/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */ const Lang = imports.lang; const Mainloop = imports.mainloop; const Meta = imports.gi.Meta; const Shell = imports.gi.Shell; const Signals = imports.signals; const Main = imports.ui.main; const Params = imports.misc.params; // This manages the shell "chrome"; the UI that's visible in the // normal mode (ie, outside the Overview), that surrounds the main // workspace content. const defaultParams = { visibleInOverview: false, visibleInFullscreen: false, affectsStruts: true, affectsInputRegion: true }; function Chrome() { this._init(); } Chrome.prototype = { _init: function() { // The group itself has zero size so it doesn't interfere with DND this.actor = new Shell.GenericContainer({ width: 0, height: 0 }); Main.uiGroup.add_actor(this.actor); this.actor.connect('allocate', Lang.bind(this, this._allocated)); this._monitors = []; this._inOverview = false; this._trackedActors = []; global.gdk_screen.connect('monitors-changed', Lang.bind(this, this._monitorsChanged)); global.screen.connect('restacked', Lang.bind(this, this._windowsRestacked)); // Need to update struts on new workspaces when they are added global.screen.connect('notify::n-workspaces', Lang.bind(this, this._queueUpdateRegions)); Main.overview.connect('showing', Lang.bind(this, this._overviewShowing)); Main.overview.connect('hidden', Lang.bind(this, this._overviewHidden)); this._updateMonitors(); this._updateFullscreen(); this._queueUpdateRegions(); }, _allocated: function(actor, box, flags) { let children = this.actor.get_children(); for (let i = 0; i < children.length; i++) children[i].allocate_preferred_size(flags); }, // addActor: // @actor: an actor to add to the chrome layer // @params: (optional) additional params // // Adds @actor to the chrome layer and extends the input region // and window manager struts to include it. (Window manager struts // will only be affected if @actor is touching a screen edge.) // Changes in @actor's size and position will automatically result // in appropriate changes to the input region and struts. Changes // in its visibility will affect the input region, but NOT the // struts. // // If %visibleInOverview is %true in @params, @actor will remain // visible when the overview is brought up. Otherwise it will // automatically be hidden. Likewise, if %visibleInFullscreen is // %true, the actor will be visible even when a fullscreen window // should be covering it. // // If %affectsStruts or %affectsInputRegion is %false, the actor // will not have the indicated effect. addActor: function(actor, params) { this.actor.add_actor(actor); this._trackActor(actor, params); }, // trackActor: // @actor: a descendant of the chrome to begin tracking // @params: parameters describing how to track @actor // // Tells the chrome to track @actor, which must be a descendant // of an actor added via addActor(). This can be used to extend the // struts or input region to cover specific children. // // @params can have any of the same values as in addActor(), though // some possibilities don't make sense (eg, trying to have a // %visibleInOverview child of a non-%visibleInOverview parent). // By default, @actor has the same params as its chrome ancestor. trackActor: function(actor, params) { let ancestor = actor.get_parent(); let index = this._findActor(ancestor); while (ancestor && index == -1) { ancestor = ancestor.get_parent(); index = this._findActor(ancestor); } if (!ancestor) throw new Error('actor is not a descendent of the chrome layer'); let ancestorData = this._trackedActors[index]; if (!params) params = {}; // We can't use Params.parse here because we want to drop // the extra values like ancestorData.actor for (let prop in defaultParams) { if (!params[prop]) params[prop] = ancestorData[prop]; } this._trackActor(actor, params); }, // untrackActor: // @actor: an actor previously tracked via trackActor() // // Undoes the effect of trackActor() untrackActor: function(actor) { this._untrackActor(actor); }, // removeActor: // @actor: a child of the chrome layer // // Removes @actor from the chrome layer removeActor: function(actor) { this.actor.remove_actor(actor); this._untrackActor(actor); }, _findActor: function(actor) { for (let i = 0; i < this._trackedActors.length; i++) { let actorData = this._trackedActors[i]; if (actorData.actor == actor) return i; } return -1; }, _trackActor: function(actor, params) { if (this._findActor(actor) != -1) throw new Error('trying to re-track existing chrome actor'); let actorData = Params.parse(params, defaultParams); actorData.actor = actor; actorData.visibleId = actor.connect('notify::visible', Lang.bind(this, this._queueUpdateRegions)); actorData.allocationId = actor.connect('notify::allocation', Lang.bind(this, this._queueUpdateRegions)); actorData.parentSetId = actor.connect('parent-set', Lang.bind(this, this._actorReparented)); // Note that destroying actor will unset its parent, so we don't // need to connect to 'destroy' too. this._trackedActors.push(actorData); this._queueUpdateRegions(); }, _untrackActor: function(actor) { let i = this._findActor(actor); if (i == -1) return; let actorData = this._trackedActors[i]; this._trackedActors.splice(i, 1); actor.disconnect(actorData.visibleId); actor.disconnect(actorData.allocationId); actor.disconnect(actorData.parentSetId); this._queueUpdateRegions(); }, _actorReparented: function(actor, oldParent) { if (!this.actor.contains(actor)) this._untrackActor(actor); }, _updateVisibility: function() { for (let i = 0; i < this._trackedActors.length; i++) { let actorData = this._trackedActors[i]; if (this._inOverview && !actorData.visibleInOverview) this.actor.set_skip_paint(actorData.actor, true); else if (!this._inOverview && !actorData.visibleInFullscreen && this._findMonitorForActor(actorData.actor).inFullscreen) this.actor.set_skip_paint(actorData.actor, true); else this.actor.set_skip_paint(actorData.actor, false); } }, _overviewShowing: function() { this._inOverview = true; this._updateVisibility(); this._queueUpdateRegions(); }, _overviewHidden: function() { this._inOverview = false; this._updateVisibility(); this._queueUpdateRegions(); }, _updateMonitors: function() { let monitors = global.get_monitors(); let primary = global.get_primary_monitor(); this._monitors = monitors; for (let i = 0; i < monitors.length; i++) { let monitor = monitors[i]; if (monitor.x == primary.x && monitor.y == primary.y && monitor.width == primary.width && monitor.height == primary.height) this._primaryMonitor = monitor; } }, _findMonitorForRect: function(x, y, w, h) { // First look at what monitor the center of the rectangle is at let cx = x + w/2; let cy = y + h/2; for (let i = 0; i < this._monitors.length; i++) { let monitor = this._monitors[i]; if (cx >= monitor.x && cx < monitor.x + monitor.width && cy >= monitor.y && cy < monitor.y + monitor.height) return monitor; } // If the center is not on a monitor, return the first overlapping monitor for (let i = 0; i < this._monitors.length; i++) { let monitor = this._monitors[i]; if (x + w > monitor.x && x < monitor.x + monitor.width && y + h > monitor.y && y < monitor.y + monitor.height) return monitor; } // otherwise on no monitor return null; }, _findMonitorForWindow: function(window) { return this._findMonitorForRect(window.x, window.y, window.width, window.height); }, // This call guarantees that we return some monitor to simplify usage of it // In practice all tracked actors should be visible on some monitor anyway _findMonitorForActor: function(actor) { let [x, y] = actor.get_transformed_position(); let [w, h] = actor.get_transformed_size(); let monitor = this._findMonitorForRect(x, y, w, h); if (monitor) return monitor; return this._primaryMonitor; // Not on any monitor, pretend its on the primary }, _monitorsChanged: function() { this._updateMonitors(); // Update everything that depends on monitor positions this._updateFullscreen(); this._updateVisibility(); this._queueUpdateRegions(); }, _queueUpdateRegions: function() { if (!this._updateRegionIdle) this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions), Meta.PRIORITY_BEFORE_REDRAW); }, _updateFullscreen: function() { let windows = Main.getWindowActorsForWorkspace(global.screen.get_active_workspace_index()); // Reset all monitors to not fullscreen for (let i = 0; i < this._monitors.length; i++) this._monitors[i].inFullscreen = false; // The chrome layer should be visible unless there is a window // with layer FULLSCREEN, or a window with layer // OVERRIDE_REDIRECT that covers the whole screen. // ('override_redirect' is not actually a layer above all // other windows, but this seems to be how mutter treats it // currently...) If we wanted to be extra clever, we could // figure out when an OVERRIDE_REDIRECT window was trying to // partially overlap us, and then adjust the input region and // our clip region accordingly... // @windows is sorted bottom to top. for (let i = windows.length - 1; i > -1; i--) { let window = windows[i]; let layer = window.get_meta_window().get_layer(); if (layer == Meta.StackLayer.FULLSCREEN) { let monitor = this._findMonitorForWindow(window); if (monitor) monitor.inFullscreen = true; } if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) { let monitor = this._findMonitorForWindow(window); if (monitor && window.x <= monitor.x && window.x + window.width >= monitor.x + monitor.width && window.y <= monitor.y && window.y + window.height >= monitor.y + monitor.height) monitor.inFullscreen = true; } else break; } }, _windowsRestacked: function() { let wasInFullscreen = []; for (let i = 0; i < this._monitors.length; i++) wasInFullscreen[i] = this._monitors[i].inFullscreen; this._updateFullscreen(); let changed = false; for (let i = 0; i < wasInFullscreen.length; i++) { if (wasInFullscreen[i] != this._monitors[i].inFullscreen) { changed = true; break; } } if (changed) { this._updateVisibility(); this._queueUpdateRegions(); } }, _updateRegions: function() { let rects = [], struts = [], i; delete this._updateRegionIdle; for (i = 0; i < this._trackedActors.length; i++) { let actorData = this._trackedActors[i]; if (!actorData.affectsInputRegion && !actorData.affectsStruts) continue; let [x, y] = actorData.actor.get_transformed_position(); let [w, h] = actorData.actor.get_transformed_size(); x = Math.round(x); y = Math.round(y); w = Math.round(w); h = Math.round(h); let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h}); if (actorData.affectsInputRegion && actorData.actor.get_paint_visibility() && !this.actor.get_skip_paint(actorData.actor)) rects.push(rect); if (!actorData.affectsStruts) continue; // Limit struts to the size of the screen let x1 = Math.max(x, 0); let x2 = Math.min(x + w, global.screen_width); let y1 = Math.max(y, 0); let y2 = Math.min(y + h, global.screen_height); // NetWM struts are not really powerful enought to handle // a multi-monitor scenario, they only describe what happens // around the outer sides of the full display region. However // it can describe a partial region along each side, so // we can support having the struts only affect the // primary monitor. This should be enough as we only have // chrome affecting the struts on the primary monitor so // far. // // Metacity wants to know what side of the screen the // strut is considered to be attached to. If the actor is // only touching one edge, or is touching the entire // border of the primary monitor, then it's obvious which // side to call it. If it's in a corner, we pick a side // arbitrarily. If it doesn't touch any edges, or it spans // the width/height across the middle of the screen, then // we don't create a strut for it at all. let side; let primary = this._primaryMonitor; if (x1 <= primary.x && x2 >= primary.x + primary.width) { if (y1 <= primary.y) side = Meta.Side.TOP; else if (y2 >= primary.y + primary.height) side = Meta.Side.BOTTOM; else continue; } else if (y1 <= primary.y && y2 >= primary.y + primary.height) { if (x1 <= 0) side = Meta.Side.LEFT; else if (x2 >= global.screen_width) side = Meta.Side.RIGHT; else continue; } else if (x1 <= 0) side = Meta.Side.LEFT; else if (y1 <= 0) side = Meta.Side.TOP; else if (x2 >= global.screen_width) side = Meta.Side.RIGHT; else if (y2 >= global.screen_height) side = Meta.Side.BOTTOM; else continue; // Ensure that the strut rects goes all the way to the screen edge, // as this really what mutter expects. switch (side) { case Meta.Side.TOP: y1 = 0; break; case Meta.Side.BOTTOM: y2 = global.screen_height; break; case Meta.Side.LEFT: x1 = 0; break; case Meta.Side.RIGHT: x2 = global.screen_width; break; } let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1}); let strut = new Meta.Strut({ rect: strutRect, side: side }); struts.push(strut); } global.set_stage_input_region(rects); let screen = global.screen; for (let w = 0; w < screen.n_workspaces; w++) { let workspace = screen.get_workspace_by_index(w); workspace.set_builtin_struts(struts); } return false; } }; Signals.addSignalMethods(Chrome.prototype);