/* -*- 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 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 Signals = imports.signals; const DND = imports.ui.dnd; const GenericDisplay = imports.ui.genericDisplay; const Main = imports.ui.main; const Overlay = imports.ui.overlay; const Panel = imports.ui.panel; const Tweener = imports.ui.tweener; // Windows are slightly translucent in the overlay mode const WINDOW_OPACITY = 0.9 * 255; const FOCUS_ANIMATION_TIME = 0.15; 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; let buttonSize = false; 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.origX = realWindow.x; this.origY = realWindow.y; this.actor.connect('button-release-event', Lang.bind(this, this._onButtonRelease)); 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; }, destroy: function () { this.actor.destroy(); if (this._title) this._title.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; actor.raise_top(); this._updateTitle(); }, _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 (Tweener.isTweening(this.actor)) return; actor.raise(this.stackAbove); this._updateTitle(); }, _onButtonRelease : function (actor, event) { this.emit('selected', event.get_time()); }, _onDragBegin : function (draggable, time) { this._inDrag = true; this._updateTitle(); }, _onDragEnd : function (draggable, time) { 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; }, // Called by Tweener onAnimationStart : function () { this._updateTitle(); }, // Called by Tweener onAnimationComplete : function () { this._updateTitle(); this.actor.raise(this.stackAbove); }, _createTitle : function () { let window = this.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 = this.metaWindow.mini_icon; let iconTexture = new Clutter.Texture({ x: this.actor.x, y: this.actor.y + this.actor.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.Text({ color: WINDOWCLONE_TITLE_COLOR, font_name: "Sans 12", text: this.metaWindow.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 this._title = box; // Make the title a sibling of the window this.actor.get_parent().add_actor(box); }, _adjustTitle : function () { let title = this._title; if (!title) return; let [cloneScreenWidth, cloneScreenHeight] = this.actor.get_transformed_size(); let [titleScreenWidth, titleScreenHeight] = title.get_transformed_size(); // Titles are supposed to be "full-size", so adjust its // scale to counteract the scaling of its ancestor actors. title.set_scale(title.width / titleScreenWidth * title.scale_x, title.height / titleScreenHeight * title.scale_y); title.width = Math.min(title.fullWidth, cloneScreenWidth); let xoff = ((cloneScreenWidth - title.width) / 2) * title.scale_x; title.set_position(this.actor.x + xoff, this.actor.y); }, _showTitle : function () { if (!this._title) this._createTitle(); this._adjustTitle(); this._title.show(); this._title.raise(this.actor); }, _hideTitle : function () { if (!this._title) return; this._title.hide(); }, _updateTitle : function () { let shouldShow = (this._havePointer && !this._inDrag && !Tweener.isTweening(this.actor)); if (shouldShow) this._showTitle(); else this._hideTitle(); } }; Signals.addSignalMethods(WindowClone.prototype); function DesktopClone(window) { this._init(window); } DesktopClone.prototype = { _init : function(window) { if (window) { this.actor = new Clutter.Clone({ source: window.get_texture(), reactive: true }); } else { let global = Shell.Global.get(); this.actor = new Clutter.Rectangle({ color: global.stage.color, reactive: true, width: global.screen_width, height: global.screen_height }); } this.actor.connect('button-release-event', Lang.bind(this, this._onButtonRelease)); }, _onButtonRelease : function (actor, event) { this.emit('selected', event.get_time()); } }; Signals.addSignalMethods(DesktopClone.prototype); function Workspace(workspaceNum) { this._init(workspaceNum); } Workspace.prototype = { _init : function(workspaceNum) { let me = this; let global = Shell.Global.get(); this.workspaceNum = workspaceNum; this._metaWorkspace = global.screen.get_workspace_by_index(workspaceNum); this.actor = new Clutter.Group(); this.actor._delegate = this; 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) { this._metaWorkspace.activate(time); Main.hide_overlay(); })); this.actor.add_actor(this._desktop.actor); // 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]); } } // 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._removeButton = null; this._visible = false; this._frame = null; this.leavingOverlay = false; }, updateRemovable : function() { let global = Shell.Global.get(); let removable = (this._windows.length == 1 /* just desktop */ && this.workspaceNum == global.screen.n_workspaces - 1); 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-release-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.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::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.actor.x - FRAME_SIZE / this.actor.scale_x, this._desktop.actor.y - FRAME_SIZE / this.actor.scale_y); }, _updateFrameSize : function() { 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); }, // 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]; clone.stackAbove = this._windows[i - 1].actor; let [xCenter, yCenter, fraction] = this._computeWindowPosition(i); xCenter = xCenter * global.screen_width; yCenter = yCenter * global.screen_height; let size = Math.max(clone.actor.width, clone.actor.height); let desiredSize = global.screen_width * fraction; let scale = Math.min(desiredSize / size, 1.0); Tweener.addTween(clone.actor, { x: xCenter - 0.5 * scale * clone.actor.width, y: yCenter - 0.5 * scale * clone.actor.height, scale_x: scale, scale_y: scale, workspace_relative: workspaceZooming ? this : null, time: Overlay.ANIMATION_TIME, opacity: WINDOW_OPACITY, transition: "easeOutQuad" }); } }, _windowRemoved : function(metaWorkspace, metaWin) { let global = Shell.Global.get(); let win = metaWin.get_compositor_private(); // find the position of the window in our list let index = - 1, clone; for (let i = 0; i < this._windows.length; i++) { if (this._windows[i].metaWindow == metaWin) { index = i; clone = this._windows[index]; break; } } if (index == -1) return; this._windows.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 overlayHint // 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._overlayHint = { x: stageX, y: stageY, scale: stageWidth / clone.actor.width }; } clone.destroy(); this._positionWindows(); this.updateRemovable(); }, _windowAdded : function(metaWorkspace, metaWin) { 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._isOverlayWindow(win)) return; let clone = this._addWindowClone(win); if (win._overlayHint) { let x = (win._overlayHint.x - this.actor.x) / this.scale; let y = (win._overlayHint.y - this.actor.y) / this.scale; let scale = win._overlayHint.scale / this.scale; delete win._overlayHint; clone.actor.set_position (x, y); clone.actor.set_scale (scale, scale); } this._positionWindows(); this.updateRemovable(); }, // Animate the full-screen to overlay transition. zoomToOverlay : function() { // Move the workspace into size/position this.actor.set_position(this.fullSizeX, this.fullSizeY); this.updateInOverlay(); this._visible = true; }, // Animates the display of a workspace and its windows to have the current dimensions and position. updateInOverlay : function() { 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); }, // Animates the return from overlay mode zoomFromOverlay : function() { this.leavingOverlay = true; 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 clone = this._windows[i]; Tweener.addTween(clone.actor, { x: clone.origX, y: clone.origY, scale_x: 1.0, scale_y: 1.0, workspace_relative: this, time: Overlay.ANIMATION_TIME, opacity: 255, transition: "easeOutQuad" }); } this.leavingOverlay = false; 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; // Don't let the user try to select this workspace as it's // making its exit. this._desktop.reactive = false; }, destroy : function() { let global = Shell.Global.get(); Tweener.removeTweens(this.actor); this.actor.destroy(); this.actor = null; this._metaWorkspace.disconnect(this._windowAddedId); this._metaWorkspace.disconnect(this._windowRemovedId); }, // 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 (non-desktop) window and add it to the window list _addWindowClone : function(win) { let clone = new WindowClone(win); clone.connect('selected', Lang.bind(this, this._onCloneSelected)); clone.connect('dragged', Lang.bind(this, this._onCloneDragged)); this.actor.add_actor(clone.actor); this._windows.push(clone); return clone; }, _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]; }, _onCloneDragged : function (clone, stageX, stageY, time) { this.emit('window-dragged', clone, stageX, stageY, time); }, _onCloneSelected : function (clone, time) { let global = Shell.Global.get(); let activeWorkspace = global.screen.get_active_workspace_index(); if (this.workspaceNum != activeWorkspace) { let workspace = global.screen.get_workspace_by_index(this.workspaceNum); workspace.activate_with_focus(clone.metaWindow, time); } else clone.metaWindow.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()); return true; }, // Draggable target interface acceptDrop : function(source, actor, x, y, time) { let global = Shell.Global.get(); 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._overlayHint = { 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 instanceof GenericDisplay.GenericDisplayItem) { this._metaWorkspace.activate(time); source.activate(); return true; } return false; } }; Signals.addSignalMethods(Workspace.prototype); function Workspaces(width, height, x, y, addButtonSize, addButtonX, addButtonY) { this._init(width, height, x, y, addButtonSize, addButtonX, addButtonY); } Workspaces.prototype = { _init : function(width, height, x, y, addButtonSize, addButtonX, addButtonY) { let global = Shell.Global.get(); this.actor = new Clutter.Group(); let screenHeight = global.screen_height; this._width = width; this._height = height; this._x = x; this._y = y; 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 (+) button buttonSize = addButtonSize; this.addButton = new Clutter.Texture({ x: addButtonX, y: addButtonY, width: buttonSize, height: buttonSize, reactive: true }); this.addButton.set_from_file(global.imagedir + "add-workspace.svg"); this.addButton.connect('button-release-event', this._appendNewWorkspace); this.actor.add_actor(this.addButton); this.addButton.lower_bottom(); let lastWorkspace = this._workspaces[this._workspaces.length - 1]; lastWorkspace.updateRemovable(true); // 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)); }, // Updates position of the workspaces display based on the new coordinates. // Preserves the old value for the coordinate, if the passed value is null. updatePosition : function(x, y) { if (x != null) this._x = x; if (y != null) this._y = y; this._updateInOverlay(); }, 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); }, // Updates the workspaces display based on the current dimensions and position. _updateInOverlay : function() { let global = Shell.Global.get(); this._positionWorkspaces(global); Tweener.addTween(this._backdrop, { x: this._x, y: this._y, width: this._width, height: this._height, time: Overlay.ANIMATION_TIME, transition: "easeOutQuad" }); // Position/scale the desktop windows and their children for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].updateInOverlay(); }, // 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].updateRemovable(); 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]; newLastWorkspace.updateRemovable(); // 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.actor.raise(this._backdrop); 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; this.actor.add_actor(workspace.actor); }, _appendNewWorkspace : function(actor, event) { let global = Shell.Global.get(); global.screen.append_new_workspace(false, event.get_time()); } }; // 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) return []; if (workspace.leavingOverlay) { endX = workspace.fullSizeX; endY = workspace.fullSizeY; } else { endX = workspace.gridX; endY = workspace.gridY; } 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(); }