gnome-shell/js/ui/chrome.js
Adel Gadllah f262473a3f Fix fullscreen behaviour
The check in _windowsRestacked checks for
windows[i].x >= primary.x
and
windows[i].x <= primary.x + primary.width
(likewise for y).

This is wrong because a fullscreen window on the secondary screen is likely
to have windows[i].x == primary.x + primary.width which means that the checks
for _both_ screens would be valid, but the first one would win due to
the "break;" statement.

But here the window isn't really on the primary but on the secondary one.

Fix that by using < instead of <= for those checks.

https://bugzilla.gnome.org/show_bug.cgi?id=614509
2010-04-01 16:53:21 +02:00

310 lines
11 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
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.
function Chrome() {
this._init();
}
Chrome.prototype = {
_init: function() {
// The group itself has zero size so it doesn't interfere with DND
this.actor = new Clutter.Group({ width: 0, height: 0 });
global.stage.add_actor(this.actor);
this.nonOverviewActor = new Clutter.Group();
this.actor.add_actor(this.nonOverviewActor);
this._obscuredByFullscreen = false;
this._trackedActors = [];
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._queueUpdateRegions();
},
_verifyAncestry: function(actor, ancestor) {
while (actor) {
if (actor == ancestor)
return true;
actor = actor.get_parent();
}
return false;
},
// 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. If %affectsStruts or %affectsInputRegion
// is %false, the actor will not have the indicated effect.
addActor: function(actor, params) {
params = Params.parse(params, { visibleInOverview: false,
affectsStruts: true,
affectsInputRegion: true });
if (params.visibleInOverview)
this.actor.add_actor(actor);
else
this.nonOverviewActor.add_actor(actor);
this._trackActor(actor, params.affectsInputRegion, params.affectsStruts);
},
// 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.
trackActor: function(actor, params) {
if (!this._verifyAncestry(actor, this.actor))
throw new Error('actor is not a descendent of the chrome layer');
params = Params.parse(params, { affectsStruts: true,
affectsInputRegion: true });
this._trackActor(actor, params.affectsInputRegion, params.affectsStruts);
},
// 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) {
if (actor.get_parent() == this.nonOverviewActor)
this.nonOverviewActor.remove_actor(actor);
else
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, inputRegion, strut) {
let actorData;
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
actorData = { actor: actor,
inputRegion: inputRegion,
strut: strut };
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._verifyAncestry(actor, this.actor))
this._untrackActor(actor);
},
_overviewShowing: function() {
this.actor.show();
this.nonOverviewActor.hide();
this._queueUpdateRegions();
},
_overviewHidden: function() {
if (this._obscuredByFullscreen)
this.actor.hide();
this.nonOverviewActor.show();
this._queueUpdateRegions();
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_windowsRestacked: function() {
let windows = global.get_windows();
let primary = global.get_primary_monitor();
// 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.
this._obscuredByFullscreen = false;
for (let i = windows.length - 1; i > -1; i--) {
let layer = windows[i].get_meta_window().get_layer();
if (layer == Meta.StackLayer.FULLSCREEN) {
if (windows[i].x >= primary.x && windows[i].x < primary.x + primary.width &&
windows[i].y >= primary.y && windows[i].y < primary.y + primary.height) {
this._obscuredByFullscreen = true;
break;
}
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
if (windows[i].x <= primary.x &&
windows[i].x + windows[i].width >= primary.x + primary.width &&
windows[i].y <= primary.y &&
windows[i].y + windows[i].height >= primary.y + primary.height) {
this._obscuredByFullscreen = true;
break;
}
} else
break;
}
let shouldBeVisible = !this._obscuredByFullscreen || Main.overview.visible;
if (this.actor.visible != shouldBeVisible) {
this.actor.visible = shouldBeVisible;
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.inputRegion && !actorData.strut)
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.inputRegion && actorData.actor.get_paint_visibility())
rects.push(rect);
if (!actorData.strut)
continue;
// 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
// width/height of one edge, 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;
if (w >= global.screen_width) {
if (y <= 0)
side = Meta.Side.TOP;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (h >= global.screen_height) {
if (x <= 0)
side = Meta.Side.LEFT;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x <= 0)
side = Meta.Side.LEFT;
else if (y <= 0)
side = Meta.Side.TOP;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
let strut = new Meta.Strut({ rect: rect, 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;
}
};