEnd : function (draggable, time, snapback) { this._inDrag = false; // Most likely, the clone is going to move away from the // pointer now. But that won't cause a leave-event, so // do this by hand. Of course, if the window only snaps // back a short distance, this might be wrong, but it's // better to have the label mysteriously missing than // mysteriously present this._havePointer = false; // We may not have a parent if DnD completed successfully, in // which case our clone will shortly be destroyed and replaced // with a new one on the target workspace. if (this.actor.get_parent() != null) this.actor.raise(this._stackAbove); this.emit('drag-end'); } }; Signals.addSignalMethods(WindowClone.prototype); function DesktopClone(window) { this._init(window); } DesktopClone.prototype = { _init : function(window) { this.actor = new Clutter.Group({ reactive: true }); let background = new Clutter.Clone({ source: Main.background.source }); this.actor.add_actor(background); if (window) { this._desktop = new Clutter.Clone({ source: window.get_texture() }); this.actor.add_actor(this._desktop); this._desktop.hide(); } else { this._desktop = null; } this.actor.connect('button-release-event', Lang.bind(this, this._onButtonRelease)); }, zoomFromOverview: function(fadeInIcons) { if (this._desktop == null) return; if (fadeInIcons) { this._desktop.opacity = 0; this._desktop.show(); Tweener.addTween(this._desktop, { opacity: 255, time: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); } }, zoomToOverview: function(fadeOutIcons) { if (this._desktop == null) return; if (fadeOutIcons) { this._desktop.opacity = 255; this._desktop.show(); Tweener.addTween(this._desktop, { opacity: 0, time: Overview.ANIMATION_TIME, transition: "easeOutQuad", onComplete: Lang.bind(this, function() { this._desktop.hide(); }) }); } else { this._desktop.hide(); } }, _onButtonRelease : function (actor, event) { this.emit('selected', event.get_time()); } }; Signals.addSignalMethods(DesktopClone.prototype); /** * @windowClone: Corresponding window clone * @parentActor: The actor which will be the parent of all overlay items * such as app icon and window caption */ function WindowOverlay(windowClone, parentActor) { this._init(windowClone, parentActor); } WindowOverlay.prototype = { _init : function(windowClone, parentActor) { let metaWindow = windowClone.metaWindow; this._windowClone = windowClone; this._parentActor = parentActor; let title = new St.Label({ style_class: "window-caption", text: metaWindow.title }); title.clutter_text.ellipsize = Pango.EllipsizeMode.END; title._spacing = 0; this._updateCaptionId = metaWindow.connect('notify::title', Lang.bind(this, function(w) { this.title.text = w.title; })); let button = new St.Button({ style_class: "window-close" }); button._overlap = 0; this._idleToggleCloseId = 0; button.connect('clicked', Lang.bind(this, this._closeWindow)); windowClone.actor.connect('destroy', Lang.bind(this, this._onDestroy)); windowClone.actor.connect('enter-event', Lang.bind(this, this._onEnter)); windowClone.actor.connect('leave-event', Lang.bind(this, this._onLeave)); this._windowAddedId = 0; windowClone.connect('zoom-start', Lang.bind(this, this.hide)); windowClone.connect('zoom-end', Lang.bind(this, this.show)); button.hide(); this.title = title; this.closeButton = button; parentActor.add_actor(this.title); parentActor.add_actor(this.closeButton); title.connect('style-changed', Lang.bind(this, this._onStyleChanged)); button.connect('style-changed', Lang.bind(this, this._onStyleChanged)); // force a style change if we are already on a stage - otherwise // the signal will be emitted normally when we are added if (parentActor.get_stage()) this._onStyleChanged(); }, hide: function() { this.closeButton.hide(); this.title.hide(); }, show: function() { let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer(); let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y); if (actor == this._windowClone.actor) { this.closeButton.show(); } this.title.show(); }, fadeIn: function() { this.title.opacity = 0; this.title.show(); this._parentActor.raise_top(); Tweener.addTween(this.title, { opacity: 255, time: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); }, chromeWidth: function () { return this.closeButton.width - this.closeButton._overlap; }, chromeHeights: function () { return [this.closeButton.height - this.closeButton._overlap, this.title.height + this.title._spacing]; }, /** * @cloneX: x position of windowClone * @cloneY: y position of windowClone * @cloneWidth: width of windowClone * @cloneHeight height of windowClone */ // These parameters are not the values retrieved with // get_transformed_position() and get_transformed_size(), // as windowClone might be moving. // See Workspace._fadeInWindowOverlay updatePositions: function(cloneX, cloneY, cloneWidth, cloneHeight) { let button = this.closeButton; let title = this.title; let buttonX = cloneX + cloneWidth - button._overlap; let buttonY = cloneY - button.height + button._overlap; button.set_position(Math.floor(buttonX), Math.floor(buttonY)); if (!title.fullWidth) title.fullWidth = title.width; title.width = Math.min(title.fullWidth, cloneWidth); let titleX = cloneX + (cloneWidth - title.width) / 2; let titleY = cloneY + cloneHeight + title._spacing; title.set_position(Math.floor(titleX), Math.floor(titleY)); }, _closeWindow: function(actor) { let metaWindow = this._windowClone.metaWindow; this._workspace = metaWindow.get_workspace(); this._windowAddedId = this._workspace.connect('window-added', Lang.bind(this, this._onWindowAdded)); metaWindow.delete(global.get_current_time()); }, _onWindowAdded: function(workspace, win) { let metaWindow = this._windowClone.metaWindow; if (win.get_transient_for() == metaWindow) { workspace.disconnect(this._windowAddedId); this._windowAddedId = 0; // use an idle handler to avoid mapping problems - // see comment in Workspace._windowAdded Mainloop.idle_add(Lang.bind(this, function() { this._windowClone.emit('selected'); return false; })); } }, _onDestroy: function() { if (this._windowAddedId > 0) { this._workspace.disconnect(this._windowAddedId); this._windowAddedId = 0; } if (this._idleToggleCloseId > 0) { Mainloop.source_remove(this._idleToggleCloseId); this._idleToggleCloseId = 0; } this._windowClone.metaWindow.disconnect(this._updateCaptionId); this.title.destroy(); this.closeButton.destroy(); }, _onEnter: function() { this._parentActor.raise_top(); this.closeButton.show(); this.emit('show-close-button'); }, _onLeave: function() { if (this._idleToggleCloseId == 0) this._idleToggleCloseId = Mainloop.timeout_add(750, Lang.bind(this, this._idleToggleCloseButton)); }, _idleToggleCloseButton: function() { this._idleToggleCloseId = 0; let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer(); let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y); if (actor != this._windowClone.actor && actor != this.closeButton) { this.closeButton.hide(); } return false; }, hideCloseButton: function() { if (this._idleToggleCloseId > 0) { Mainloop.source_remove(this._idleToggleCloseId); this._idleToggleCloseId = 0; } this.closeButton.hide(); }, _onStyleChanged: function() { let titleNode = this.title.get_theme_node(); let [success, len] = titleNode.get_length('-shell-caption-spacing', false); if (success) this.title._spacing = len; let closeNode = this.closeButton.get_theme_node(); [success, len] = closeNode.get_length('-shell-close-overlap', false); if (success) this.closeButton._overlap = len; this._parentActor.queue_relayout(); } }; Signals.addSignalMethods(WindowOverlay.prototype); const WindowPositionFlags = { ZOOM: 1 << 0, ANIMATE: 1 << 1 }; /** * @workspaceNum: Workspace index * @parentActor: The actor which will be the parent of this workspace; * we need this in order to add chrome such as the icons * on top of the windows without having them be scaled. */ function Workspace(workspaceNum, parentActor) { this._init(workspaceNum, parentActor); } Workspace.prototype = { _init : function(workspaceNum, parentActor) { this.workspaceNum = workspaceNum; this._windowOverlaysGroup = new Clutter.Group(); // Without this the drop area will be overlapped. this._windowOverlaysGroup.set_size(0, 0); this._metaWorkspace = global.screen.get_workspace_by_index(workspaceNum); parentActor.add_actor(this._windowOverlaysGroup); this._parentActor = parentActor; this.actor = new Clutter.Group(); this.actor._delegate = this; this.actor.connect('destroy', Lang.bind(this, this._onDestroy)); // Auto-sizing is unreliable in the presence of ClutterClone, so rather than // implicitly counting on the workspace actor to be sized to the size of the // included desktop actor clone, set the size explicitly to the screen size. // See http://bugzilla.openedhand.com/show_bug.cgi?id=1755 this.actor.width = global.screen_width; this.actor.height = global.screen_height; this.scale = 1.0; let windows = global.get_windows().filter(this._isMyWindow, this); // Find the desktop window for (let i = 0; i < windows.length; i++) { if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) { this._desktop = new DesktopClone(windows[i]); break; } } // If there wasn't one, fake it if (!this._desktop) this._desktop = new DesktopClone(); this._desktop.connect('selected', Lang.bind(this, function(clone, time) { // Only switch to the workspace when one window is open // We check for "2" here because the Desktop does not really count // as a window in this context. if (this._windows.length <= 2) { this._metaWorkspace.activate(time); Main.overview.hide(); } })); this.actor.add_actor(this._desktop.actor); // Create clones for remaining windows that should be // visible in the Overview this._windows = [this._desktop]; this._windowOverlays = [ null ]; for (let i = 0; i < windows.length; i++) { if (this._isOverviewWindow(windows[i])) { this._addWindowClone(windows[i]); } } // A filter for what windows we display this._showOnlyWindows = null; // Track window changes this._windowAddedId = this._metaWorkspace.connect('window-added', Lang.bind(this, this._windowAdded)); this._windowRemovedId = this._metaWorkspace.connect('window-removed', Lang.bind(this, this._windowRemoved)); this._repositionWindowsId = 0; this._visible = false; this._frame = null; this.leavingOverview = false; }, _lookupIndex: function (metaWindow) { for (let i = 0; i < this._windows.length; i++) { if (this._windows[i].metaWindow == metaWindow) { return i; } } return -1; }, /** * lookupCloneForMetaWindow: * @metaWindow: A #MetaWindow * * Given a #MetaWindow instance, find the WindowClone object * which represents it in the workspaces display. */ lookupCloneForMetaWindow: function (metaWindow) { let index = this._lookupIndex (metaWindow); return index < 0 ? null : this._windows[index]; }, containsMetaWindow: function (metaWindow) { return this._lookupIndex(metaWindow) >= 0; }, setShowOnlyWindows: function(showOnlyWindows, reposition) { this._showOnlyWindows = showOnlyWindows; this._resetCloneVisibility(); if (reposition) this.positionWindows(WindowPositionFlags.ANIMATE); }, /** * setLightboxMode: * @showLightbox: If true, dim background and allow highlighting a specific window * * This function also resets the highlighted window state. */ setLightboxMode: function (showLightbox) { if (showLightbox) { this._lightbox = new Lightbox.Lightbox(this.actor, false); } else { this._lightbox.destroy(); this._lightbox = null; } if (this._frame) { this._frame.set_opacity(showLightbox ? 150 : 255); } }, /** * setHighlightWindow: * @metaWindow: A #MetaWindow * * Draw the user's attention to the given window @metaWindow. */ setHighlightWindow: function (metaWindow) { let actor; if (metaWindow != null) { let clone = this.lookupCloneForMetaWindow(metaWindow); actor = clone.actor; } this._lightbox.highlight(actor); }, // Mark the workspace selected/not-selected setSelected : function(selected) { // Don't draw a frame if we only have one workspace if (selected && global.screen.n_workspaces > 1) { if (this._frame) return; // FIXME: do something cooler-looking using clutter-cairo this._frame = new Clutter.Rectangle({ color: FRAME_COLOR }); this.actor.add_actor(this._frame); this._frame.set_position(this._desktop.actor.x - FRAME_SIZE / this.actor.scale_x, this._desktop.actor.y - FRAME_SIZE / this.actor.scale_y); this._frame.set_size(this._desktop.actor.width + 2 * FRAME_SIZE / this.actor.scale_x, this._desktop.actor.height + 2 * FRAME_SIZE / this.actor.scale_y); this._frame.lower_bottom(); this._framePosHandler = this.actor.connect('notify::scale-x', Lang.bind(this, this._updateFramePosition)); } else { if (!this._frame) return; this.actor.disconnect(this._framePosHandler); this._frame.destroy(); this._frame = null; } }, _updateFramePosition : function() { this._frame.set_position(this._desktop.actor.x - FRAME_SIZE / this.actor.scale_x, this._desktop.actor.y - FRAME_SIZE / this.actor.scale_y); this._frame.set_size(this._desktop.actor.width + 2 * FRAME_SIZE / this.actor.scale_x, this._desktop.actor.height + 2 * FRAME_SIZE / this.actor.scale_y); }, _isCloneVisible: function(clone) { return this._showOnlyWindows == null || (clone.metaWindow in this._showOnlyWindows); }, /** * _getVisibleClones: * * Returns a list WindowClone objects where the clone isn't filtered * out by any application filter. The clone for the desktop is excluded. * The returned array will always be newly allocated; it is not in any * defined order, and thus it's convenient to call .sort() with your * choice of sorting function. */ _getVisibleClones: function() { let visible = []; for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; if (!this._isCloneVisible(clone)) continue; visible.push(clone); } return visible; }, _resetCloneVisibility: function () { for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; let overlay = this._windowOverlays[i]; if (!this._isCloneVisible(clone)) { clone.actor.hide(); overlay.hide(); } else { clone.actor.show(); } } }, // Only use this for n <= 20 say _factorial: function(n) { let result = 1; for (let i = 2; i <= n; i++) result *= i; return result; }, /** * _permutation: * @permutationIndex: An integer from [0, list.length!) * @list: (inout): Array of objects to permute; will be modified in place * * Given an integer between 0 and length of array, re-order the array in-place * into a permutation denoted by the index. */ _permutation: function(permutationIndex, list) { for (let j = 2; j <= list.length; j++) { let firstIndex = (permutationIndex % j); let secondIndex = j - 1; // Swap let tmp = list[firstIndex]; list[firstIndex] = list[secondIndex]; list[secondIndex] = tmp; permutationIndex = Math.floor(permutationIndex / j); } }, /** * _forEachPermutations: * @list: Array * @func: Function which takes a single array argument * * Call @func with each permutation of @list as an argument. */ _forEachPermutations: function(list, func) { let nCombinations = this._factorial(list.length); for (let i = 0; i < nCombinations; i++) { let listCopy = list.concat(); this._permutation(i, listCopy); func(listCopy); } }, /** * _computeWindowMotion: * @actor: A #WindowClone's #ClutterActor * @slot: An element of #POSITIONS * @slotGeometry: Layout of @slot * * Returns a number corresponding to how much perceived motion * would be involved in moving the window to the given slot. * Currently this is the square of the distance between the * centers. */ _computeWindowMotion: function (actor, slot) { let [xCenter, yCenter, fraction] = slot; let xDelta, yDelta, distanceSquared; let actorWidth, actorHeight; actorWidth = actor.width * actor.scale_x; actorHeight = actor.height * actor.scale_y; xDelta = actor.x + actorWidth / 2.0 - xCenter * global.screen_width; yDelta = actor.y + actorHeight / 2.0 - yCenter * global.screen_height; distanceSquared = xDelta * xDelta + yDelta * yDelta; return distanceSquared; }, /** * _orderWindowsPermutations: * * Iterate over all permutations of the windows, and determine the * permutation which has the least total motion. */ _orderWindowsPermutations: function (clones, slots) { let minimumMotionPermutation = null; let minimumMotion = -1; let permIndex = 0; this._forEachPermutations(clones, Lang.bind(this, function (permutation) { let motion = 0; for (let i = 0; i < permutation.length; i++) { let cloneActor = permutation[i].actor; let slot = slots[i]; let delta = this._computeWindowMotion(cloneActor, slot); motion += delta; } if (minimumMotionPermutation == null || motion < minimumMotion) { minimumMotionPermutation = permutation; minimumMotion = motion; } permIndex++; })); return minimumMotionPermutation; }, /** * _orderWindowsGreedy: * * Iterate over available slots in order, placing into each one the window * we find with the smallest motion to that slot. */ _orderWindowsGreedy: function(clones, slots) { let result = []; let slotIndex = 0; // Copy since we mutate below let clonesCopy = clones.concat(); for (let i = 0; i < slots.length; i++) { let slot = slots[i]; let minimumMotionIndex = -1; let minimumMotion = -1; for (let j = 0; j < clonesCopy.length; j++) { let cloneActor = clonesCopy[j].actor; let delta = this._computeWindowMotion(cloneActor, slot); if (minimumMotionIndex == -1 || delta < minimumMotion) { minimumMotionIndex = j; minimumMotion = delta; } } result.push(clonesCopy[minimumMotionIndex]); clonesCopy.splice(minimumMotionIndex, 1); } return result; }, /** * _orderWindowsByMotionAndStartup: * @windows: Array of #MetaWindow * @slots: Array of slots * * Returns a copy of @windows, ordered in such a way that they require least motion * to move to the final screen coordinates of @slots. Ties are broken in a stable * fashion by the order in which the windows were created. */ _orderWindowsByMotionAndStartup: function(clones, slots) { clones.sort(function(w1, w2) { return w2.metaWindow.get_stable_sequence() - w1.metaWindow.get_stable_sequence(); }); if (clones.length <= POSITIONING_PERMUTATIONS_MAX) return this._orderWindowsPermutations(clones, slots); else return this._orderWindowsGreedy(clones, slots); }, /** * _getSlotRelativeGeometry: * @slot: A layout slot * * Returns: the workspace-relative [x, y, width, height] * of a given window layout slot. */ _getSlotRelativeGeometry: function(slot) { let [xCenter, yCenter, fraction] = slot; let width = global.screen_width * fraction; let height = global.screen_height * fraction; let x = xCenter * global.screen_width - width / 2; let y = yCenter * global.screen_height - height / 2; return [x, y, width, height]; }, /** * _computeWindowRelativeLayout: * @metaWindow: A #MetaWindow * @slot: A layout slot * * Given a window and slot to fit it in, compute its * workspace-relative [x, y, scale] where scale applies * to both X and Y directions. */ _computeWindowRelativeLayout: function(metaWindow, slot) { let [xCenter, yCenter, fraction] = slot; let [x, y, width, height] = this._getSlotRelativeGeometry(slot); xCenter = xCenter * global.screen_width; let rect = new Meta.Rectangle(); metaWindow.get_outer_rect(rect); let [buttonOuterHeight, captionHeight] = this._windowOverlays[1].chromeHeights(); buttonOuterHeight /= this.scale; captionHeight /= this.scale; let buttonOuterWidth = this._windowOverlays[1].chromeWidth() / this.scale; let desiredWidth = global.screen_width * fraction; let desiredHeight = global.screen_height * fraction; let scale = Math.min((desiredWidth - buttonOuterWidth) / rect.width, (desiredHeight - buttonOuterHeight - captionHeight) / rect.height, 1.0 / this.scale); x = xCenter - 0.5 * scale * rect.width; y = y + height - rect.height * scale - captionHeight; return [x, y, scale]; }, /** * positionWindows: * @flags: * ZOOM - workspace is moving at the same time and we need to take that into account. * ANIMATE - Indicates that we need animate changing position. */ positionWindows : function(flags) { if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } let totalVisible = 0; let visibleClones = this._getVisibleClones(); let workspaceZooming = flags & WindowPositionFlags.ZOOM; let animate = flags & WindowPositionFlags.ANIMATE; // Start the animations let slots = this._computeAllWindowSlots(visibleClones.length); visibleClones = this._orderWindowsByMotionAndStartup(visibleClones, slots); for (let i = 0; i < visibleClones.length; i++) { let slot = slots[i]; let clone = visibleClones[i]; let metaWindow = clone.metaWindow; let mainIndex = this._lookupIndex(metaWindow); let overlay = this._windowOverlays[mainIndex]; let [x, y, scale] = this._computeWindowRelativeLayout(metaWindow, slot); overlay.hide(); if (animate) { if (!metaWindow.showing_on_its_workspace()) { /* Hidden windows should fade in and grow * therefore we need to resize them now so they * can be scaled up later */ if (workspaceZooming) { clone.actor.opacity = 0; clone.actor.scale_x = 0; clone.actor.scale_y = 0; clone.actor.x = x; clone.actor.y = y; } // Make the window slightly transparent to indicate it's hidden Tweener.addTween(clone.actor, { opacity: 255, time: Overview.ANIMATION_TIME, transition: "easeInQuad" }); } Tweener.addTween(clone.actor, { x: x, y: y, scale_x: scale, scale_y: scale, workspace_relative: workspaceZooming ? this : null, time: Overview.ANIMATION_TIME, transition: "easeOutQuad", onComplete: Lang.bind(this, function() { this._fadeInWindowOverlay(clone, overlay); }) }); } else { clone.actor.set_position(x, y); clone.actor.set_scale(scale, scale); this._fadeInWindowOverlay(clone, overlay); } } }, syncStacking: function(stackIndices) { let desktopClone = this._windows[0]; let visibleClones = this._getVisibleClones(); visibleClones.sort(function (a, b) { return stackIndices[a.metaWindow.get_stable_sequence()] - stackIndices[b.metaWindow.get_stable_sequence()]; }); for (let i = 0; i < visibleClones.length; i++) { let clone = visibleClones[i]; let metaWindow = clone.metaWindow; if (i == 0) { clone.setStackAbove(desktopClone.actor); } else { let previousClone = visibleClones[i - 1]; clone.setStackAbove(previousClone.actor); } } }, _fadeInWindowOverlay: function(clone, overlay) { // This is a little messy and complicated because when we // start the fade-in we may not have done the final positioning // of the workspaces. (Tweener doesn't necessarily finish // all animations before calling onComplete callbacks.) // So we need to manually compute where the window will // be after the workspace animation finishes. let [cloneX, cloneY] = clone.actor.get_position(); let [cloneWidth, cloneHeight] = clone.actor.get_size(); cloneX = this.gridX + this.scale * cloneX; cloneY = this.gridY + this.scale * cloneY; cloneWidth = this.scale * clone.actor.scale_x * cloneWidth; cloneHeight = this.scale * clone.actor.scale_y * cloneHeight; overlay.updatePositions(cloneX, cloneY, cloneWidth, cloneHeight); overlay.fadeIn(); }, _fadeInAllOverlays: function() { for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; let overlay = this._windowOverlays[i]; if (this._showOnlyWindows != null && !(clone.metaWindow in this._showOnlyWindows)) continue; this._fadeInWindowOverlay(clone, overlay); } }, _hideAllOverlays: function() { for (let i = 1; i< this._windows.length; i++) { let overlay = this._windowOverlays[i]; overlay.hide(); } }, _delayedWindowRepositioning: function() { let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer(); let wsWidth = this.actor.width * this.scale; let wsHeight = this.actor.height * this.scale; let pointerHasMoved = (this._cursorX != x && this._cursorY != y); let inWorkspace = (this.gridX < x && x < this.gridX + wsWidth && this.gridY < y && y < this.gridY + wsHeight); if (pointerHasMoved && inWorkspace) { // store current cursor position this._cursorX = x; this._cursorY = y; return true; } this.positionWindows(WindowPositionFlags.ANIMATE); return false; }, _windowRemoved : function(metaWorkspace, metaWin) { let win = metaWin.get_compositor_private(); // find the position of the window in our list let index = this._lookupIndex (metaWin); if (index == -1) return; let clone = this._windows[index]; this._windows.splice(index, 1); this._windowOverlays.splice(index, 1); // If metaWin.get_compositor_private() returned non-NULL, that // means the window still exists (and is just being moved to // another workspace or something), so set its overviewHint // accordingly. (If it returned NULL, then the window is being // destroyed; we'd like to animate this, but it's too late at // this point.) if (win) { let [stageX, stageY] = clone.actor.get_transformed_position(); let [stageWidth, stageHeight] = clone.actor.get_transformed_size(); win._overviewHint = { x: stageX, y: stageY, scale: stageWidth / clone.actor.width }; } clone.destroy(); // We need to reposition the windows; to avoid shuffling windows // around while the user is interacting with the workspace, we delay // the positioning until the pointer remains still for at least 750 ms // or is moved outside the workspace // remove old handler if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } // setup new handler let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer(); this._cursorX = x; this._cursorY = y; this._repositionWindowsId = Mainloop.timeout_add(750, Lang.bind(this, this._delayedWindowRepositioning)); }, _windowAdded : function(metaWorkspace, metaWin) { if (this.leavingOverview) return; let win = metaWin.get_compositor_private(); if (!win) { // Newly-created windows are added to a workspace before // the compositor finds out about them... Mainloop.idle_add(Lang.bind(this, function () { if (this.actor && metaWin.get_compositor_private()) this._windowAdded(metaWorkspace, metaWin); return false; })); return; } if (!this._isOverviewWindow(win)) return; let clone = this._addWindowClone(win); if (win._overviewHint) { let x = (win._overviewHint.x - this.actor.x) / this.scale; let y = (win._overviewHint.y - this.actor.y) / this.scale; let scale = win._overviewHint.scale / this.scale; delete win._overviewHint; clone.actor.set_position (x, y); clone.actor.set_scale (scale, scale); } this.positionWindows(WindowPositionFlags.ANIMATE); }, // check for maximized windows on the workspace _haveMaximizedWindows: function() { for (let i = 1; i < this._windows.length; i++) { let metaWindow = this._windows[i].metaWindow; if (metaWindow.showing_on_its_workspace() && metaWindow.maximized_horizontally && metaWindow.maximized_vertically) return true; } return false; }, // Animate the full-screen to Overview transition. zoomToOverview : function(animate) { this.actor.set_position(this.gridX, this.gridY); this.actor.set_scale(this.scale, this.scale); // Position and scale the windows. if (animate) this.positionWindows(WindowPositionFlags.ANIMATE | WindowPositionFlags.ZOOM); else this.positionWindows(WindowPositionFlags.ZOOM); let active = global.screen.get_active_workspace_index(); let fadeInIcons = (animate && active == this.workspaceNum && !this._haveMaximizedWindows()); this._desktop.zoomToOverview(fadeInIcons); this._visible = true; }, // Animates the return from Overview mode zoomFromOverview : function() { this.leavingOverview = true; this._hideAllOverlays(); Main.overview.connect('hidden', Lang.bind(this, this._doneLeavingOverview)); // Position and scale the windows. for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; clone.zoomFromOverview(); if (clone.metaWindow.showing_on_its_workspace()) { Tweener.addTween(clone.actor, { x: clone.origX, y: clone.origY, scale_x: 1.0, scale_y: 1.0, workspace_relative: this, time: Overview.ANIMATION_TIME, opacity: 255, transition: "easeOutQuad" }); } else { // The window is hidden, make it shrink and fade it out Tweener.addTween(clone.actor, { scale_x: 0, scale_y: 0, opacity: 0, workspace_relative: this, time: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); } } let active = global.screen.get_active_workspace_index(); let fadeOutIcons = (active == this.workspaceNum && !this._haveMaximizedWindows()); this._desktop.zoomFromOverview(fadeOutIcons); this._visible = false; }, // Animates grid shrinking/expanding when a row or column // of workspaces is added or removed resizeToGrid : function (oldScale) { this._hideAllOverlays(); Tweener.addTween(this.actor, { x: this.gridX, y: this.gridY, scale_x: this.scale, scale_y: this.scale, time: Overview.ANIMATION_TIME, transition: "easeOutQuad", onComplete: Lang.bind(this, this._fadeInAllOverlays) }); }, // Animates the addition of a new (empty) workspace slideIn : function(oldScale) { if (this.gridCol > this.gridRow) { this.actor.set_position(global.screen_width, this.gridY); this.actor.set_scale(oldScale, oldScale); } else { this.actor.set_position(this.gridX, global.screen_height); this.actor.set_scale(this.scale, this.scale); } Tweener.addTween(this.actor, { x: this.gridX, y: this.gridY, scale_x: this.scale, scale_y: this.scale, time: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); this._visible = true; }, // Animates the removal of a workspace slideOut : function(onComplete) { let destX = this.actor.x, destY = this.actor.y; this._hideAllOverlays(); if (this.gridCol > this.gridRow) destX = global.screen_width; else destY = global.screen_height; Tweener.addTween(this.actor, { x: destX, y: destY, scale_x: this.scale, scale_y: this.scale, time: Overview.ANIMATION_TIME, transition: "easeOutQuad", onComplete: onComplete }); this._visible = false; // Don't let the user try to select this workspace as it's // making its exit. this._desktop.reactive = false; }, destroy : function() { this.actor.destroy(); }, _onDestroy: function(actor) { Tweener.removeTweens(actor); this._metaWorkspace.disconnect(this._windowAddedId); this._metaWorkspace.disconnect(this._windowRemovedId); if (this._repositionWindowsId > 0) Mainloop.source_remove(this._repositionWindowsId); // Usually, the windows will be destroyed automatically with // their parent (this.actor), but we might have a zoomed window // which has been reparented to the stage - _windows[0] holds // the desktop window, which is never reparented for (let w = 1; w < this._windows.length; w++) this._windows[w].destroy(); }, // Sets this.leavingOverview flag to false. _doneLeavingOverview : function() { this.leavingOverview = false; }, // Tests if @win belongs to this workspaces _isMyWindow : function (win) { return win.get_workspace() == this.workspaceNum || (win.get_meta_window() && win.get_meta_window().is_on_all_workspaces()); }, // Tests if @win should be shown in the Overview _isOverviewWindow : function (win) { let tracker = Shell.WindowTracker.get_default() return tracker.is_window_interesting(win.get_meta_window()); }, // Create a clone of a (non-desktop) window and add it to the window list _addWindowClone : function(win) { let clone = new WindowClone(win); let overlay = new WindowOverlay(clone, this._windowOverlaysGroup); clone.connect('selected', Lang.bind(this, this._onCloneSelected)); clone.connect('drag-begin', Lang.bind(this, function() { overlay.hide(); })); clone.connect('drag-end', Lang.bind(this, function() { overlay.show(); })); this.actor.add_actor(clone.actor); overlay.connect('show-close-button', Lang.bind(this, this._onShowOverlayClose)); this._windows.push(clone); this._windowOverlays.push(overlay); return clone; }, _onShowOverlayClose: function (windowOverlay) { for (let i = 1; i < this._windowOverlays.length; i++) { let overlay = this._windowOverlays[i]; if (overlay == windowOverlay) continue; overlay.hideCloseButton(); } }, _computeWindowSlot : function(windowIndex, numberOfWindows) { if (numberOfWindows in POSITIONS) return POSITIONS[numberOfWindows][windowIndex]; // If we don't have a predefined scheme for this window count, // arrange the windows in a grid pattern. let gridWidth = Math.ceil(Math.sqrt(numberOfWindows)); let gridHeight = Math.ceil(numberOfWindows / gridWidth); let fraction = 0.95 * (1. / gridWidth); let xCenter = (.5 / gridWidth) + ((windowIndex) % gridWidth) / gridWidth; let yCenter = (.5 / gridHeight) + Math.floor((windowIndex / gridWidth)) / gridHeight; return [xCenter, yCenter, fraction]; }, _computeAllWindowSlots: function(totalWindows) { let slots = []; for (let i = 0; i < totalWindows; i++) { slots.push(this._computeWindowSlot(i, totalWindows)); } return slots; }, _onCloneSelected : function (clone, time) { Main.activateWindow(clone.metaWindow, time, this.workspaceNum); }, _removeSelf : function(actor, event) { let screen = global.screen; let workspace = screen.get_workspace_by_index(this.workspaceNum); screen.remove_workspace(workspace, event.get_time()); return true; }, // Draggable target interface acceptDrop : function(source, actor, x, y, time) { if (source instanceof WindowClone) { let win = source.realWindow; if (this._isMyWindow(win)) return false; // Set a hint on the Mutter.Window so its initial position // in the new workspace will be correct win._overviewHint = { x: actor.x, y: actor.y, scale: actor.scale_x }; let metaWindow = win.get_meta_window(); metaWindow.change_workspace_by_index(this.workspaceNum, false, // don't create workspace time); return true; } else if (source.shellWorkspaceLaunch) { this._metaWorkspace.activate(time); source.shellWorkspaceLaunch(); return true; } return false; } }; Signals.addSignalMethods(Workspace.prototype); // Create a SpecialPropertyModifier to let us move windows in a // straight line on the screen even though their containing workspace // is also moving. Tweener.registerSpecialPropertyModifier('workspace_relative', _workspaceRelativeModifier, _workspaceRelativeGet); function _workspaceRelativeModifier(workspace) { let [startX, startY] = Main.overview.getPosition(); let overviewPosX, overviewPosY, overviewScale; if (!workspace) return []; if (workspace.leavingOverview) { let [zoomedInX, zoomedInY] = Main.overview.getZoomedInPosition(); overviewPosX = { begin: startX, end: zoomedInX }; overviewPosY = { begin: startY, end: zoomedInY }; overviewScale = { begin: Main.overview.getScale(), end: Main.overview.getZoomedInScale() }; } else { overviewPosX = { begin: startX, end: 0 }; overviewPosY = { begin: startY, end: 0 }; overviewScale = { begin: Main.overview.getScale(), end: 1 }; } return [ { name: 'x', parameters: { workspacePos: workspace.gridX, overviewPos: overviewPosX, overviewScale: overviewScale } }, { name: 'y', parameters: { workspacePos: workspace.gridY, overviewPos: overviewPosY, overviewScale: overviewScale } } ]; } function _workspaceRelativeGet(begin, end, time, params) { let curOverviewPos = (1 - time) * params.overviewPos.begin + time * params.overviewPos.end; let curOverviewScale = (1 - time) * params.overviewScale.begin + time * params.overviewScale.end; // Calculate the screen position of the window. let screen = (1 - time) * ((begin + params.workspacePos) * params.overviewScale.begin + params.overviewPos.begin) + time * ((end + params.workspacePos) * params.overviewScale.end + params.overviewPos.end); // Return the workspace coordinates. return (screen - curOverviewPos) / curOverviewScale - params.workspacePos; }