/* -*- 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 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 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); 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._title = 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('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; }, setVisibleWithChrome: function(visible) { if (visible) { this.actor.show(); if (this._title) this._title.show(); } else { this.actor.hide(); if (this._title) this._title.hide(); } }, 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(); 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; 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; this._updateTitle(); 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._zoomLightbox = new Lightbox.Lightbox(global.stage); 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._hideEventId = Main.overview.connect('hiding', Lang.bind(this, function () { this._zoomEnd(); })); this._zoomUpdate(); }, _zoomEnd : function () { this._zooming = false; this.actor.reparent(this._origParent); 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._adjustTitle(); this._zoomLightbox.destroy(); Main.overview.disconnect(this._hideEventId); 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.emit('selected', event.get_time()); }, _onDragBegin : function (draggable, time) { this._inDrag = true; this._updateTitle(); 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'); }, // Called by Tweener onAnimationStart : function () { this._updateTitle(); }, // Called by Tweener onAnimationComplete : function () { this._updateTitle(); }, _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 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 { 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); /** * @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._metaWorkspace = global.screen.get_workspace_by_index(workspaceNum); this.parentActor = parentActor; this.actor = new Clutter.Group(); this.actor._delegate = this; // 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) { 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._windowIcons = [ 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._removeButton = null; this._visible = false; this._frame = null; this.leavingOverview = false; }, updateRemovable : function() { let removable = (this._windows.length == 1 /* just desktop */ && this.workspaceNum != 0 && this.workspaceNum == global.screen.n_workspaces - 1); if (removable) { if (this._removeButton) return; this._removeButton = new Clutter.Texture({ width: Overview.addRemoveButtonSize, height: Overview.addRemoveButtonSize, 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: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); } } else { if (!this._removeButton) return; if (this._visible) { Tweener.addTween(this._removeButton, { opacity: 0, time: Overview.ANIMATION_TIME, transition: "easeOutQuad", onComplete: this._removeRemoveButton, onCompleteScope: this }); } else this._removeRemoveButton(); } }, _lookupIndex: function (metaWindow) { let index, clone; 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(false); }, /** * 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); } else { this._lightbox.destroy(); this._lightbox = null; } }, /** * 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); }, _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) { // 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; }, _getVisibleWindows: function() { return this._getVisibleClones().map(function (clone) { return clone.metaWindow; }); }, _resetCloneVisibility: function () { for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; let icon = this._windowIcons[i]; if (!this._isCloneVisible(clone)) { clone.setVisibleWithChrome(false); icon.hide(); } else { clone.setVisibleWithChrome(true); } } }, // 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: * @metaWindow: A #MetaWindow * @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 (metaWindow, slot, slotGeometry) { let rect = new Meta.Rectangle(); metaWindow.get_outer_rect(rect); let [slotX, slotY, slotWidth, slotHeight] = slotGeometry; let distanceSquared; let xDelta, yDelta; xDelta = (rect.x + rect.width / 2) - (slotX + slotWidth / 2); yDelta = (rect.y + rect.height / 2) - (slotY + slotHeight / 2); 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 (windows, slots, slotGeometries) { let minimumMotionPermutation = null; let minimumMotion = -1; let permIndex = 0; this._forEachPermutations(windows, Lang.bind(this, function (permutation) { let motion = 0; for (let i = 0; i < permutation.length; i++) { let metaWindow = permutation[i]; let slot = slots[i]; let slotAbsGeometry = slotGeometries[i]; let delta = this._computeWindowMotion(metaWindow, slot, slotAbsGeometry); 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(windows, slots, slotGeometries) { let result = []; let slotIndex = 0; // Copy since we mutate below let windowCopy = windows.concat(); for (let i = 0; i < slots.length; i++) { let slot = slots[i]; let slotGeometry = slotGeometries[i]; let minimumMotionIndex = -1; let minimumMotion = -1; for (let j = 0; j < windowCopy.length; j++) { let metaWindow = windowCopy[j]; let delta = this._computeWindowMotion(metaWindow, slot, slotGeometry); if (minimumMotionIndex == -1 || delta < minimumMotion) { minimumMotionIndex = j; minimumMotion = delta; } } result.push(windowCopy[minimumMotionIndex]); windowCopy.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(windows, slots) { windows.sort(function(w1, w2) { return w2.get_stable_sequence() - w1.get_stable_sequence(); }); let slotGeometries = slots.map(Lang.bind(this, this._getSlotAbsoluteGeometry)); if (windows.length <= POSITIONING_PERMUTATIONS_MAX) return this._orderWindowsPermutations(windows, slots, slotGeometries); else return this._orderWindowsGreedy(windows, slots, slotGeometries); }, /** * _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]; }, /** * _getSlotAbsoluteGeometry: * @slot: A layout slot * * Returns: the screen coordiantes [x, y, width, height] * of a given window layout slot. */ _getSlotAbsoluteGeometry: function(slot) { let [x, y, width, height] = this._getSlotRelativeGeometry(slot); return [ this.gridX + x, this.gridY + y, this.scale * width, this.scale * 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; xCenter = xCenter * global.screen_width; yCenter = yCenter * global.screen_height; let rect = new Meta.Rectangle(); metaWindow.get_outer_rect(rect); let desiredWidth = global.screen_width * fraction; let desiredHeight = global.screen_height * fraction; let scale = Math.min(desiredWidth / rect.width, desiredHeight / rect.height, 1.0 / this.scale); let x = xCenter - 0.5 * scale * rect.width; let y = yCenter - 0.5 * scale * rect.height; return [x, y, scale]; }, /** * positionWindows: * @workspaceZooming: If true, then the workspace is moving at the same time and we need to take that into account. */ positionWindows : function(workspaceZooming) { let totalVisible = 0; let visibleWindows = this._getVisibleWindows(); // Start the animations let slots = this._computeAllWindowSlots(visibleWindows.length); visibleWindows = this._orderWindowsByMotionAndStartup(visibleWindows, slots); for (let i = 0; i < visibleWindows.length; i++) { let slot = slots[i]; let metaWindow = visibleWindows[i]; let mainIndex = this._lookupIndex(metaWindow); let clone = metaWindow._delegate; let icon = this._windowIcons[mainIndex]; let [x, y, scale] = this._computeWindowRelativeLayout(metaWindow, slot); icon.hide(); 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._fadeInWindowIcon(clone, icon); }) }); } }, 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); } } }, _fadeInWindowIcon: function (clone, icon) { icon.opacity = 0; icon.show(); // 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 [parentX, parentY] = icon.get_parent().get_position(); 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; // Note we only round the first part, because we're still going to be // positioned relative to the parent. By subtracting a possibly // non-integral parent X/Y we cancel it out. let x = Math.round(cloneX + cloneWidth - icon.width) - parentX; let y = Math.round(cloneY + cloneHeight - icon.height) - parentY; icon.set_position(x, y); icon.raise(this.actor); Tweener.addTween(icon, { opacity: 255, time: Overview.ANIMATION_TIME, transition: "easeOutQuad" }); }, _fadeInAllIcons: function () { for (let i = 1; i < this._windows.length; i++) { let clone = this._windows[i]; let icon = this._windowIcons[i]; if (this._showOnlyWindows != null && !(clone.metaWindow in this._showOnlyWindows)) continue; this._fadeInWindowIcon(clone, icon); } }, _hideAllIcons: function () { for (let i = 1; i < this._windows.length; i++) { let icon = this._windowIcons[i]; icon.hide(); } }, _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]; let icon = this._windowIcons[index]; this._windows.splice(index, 1); this._windowIcons.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(); icon.destroy(); this.positionWindows(false); this.updateRemovable(); }, _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(false); this.updateRemovable(); }, // Animate the full-screen to Overview transition. zoomToOverview : function() { this.actor.set_position(this.gridX, this.gridY); this.actor.set_scale(this.scale, this.scale); // Position and scale the windows. this.positionWindows(true); // Fade in the remove button if available, so that it doesn't appear // too abrubtly and doesn't start at a too big size. if (this._removeButton) { Tweener.removeTweens(this._removeButton); this._removeButton.opacity = 0; Tweener.addTween(this._removeButton, { opacity: 255, time: Overview.ANIMATION_TIME, transition: 'easeOutQuad' }); } this._visible = true; }, // Animates the return from Overview mode zoomFromOverview : function() { this.leavingOverview = true; this._hideAllIcons(); Main.overview.connect('hidden', Lang.bind(this, this._doneLeavingOverview)); // Fade out the remove button if available, so that it doesn't // disappear too abrubtly and doesn't become too big. if (this._removeButton) { Tweener.removeTweens(this._removeButton); Tweener.addTween(this._removeButton, { opacity: 0, time: Overview.ANIMATION_TIME, transition: 'easeOutQuad' }); } // Position and scale the windows. 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: Overview.ANIMATION_TIME, opacity: 255, transition: "easeOutQuad" }); } this._visible = false; }, // Animates grid shrinking/expanding when a row or column // of workspaces is added or removed resizeToGrid : function (oldScale) { this._hideAllIcons(); 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._fadeInAllIcons) }); }, // 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._hideAllIcons(); 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() { Tweener.removeTweens(this.actor); this.actor.destroy(); this.actor = null; this._metaWorkspace.disconnect(this._windowAddedId); this._metaWorkspace.disconnect(this._windowRemovedId); }, // 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()); }, _createWindowIcon: function(window) { let tracker = Shell.WindowTracker.get_default() let app = tracker.get_window_app(window.metaWindow); let iconTexture = null; // The design is application based, so prefer the application // icon here if we have it. FIXME - should move this fallback code // into ShellAppMonitor. if (app) { iconTexture = app.create_icon_texture(48); } else { let icon = window.metaWindow.icon; iconTexture = new Clutter.Texture({ width: 48, height: 48, keep_aspect_ratio: true }); Shell.clutter_texture_set_from_pixbuf(iconTexture, icon); } return iconTexture; }, // Create a clone of a (non-desktop) window and add it to the window list _addWindowClone : function(win) { let icon = this._createWindowIcon(win); this.parentActor.add_actor(icon); let clone = new WindowClone(win); clone.connect('selected', Lang.bind(this, this._onCloneSelected)); clone.connect('drag-begin', Lang.bind(this, function() { icon.hide(); })); clone.connect('drag-end', Lang.bind(this, function() { icon.show(); })); this.actor.add_actor(clone.actor); this._windows.push(clone); this._windowIcons.push(icon); return clone; }, _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.overview.activateWindow(clone.metaWindow, time); }, _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); function Workspaces(width, height, x, y) { this._init(width, height, x, y); } Workspaces.prototype = { _init : function(width, height, x, y) { this.actor = new Clutter.Group(); this._width = width; this._height = height; this._x = x; this._y = y; this._windowSelectionAppId = null; this._workspaces = []; this._highlightWindow = null; 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(); let lastWorkspace = this._workspaces[this._workspaces.length - 1]; lastWorkspace.updateRemovable(true); // Position/scale the desktop windows and their children after the // workspaces have been created. This cannot be done first because // window movement depends on the Workspaces object being accessible // as an Overview member. this._overviewShowingId = Main.overview.connect('showing', Lang.bind(this, function() { this._onRestacked(); for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].zoomToOverview(); })); // 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)); this._restackedNotifyId = global.screen.connect('restacked', Lang.bind(this, this._onRestacked)); }, _lookupWorkspaceForMetaWindow: function (metaWindow) { for (let i = 0; i < this._workspaces.length; i++) { if (this._workspaces[i].containsMetaWindow(metaWindow)) return this._workspaces[i]; } return null; }, _lookupCloneForMetaWindow: function (metaWindow) { for (let i = 0; i < this._workspaces.length; i++) { let clone = this._workspaces[i].lookupCloneForMetaWindow(metaWindow); if (clone) return clone; } return null; }, setHighlightWindow: function (metaWindow) { // Looping over all workspaces is easier than keeping track of the last // highlighted window while trying to handle the window or workspace possibly // going away. for (let i = 0; i < this._workspaces.length; i++) { this._workspaces[i].setHighlightWindow(null); } if (metaWindow != null) { let workspace = this._lookupWorkspaceForMetaWindow(metaWindow); workspace.setHighlightWindow(metaWindow); } }, _clearApplicationWindowSelection: function(reposition) { if (this._windowSelectionAppId == null) return; this._windowSelectionAppId = null; for (let i = 0; i < this._workspaces.length; i++) { this._workspaces[i].setLightboxMode(false); this._workspaces[i].setShowOnlyWindows(null, reposition); } }, /** * setApplicationWindowSelection: * @appid: Application identifier string * * Enter a mode which shows only the windows owned by the * given application, and allow highlighting of a specific * window with setHighlightWindow(). */ setApplicationWindowSelection: function (appId) { if (appId == null) { this._clearApplicationWindowSelection(true); return; } if (appId == this._windowSelectionAppId) return; this._windowSelectionAppId = appId; let appSys = Shell.AppSystem.get_default(); let showOnlyWindows = {}; let app = appSys.get_app(appId); let windows = app.get_windows(); for (let i = 0; i < windows.length; i++) { showOnlyWindows[windows[i]] = 1; } for (let i = 0; i < this._workspaces.length; i++) { this._workspaces[i].setLightboxMode(true); this._workspaces[i].setShowOnlyWindows(showOnlyWindows, true); } }, /** * activateWindowFromOverview: * @metaWindow: A #MetaWindow * @time: Integer even timestamp * * This function exits the overview, switching to the given @metaWindow. * If an application filter is in effect, it will be cleared. */ activateWindowFromOverview: function (metaWindow, time) { if (this._windowSelectionAppId != null) { this._clearApplicationWindowSelection(false); } Main.activateWindow(metaWindow, time); Main.overview.hide(); }, hide : function() { let activeWorkspaceIndex = global.screen.get_active_workspace_index(); let activeWorkspace = this._workspaces[activeWorkspaceIndex]; this._positionWorkspaces(); activeWorkspace.actor.raise_top(); for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].zoomFromOverview(); }, destroy : function() { for (let w = 0; w < this._workspaces.length; w++) this._workspaces[w].destroy(); this._workspaces = []; this.actor.destroy(); this.actor = null; Main.overview.disconnect(this._overviewShowingId); global.screen.disconnect(this._nWorkspacesNotifyId); global.window_manager.disconnect(this._switchWorkspaceNotifyId); global.screen.disconnect(this._restackedNotifyId); }, getScale : function() { return this._workspaces[0].scale; }, // Get the grid position of the active workspace. getActiveWorkspacePosition : function() { let activeWorkspaceIndex = global.screen.get_active_workspace_index(); let activeWorkspace = this._workspaces[activeWorkspaceIndex]; return [activeWorkspace.gridX, activeWorkspace.gridY]; }, // 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() { 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++; } } } }, _workspacesChanged : function() { 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(); 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 (newScale != oldScale) { // The workspace scale affects window size/positioning because we clamp // window size to a 1:1 ratio and never scale them up let existingWorkspaces = Math.min(oldNumWorkspaces, newNumWorkspaces); for (let w = 0; w < existingWorkspaces; w++) this._workspaces[w].positionWindows(false); } 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 } // Reset the selection state; if we went from > 1 workspace to 1, // this has the side effect of removing the frame border let activeIndex = global.screen.get_active_workspace_index(); this._workspaces[activeIndex].setSelected(true); }, _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.actor); this._workspaces[workspaceNum] = workspace; this.actor.add_actor(workspace.actor); }, _onRestacked: function() { let stack = global.get_windows(); let stackIndices = {}; for (let i = 0; i < stack.length; i++) { // Use the stable sequence for an integer to use as a hash key stackIndices[stack[i].get_meta_window().get_stable_sequence()] = i; } for (let i = 0; i < this._workspaces.length; i++) this._workspaces[i].syncStacking(stackIndices); }, // Handles a drop onto the (+) button; assumes the new workspace // has already been added acceptNewWorkspaceDrop : function(source, dropActor, x, y, time) { return this._workspaces[this._workspaces.length - 1].acceptDrop(source, dropActor, x, y, 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", _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; }