/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */ const Tweener = imports.tweener.tweener; const Clutter = imports.gi.Clutter; const Gtk = imports.gi.Gtk; const Lang = imports.lang; const Pango = imports.gi.Pango; const Signals = imports.signals; const Main = imports.ui.main; const Overlay = imports.ui.overlay; const Panel = imports.ui.panel; const Meta = imports.gi.Meta; const Shell = imports.gi.Shell; const Big = imports.gi.Big; const GdkPixbuf = imports.gi.GdkPixbuf; // Windows are slightly translucent in the overlay mode const WINDOW_OPACITY = 0.9 * 255; const FOCUS_ANIMATION_TIME = 0.15; const SNAP_BACK_ANIMATION_TIME = 0.25; const WINDOWCLONE_BG_COLOR = new Clutter.Color(); WINDOWCLONE_BG_COLOR.from_pixel(0x000000f0); const WINDOWCLONE_TITLE_COLOR = new Clutter.Color(); WINDOWCLONE_TITLE_COLOR.from_pixel(0xffffffff); const FRAME_COLOR = new Clutter.Color(); FRAME_COLOR.from_pixel(0xffffffff); // 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, 0.8]], 2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]], 3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]], 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]], 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]] }; // 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 Workspace(workspaceNum) { this._init(workspaceNum); } Workspace.prototype = { _init : function(workspaceNum) { let me = this; let global = Shell.Global.get(); this.workspaceNum = workspaceNum; this.actor = new Clutter.Group(); 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 = this._makeClone(windows[i]); break; } } // If there wasn't one, fake it if (!this._desktop) this._desktop = this._makeDesktopRectangle(); let metaWorkspace = global.screen.get_workspace_by_index(workspaceNum); this._desktop.connect('button-press-event', function(actor, event) { metaWorkspace.activate(event.get_time()); Main.hide_overlay(); }); this.actor.add_actor(this._desktop); // Create clones for remaining windows that should be // visible in the overlay this._windows = [this._desktop]; for (let i = 0; i < windows.length; i++) { if (this._isOverlayWindow(windows[i])) { this._addWindowClone(windows[i]); } } this._overlappedMode = !((this._windows.length-1) in POSITIONS); this._removeButton = null; this._visible = false; this._frame = null; }, // Checks if the workspace is empty (ie, contains only a desktop window) isEmpty : function() { return this._windows.length == 1; }, // Change Workspace's removability. setRemovable : function(removable, buttonSize) { let global = Shell.Global.get(); if (removable) { if (this._removeButton) return; this._removeButton = new Clutter.Texture({ width: buttonSize, height: buttonSize, reactive: true }); this._removeButton.set_from_file(global.imagedir + "remove-workspace.svg"); this._removeButton.connect('button-press-event', Lang.bind(this, this._removeSelf)); this.actor.add_actor(this._removeButton); this._adjustRemoveButton(); this._adjustRemoveButtonId = this.actor.connect('notify::scale-x', Lang.bind(this, this._adjustRemoveButton)); if (this._visible) { this._removeButton.set_opacity(0); Tweener.addTween(this._removeButton, { opacity: 255, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); } } else { if (!this._removeButton) return; if (this._visible) { Tweener.addTween(this._removeButton, { opacity: 0, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad", onComplete: this._removeRemoveButton, onCompleteScope: this }); } else this._removeRemoveButton(); } }, _adjustRemoveButton : function() { this._removeButton.set_scale(1.0 / this.actor.scale_x, 1.0 / this.actor.scale_y); this._removeButton.set_position( (this.actor.width - this._removeButton.width / this.actor.scale_x) / 2, (this.actor.height - this._removeButton.height / this.actor.scale_y) / 2); }, _removeRemoveButton : function() { this._removeButton.destroy(); this._removeButton = null; this.actor.disconnect(this._adjustRemoveButtonId); }, // Mark the workspace selected/not-selected setSelected : function(selected) { if (selected) { 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.x - FRAME_SIZE / this.actor.scale_x, this._desktop.y - FRAME_SIZE / this.actor.scale_y); this._frame.set_size(this._desktop.width + 2 * FRAME_SIZE / this.actor.scale_x, this._desktop.height + 2 * FRAME_SIZE / this.actor.scale_y); this._frame.lower_bottom(); this._framePosHandler = this.actor.connect('notify::x', Lang.bind(this, this._updateFramePosition)); this._frameSizeHandler = this.actor.connect('notify::scale-x', Lang.bind(this, this._updateFrameSize)); } else { if (!this._frame) return; this.actor.disconnect(this._framePosHandler); this.actor.disconnect(this._frameSizeHandler); this._frame.destroy(); this._frame = null; } }, _updateFramePosition : function() { this._frame.set_position(this._desktop.x - FRAME_SIZE / this.actor.scale_x, this._desktop.y - FRAME_SIZE / this.actor.scale_y); }, _updateFrameSize : function() { this._frame.set_size(this._desktop.width + 2 * FRAME_SIZE / this.actor.scale_x, this._desktop.height + 2 * FRAME_SIZE / this.actor.scale_y); }, // Reposition all windows in their zoomed-to-overlay position. if workspaceZooming // is true, then the workspace is moving at the same time and we need to take // that into account _positionWindows : function(workspaceZooming) { let global = Shell.Global.get(); for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; let [xCenter, yCenter, fraction] = this._computeWindowPosition(i); xCenter = xCenter * global.screen_width; yCenter = yCenter * global.screen_height; let size = Math.max(clone.width, clone.height); let desiredSize = global.screen_width * fraction; let scale = Math.min(desiredSize / size, 1.0); let tweenProperties = { x: xCenter - 0.5 * scale * clone.width, y: yCenter - 0.5 * scale * clone.height, scale_x: scale, scale_y: scale, time: Overlay.ANIMATION_TIME, opacity: WINDOW_OPACITY, transition: "easeOutQuad", onComplete: this._onCloneAnimationComplete, onCompleteScope: this, onCompleteParams: [clone] }; // workspace_relative assumes that the workspace is zooming in our out if (workspaceZooming) tweenProperties['workspace_relative'] = this; Tweener.addTween(clone, tweenProperties); clone._animationCount++; } }, // Remove a window from the workspace - this is called to fix up the visual // display for changes to the window state that have already been made removeWindow : function(win) { // find the position of the window in our list let index = - 1; for (let i = 0; i < this._windows.length; i++) { if (this._windows[i].realWindow == win) { index = i; break; } } if (index == -1) return; let clone = this._windows[index]; this._windows.splice(index, 1); clone.destroy(); if (clone.cloneTitle) clone.cloneTitle.destroy(); // Adjust the index property for later windows for (let j = index; j < this._windows.length; j++) { this._windows[j].index--; } this._positionWindows(); }, // Add a window from the workspace - this is called to fix up the visual // display for changes to the window state that have already been made. // x/y/scale are used to give an initial position for the window (if the // window was dropped on the workspace, say) - the window will then be // animated to the final location. addWindow : function(win, x, y, scale) { let clone = this._addWindowClone(win); clone.x = x; clone.y = y; clone.scale_x = scale; clone.scale_y = scale; this._positionWindows(); }, // Animate the full-screen to overlay transition. zoomToOverlay : function() { // Move the workspace into size/position this.actor.set_position(this.fullSizeX, this.fullSizeY); Tweener.addTween(this.actor, { x: this.gridX, y: this.gridY, scale_x: this.scale, scale_y: this.scale, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); // Likewise for each of the windows in the workspace. this._positionWindows(true); this._visible = true; }, // Animates the return from overlay mode zoomFromOverlay : function() { Tweener.addTween(this.actor, { x: this.fullSizeX, y: this.fullSizeY, scale_x: 1.0, scale_y: 1.0, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); for (let i = 1; i < this._windows.length; i++) { let window = this._windows[i]; if (window.cloneTitle) window.cloneTitle.hide(); Tweener.addTween(window, { x: window.origX, y: window.origY, scale_x: 1.0, scale_y: 1.0, workspace_relative: this, time: Overlay.ANIMATION_TIME, opacity: 255, transition: "easeOutQuad", onComplete: this._onCloneAnimationComplete, onCompleteScope: this, onCompleteParams: [window] }); window._animationCount++; } this._visible = false; }, // Animates grid shrinking/expanding when a row or column // of workspaces is added or removed resizeToGrid : function (oldScale) { Tweener.addTween(this.actor, { x: this.gridX, y: this.gridY, scale_x: this.scale, scale_y: this.scale, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); }, // Animates the addition of a new (empty) workspace slideIn : function(oldScale) { let global = Shell.Global.get(); 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: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); this._visible = true; }, // Animates the removal of a workspace slideOut : function(onComplete) { let global = Shell.Global.get(); let destX = this.actor.x, destY = this.actor.y; 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: Overlay.ANIMATION_TIME, transition: "easeOutQuad", onComplete: onComplete }); this._visible = false; }, destroy : function() { this.actor.destroy(); this.actor = null; }, // 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 overlay _isOverlayWindow : function (win) { let wintype = win.get_window_type(); if (wintype == Meta.WindowType.DESKTOP || wintype == Meta.WindowType.DOCK) return false; return !win.is_override_redirect(); }, // Create a clone of a window to use in the overlay. _makeClone : function(window) { let clone = new Clutter.CloneTexture({ parent_texture: window.get_texture(), reactive: true, x: window.x, y: window.y }); clone.realWindow = window; clone.origX = window.x; clone.origY = window.y; return clone; }, // Create a clone of a (non-desktop) window and add it to the window list _addWindowClone : function(win) { let clone = this._makeClone(win); clone.connect('button-press-event', Lang.bind(this, this._onCloneButtonPress)); clone.connect('button-release-event', Lang.bind(this, this._onCloneButtonRelease)); clone.connect('enter-event', Lang.bind(this, this._onCloneEnter)); clone.connect('leave-event', Lang.bind(this, this._onCloneLeave)); clone.connect('motion-event', Lang.bind(this, this._onCloneMotion)); clone._havePointer = false; clone._inDrag = false; clone._buttonDown = false; clone.index = this._windows.length; // We track the number of animations we are doing for the clone so we can // hide the floating title while animating. It seems like it should be // possible to use Tweener.getTweenCount(clone), but that annoyingly only // updates after onComplete is called. clone._animationCount = 0; this.actor.add_actor(clone); this._windows.push(clone); return clone; }, // Create a texture for the desktop background, used in the case // where there is no desktop window _makeDesktopRectangle : 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. let desktop = new Clutter.Rectangle({ color: global.stage.color, reactive: true, x: 0, y: 0, width: global.screen_width, height: global.screen_height }); desktop.origX = desktop.origY = 0; return desktop; }, _computeWindowPosition : function(index) { // ignore this._windows[0], which is the desktop let windowIndex = index - 1; let numberOfWindows = this._windows.length - 1; 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 workspace // (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]; }, _onCloneEnter: function (clone, event) { clone._havePointer = true; if (this._overlappedMode && clone.index != this._windows.length - 1) clone.raise_top(); this._updateCloneTitle(clone); }, _onCloneLeave: function (clone, event) { clone._havePointer = false; if (this._overlappedMode && clone.index != this._windows.length - 1) clone.lower(this._windows[clone.index+1]); this._updateCloneTitle(clone); }, _onCloneButtonPress : function (clone, event) { this.actor.raise_top(); clone.raise_top(); let [stageX, stageY] = event.get_coords(); clone._buttonDown = true; clone._dragStartX = stageX; clone._dragStartY = stageY; clone._dragStartActorX = clone.x; clone._dragStartActorY = clone.y; Clutter.grab_pointer(clone); this._updateCloneTitle(clone); }, _onCloneButtonRelease : function (clone, event) { Clutter.ungrab_pointer(); let inDrag = clone._inDrag; clone._buttonDown = false; clone._inDrag = false; if (inDrag) { let [stageX, stageY] = event.get_coords(); this.emit('window-dragged', clone, stageX, stageY, event.get_time()); if (clone.realWindow.get_workspace() == this.workspaceNum) { // Didn't get moved elsewhere, restore position Tweener.addTween(clone, { x: clone._dragStartActorX, y: clone._dragStartActorY, time: SNAP_BACK_ANIMATION_TIME, transition: "easeOutQuad", onComplete: this._onCloneAnimationComplete, onCompleteScope: this, onCompleteParams: [clone] }); // 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 clone._havePointer = false; clone._animationCount++; } } else { this._activateWindow(clone.realWindow, event.get_time()); } }, _onCloneMotion : function (clone, event) { if (!clone._buttonDown) return; let [stageX, stageY] = event.get_coords(); // If we are already dragging, update the position if (clone._inDrag) { clone.x = clone._dragStartActorX + (stageX - clone._dragStartX) / this.scale; clone.y = clone._dragStartActorY + (stageY - clone._dragStartY) / this.scale; return; } // If we haven't begun a drag, see if the user has moved the mouse enough // to trigger a drag let dragThreshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold; if (Math.abs(stageX - clone._dragStartX) > dragThreshold || Math.abs(stageY - clone._dragStartY) > dragThreshold) { clone._inDrag = true; } }, _onCloneAnimationComplete : function (clone) { clone._animationCount--; if (clone._animationCount == 0) this._updateCloneTitle(clone); }, _createCloneTitle : function (clone) { let me = this; let window = clone.realWindow; let box = new Big.Box({background_color : WINDOWCLONE_BG_COLOR, y_align: Big.BoxAlignment.CENTER, corner_radius: 5, padding: 4, spacing: 4, orientation: Big.BoxOrientation.HORIZONTAL}); let icon = window.meta_window.mini_icon; let iconTexture = new Clutter.Texture({ x: clone.x, y: clone.y + clone.height - 16, width: 16, height: 16, keep_aspect_ratio: true}); Shell.clutter_texture_set_from_pixbuf(iconTexture, icon); box.append(iconTexture, Big.BoxPackFlags.NONE); let title = new Clutter.Label({color: WINDOWCLONE_TITLE_COLOR, font_name: "Sans 12", text: window.meta_window.title, ellipsize: Pango.EllipsizeMode.END}); box.append(title, Big.BoxPackFlags.EXPAND); // Get and cache the expected width (just the icon), with spacing, plus title box.fullWidth = box.width; box.hide(); // Hidden by default, show on mouseover clone.cloneTitle = box; this.actor.add_actor(box); }, _adjustCloneTitle : function (clone) { let title = clone.cloneTitle; if (!title) return; let transformed = clone.get_transformed_size(); let cloneWidth = transformed[0]; // Set the title scale to the inverse of this.actor's scale; // this means its scale is 1.0 with respect to the stage // (and thus, in the same units as cloneWidth). title.set_scale(1.0 / this.scale, 1.0 / this.scale); title.width = Math.min(title.fullWidth, cloneWidth); let xoff = ((cloneWidth - title.width) / 2) / this.scale; title.set_position(clone.x + xoff, clone.y); }, _showCloneTitle : function (clone) { if (!clone.cloneTitle) this._createCloneTitle(clone); this._adjustCloneTitle(clone); clone.cloneTitle.show(); clone.cloneTitle.raise(clone); }, _hideCloneTitle : function (clone) { if (!clone.cloneTitle) return; clone.cloneTitle.hide(); }, _updateCloneTitle : function (clone) { let shouldShow = (clone._havePointer && !clone._buttonDown && clone._animationCount == 0); if (shouldShow) this._showCloneTitle(clone); else this._hideCloneTitle(clone); }, _activateWindow : function(w, time) { let global = Shell.Global.get(); let activeWorkspace = global.screen.get_active_workspace_index(); let windowWorkspace = w.get_workspace(); if (windowWorkspace != activeWorkspace) { let workspace = global.screen.get_workspace_by_index(windowWorkspace); workspace.activate_with_focus(w.get_meta_window(), time); } else w.get_meta_window().activate(time); Main.hide_overlay(); }, _removeSelf : function(actor, event) { let global = Shell.Global.get(); let screen = global.screen; let workspace = screen.get_workspace_by_index(this.workspaceNum); screen.remove_workspace(workspace, event.get_time()); } }; Signals.addSignalMethods(Workspace.prototype); function Workspaces() { this._init(); } Workspaces.prototype = { _init : function() { let global = Shell.Global.get(); this.actor = new Clutter.Group(); let screenWidth = global.screen_width; let screenHeight = global.screen_height; this._width = screenWidth * Overlay.WORKSPACE_GRID_SCALE - 2 * Overlay.WORKSPACE_GRID_PADDING; this._height = screenHeight * Overlay.WORKSPACE_GRID_SCALE; this._x = screenWidth - this._width - Overlay.WORKSPACE_GRID_PADDING; this._y = Panel.PANEL_HEIGHT + (screenHeight - this._height - Panel.PANEL_HEIGHT) / 2; this._workspaces = []; let activeWorkspaceIndex = global.screen.get_active_workspace_index(); let activeWorkspace; // Create and position workspace objects for (let w = 0; w < global.screen.n_workspaces; w++) { this._addWorkspaceActor(w); if (w == activeWorkspaceIndex) { activeWorkspace = this._workspaces[w]; activeWorkspace.setSelected(true); } } activeWorkspace.actor.raise_top(); this._positionWorkspaces(global, activeWorkspace); // Create a backdrop rectangle, so that you don't see the // other parts of the overlay (eg, sidebar) through the gaps // between the workspaces when they're zooming in/out this._backdrop = new Clutter.Rectangle({ color: Overlay.OVERLAY_BACKGROUND_COLOR, x: this._backdropX, y: this._backdropY, width: this._backdropWidth, height: this._backdropHeight }); this.actor.add_actor(this._backdrop); this._backdrop.lower_bottom(); Tweener.addTween(this._backdrop, { x: this._x, y: this._y, width: this._width, height: this._height, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); // Create (+) and (-) buttons let bottomHeight = screenHeight - this._height - this._y; this._buttonSize = Math.floor(bottomHeight * 3/5); let plusX = this._x + this._width - this._buttonSize; let plusY = screenHeight - Math.floor(bottomHeight * 4/5); let plus = new Clutter.Texture({ x: plusX, y: plusY, width: this._buttonSize, height: this._buttonSize, reactive: true }); plus.set_from_file(global.imagedir + "add-workspace.svg"); plus.connect('button-press-event', this._appendNewWorkspace); this.actor.add_actor(plus); plus.lower_bottom(); let lastWorkspace = this._workspaces[this._workspaces.length - 1]; if (lastWorkspace.isEmpty()) lastWorkspace.setRemovable(true, this._buttonSize); // Position/scale the desktop windows and their children for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].zoomToOverlay(); // Track changes to the number of workspaces this._nWorkspacesNotifyId = global.screen.connect('notify::n-workspaces', Lang.bind(this, this._workspacesChanged)); this._switchWorkspaceNotifyId = global.window_manager.connect('switch-workspace', Lang.bind(this, this._activeWorkspaceChanged)); }, hide : function() { let global = Shell.Global.get(); let activeWorkspaceIndex = global.screen.get_active_workspace_index(); let activeWorkspace = this._workspaces[activeWorkspaceIndex]; this._positionWorkspaces(global, activeWorkspace); activeWorkspace.actor.raise_top(); for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].zoomFromOverlay(); Tweener.addTween(this._backdrop, { x: this._backdropX, y: this._backdropY, width: this._backdropWidth, height: this._backdropHeight, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); }, destroy : function() { let global = Shell.Global.get(); for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].destroy(); this._workspaces = []; this.actor.destroy(); this.actor = null; this._backdrop = null; global.screen.disconnect(this._nWorkspacesNotifyId); global.window_manager.disconnect(this._switchWorkspaceNotifyId); }, // Assign grid positions to workspaces. We can't just do a simple // row-major or column-major numbering, because we don't want the // existing workspaces to get rearranged when we add a row or // column. So we alternate between adding to rows and adding to // columns. (So, eg, when going from a 2x2 grid of 4 workspaces to // a 3x2 grid of 5 workspaces, the 4 existing workspaces stay // where they are, and the 5th one is added to the end of the // first row.) // // FIXME: need to make the metacity internal layout agree with this! _positionWorkspaces : function(global, activeWorkspace) { if (!activeWorkspace) { let activeWorkspaceIndex = global.screen.get_active_workspace_index(); activeWorkspace = this._workspaces[activeWorkspaceIndex]; } let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length)); let gridHeight = Math.ceil(this._workspaces.length / gridWidth); let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth; let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight; let scale = wsWidth / global.screen_width; let span = 1, n = 0, row = 0, col = 0, horiz = true; for (let w = 0; w < this._workspaces.length; w++) { let workspace = this._workspaces[w]; workspace.gridRow = row; workspace.gridCol = col; workspace.gridX = this._x + workspace.gridCol * (wsWidth + GRID_SPACING); workspace.gridY = this._y + workspace.gridRow * (wsHeight + GRID_SPACING); workspace.scale = scale; if (horiz) { col++; if (col == span) { row = 0; horiz = false; } } else { row++; if (row == span) { col = 0; horiz = true; span++; } } } // Now figure out their full-size coordinates for (let w = 0; w < this._workspaces.length; w++) { let workspace = this._workspaces[w]; workspace.fullSizeX = (workspace.gridCol - activeWorkspace.gridCol) * (global.screen_width + GRID_SPACING); workspace.fullSizeY = (workspace.gridRow - activeWorkspace.gridRow) * (global.screen_height + GRID_SPACING); } // And the backdrop this._backdropX = this._workspaces[0].fullSizeX; this._backdropY = this._workspaces[0].fullSizeY; this._backdropWidth = gridWidth * (global.screen_width + GRID_SPACING) - GRID_SPACING; this._backdropHeight = gridHeight * (global.screen_height + GRID_SPACING) - GRID_SPACING; }, _workspacesChanged : function() { let global = Shell.Global.get(); let oldNumWorkspaces = this._workspaces.length; let newNumWorkspaces = global.screen.n_workspaces; if (oldNumWorkspaces == newNumWorkspaces) return; let oldScale = this._workspaces[0].scale; let oldGridWidth = Math.ceil(Math.sqrt(oldNumWorkspaces)); let oldGridHeight = Math.ceil(oldNumWorkspaces / oldGridWidth); let lostWorkspaces = []; // The old last workspace is no longer removable. this._workspaces[oldNumWorkspaces - 1].setRemovable(false); if (newNumWorkspaces > oldNumWorkspaces) { // Create new workspace groups for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) { this._addWorkspaceActor(w); } } else { // Truncate the list of workspaces // FIXME: assumes that the workspaces are being removed from // the end of the list, not the start/middle lostWorkspaces = this._workspaces.splice(newNumWorkspaces); } // The new last workspace may be removable let newLastWorkspace = this._workspaces[this._workspaces.length - 1]; if (newLastWorkspace.isEmpty()) newLastWorkspace.setRemovable(true, this._buttonSize); // Figure out the new layout this._positionWorkspaces(global); let newScale = this._workspaces[0].scale; let newGridWidth = Math.ceil(Math.sqrt(newNumWorkspaces)); let newGridHeight = Math.ceil(newNumWorkspaces / newGridWidth); if (newGridWidth != oldGridWidth || newGridHeight != oldGridHeight) { // We need to resize/move the existing workspaces/windows let existingWorkspaces = Math.min(oldNumWorkspaces, newNumWorkspaces); for (let w = 0; w < existingWorkspaces; w++) this._workspaces[w].resizeToGrid(oldScale); } if (newNumWorkspaces > oldNumWorkspaces) { // Slide new workspaces in from offscreen for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) this._workspaces[w].slideIn(oldScale); } else { // Slide old workspaces out for (let w = 0; w < lostWorkspaces.length; w++) { let workspace = lostWorkspaces[w]; workspace.slideOut(function () { workspace.destroy(); }); } // FIXME: deal with windows on the lost workspaces } }, _activeWorkspaceChanged : function(wm, from, to, direction) { this._workspaces[from].setSelected(false); this._workspaces[to].setSelected(true); }, _addWorkspaceActor : function(workspaceNum) { let workspace = new Workspace(workspaceNum); this._workspaces[workspaceNum] = workspace; workspace.connect('window-dragged', Lang.bind(this, this._onWindowDragged)); this.actor.add_actor(workspace.actor); }, _appendNewWorkspace : function(actor, event) { let global = Shell.Global.get(); global.screen.append_new_workspace(false, event.get_time()); }, _onWindowDragged : function(sourceWorkspace, clone, stageX, stageY, time) { let global = Shell.Global.get(); // Positions in stage coordinates let [myX, myY] = this.actor.get_transformed_position(); let [windowX, windowY] = clone.get_transformed_position(); let targetWorkspace = null; let targetX, targetY; for (let w = 0; w < this._workspaces.length; w++) { let workspace = this._workspaces[w]; // Drag point relative to the new workspace let relX = stageX - myX - workspace.gridX; let relY = stageY - myY - workspace.gridY; if (relX > 0 && relY > 0 && relX < global.screen_width * workspace.scale && relY < global.screen_height * workspace.scale) { targetWorkspace = workspace; break; } } if (targetWorkspace == null || targetWorkspace == sourceWorkspace) return; // Window position relative to the new workspace targetX = (windowX - myX - targetWorkspace.gridX) / targetWorkspace.scale; targetY = (windowY - myY - targetWorkspace.gridY) / targetWorkspace.scale; let metaWindow = clone.realWindow.get_meta_window(); metaWindow.change_workspace_by_index(targetWorkspace.workspaceNum, false, // don't create workspace time); sourceWorkspace.removeWindow(clone.realWindow); targetWorkspace.addWindow(clone.realWindow, targetX, targetY, clone.scale_x); } }; // 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", _workspace_relative_modifier, _workspace_relative_get); function _workspace_relative_modifier(workspace) { let endX, endY; if (workspace.actor.x == workspace.fullSizeX) { endX = workspace.gridX; endY = workspace.gridY; } else { endX = workspace.fullSizeX; endY = workspace.fullSizeY; } return [ { name: "x", parameters: { begin: workspace.actor.x, end: endX, cur: function() { return workspace.actor.x; } } }, { name: "y", parameters: { begin: workspace.actor.y, end: endY, cur: function() { return workspace.actor.y; } } } ]; } function _workspace_relative_get(begin, end, time, params) { return (begin + params.begin) + time * (end + params.end - (begin + params.begin)) - params.cur(); }