gnome-shell/js/ui/workspace.js
Alexander Larsson 16a675b7ce Bail early from check over all permutations
If we're already doing worse than the best so far there is
no need to continue checking this particular permutation.

https://bugzilla.gnome.org/show_bug.cgi?id=609258
2011-03-09 10:45:21 +01:00

1368 lines
47 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 Pango = imports.gi.Pango;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
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 WINDOW_DND_SIZE = 256;
const SCROLL_SCALE_AMOUNT = 100 / 5;
const LIGHTBOX_FADE_TIME = 0.1;
const CLOSE_BUTTON_FADE_TIME = 0.1;
const DRAGGING_WINDOW_OPACITY = 100;
// 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));
}
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._sizeChangedId = this.realWindow.connect('size-changed', Lang.bind(this, function() {
this.emit('size-changed');
}));
this._realWindowDestroyId = this.realWindow.connect('destroy',
Lang.bind(this, this._disconnectRealWindowSignals));
this.actor.connect('button-release-event',
Lang.bind(this, this._onButtonRelease));
this.actor.connect('scroll-event',
Lang.bind(this, this._onScroll));
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
this.actor.connect('leave-event',
Lang.bind(this, this._onLeave));
this._draggable = DND.makeDraggable(this.actor,
{ restoreOnSuccess: true,
dragActorMaxSize: WINDOW_DND_SIZE,
dragActorOpacity: DRAGGING_WINDOW_OPACITY });
this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
this._draggable.connect('drag-cancelled', Lang.bind(this, this._onDragCancelled));
this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd));
this.inDrag = false;
this._windowIsZooming = false;
this._zooming = false;
this._selected = false;
},
setStackAbove: function (actor) {
this._stackAbove = actor;
if (this.inDrag || this._zooming)
// We'll fix up the stack after the drag/zooming
return;
if (this._stackAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(this._stackAbove);
},
destroy: function () {
this.actor.destroy();
},
zoomFromOverview: function() {
if (this._zooming) {
// If the user clicked on the zoomed window, or we are
// returning there anyways, then we can zoom right to the
// window, but if we are going to some other window, then
// we need to cancel the zoom before animating, or it
// will look funny.
if (!this._selected &&
this.metaWindow != global.screen.get_display().focus_window)
this._zoomEnd();
}
},
_disconnectRealWindowSignals: function() {
if (this._sizeChangedId > 0)
this.realWindow.disconnect(this._sizeChangedId);
this._sizeChangedId = 0;
if (this._realWindowDestroyId > 0)
this.realWindow.disconnect(this._realWindowDestroyId);
this._realWindowDestroyId = 0;
},
_onDestroy: function() {
this._disconnectRealWindowSignals();
this.metaWindow._delegate = null;
this.actor._delegate = null;
if (this._zoomLightbox)
this._zoomLightbox.destroy();
if (this.inDrag) {
this.emit('drag-end');
this.inDrag = false;
}
this.disconnectAll();
},
_onLeave: function (actor, event) {
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.emit('zoom-start');
if (!this._zoomLightbox)
this._zoomLightbox = new Lightbox.Lightbox(global.stage,
{ fadeTime: LIGHTBOX_FADE_TIME });
this._zoomLightbox.show();
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._zoomUpdate();
},
_zoomEnd : function () {
this._zooming = false;
this.emit('zoom-end');
this.actor.reparent(this._origParent);
if (this._stackAbove == null)
this.actor.lower_bottom();
// If the workspace has been destroyed while we were reparented to
// the stage, _stackAbove will be unparented and we can't raise our
// actor above it - as we are bound to be destroyed anyway in that
// case, we can skip that step
else if (this._stackAbove.get_parent())
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._zoomLightbox.hide();
this._zoomLocalPosition = undefined;
this._zoomLocalScale = undefined;
this._zoomGlobalPosition = undefined;
this._zoomGlobalScale = undefined;
this._zoomTargetPosition = undefined;
this._zoomStep = undefined;
},
_onButtonRelease : function (actor, event) {
this._selected = true;
this.emit('selected', event.get_time());
},
_onDragBegin : function (draggable, time) {
[this.dragOrigX, this.dragOrigY] = this.actor.get_position();
this.dragOrigScale = this.actor.scale_x;
this.inDrag = true;
this.emit('drag-begin');
},
_onDragCancelled : function (draggable, time) {
this.emit('drag-cancelled');
},
_onDragEnd : function (draggable, time, snapback) {
this.inDrag = 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) {
if (this._stackAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(this._stackAbove);
}
this.emit('drag-end');
}
};
Signals.addSignalMethods(WindowClone.prototype);
/**
* @windowClone: Corresponding window clone
* @parentActor: The actor which will be the parent of all overlay items
* such as app icon and window caption
*/
function WindowOverlay(windowClone, parentActor) {
this._init(windowClone, parentActor);
}
WindowOverlay.prototype = {
_init : function(windowClone, parentActor) {
let metaWindow = windowClone.metaWindow;
this._windowClone = windowClone;
this._parentActor = parentActor;
this._hidden = false;
let title = new St.Label({ style_class: 'window-caption',
text: metaWindow.title });
title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
title._spacing = 0;
this._updateCaptionId = metaWindow.connect('notify::title',
Lang.bind(this, function(w) {
this.title.text = w.title;
}));
let button = new St.Button({ style_class: 'window-close' });
button._overlap = 0;
this._idleToggleCloseId = 0;
button.connect('clicked', Lang.bind(this, this._closeWindow));
windowClone.actor.connect('destroy', Lang.bind(this, this._onDestroy));
windowClone.actor.connect('enter-event',
Lang.bind(this, this._onEnter));
windowClone.actor.connect('leave-event',
Lang.bind(this, this._onLeave));
this._windowAddedId = 0;
windowClone.connect('zoom-start', Lang.bind(this, this.hide));
windowClone.connect('zoom-end', Lang.bind(this, this.show));
button.hide();
this.title = title;
this.closeButton = button;
parentActor.add_actor(this.title);
parentActor.add_actor(this.closeButton);
title.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
button.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
// force a style change if we are already on a stage - otherwise
// the signal will be emitted normally when we are added
if (parentActor.get_stage())
this._onStyleChanged();
},
hide: function() {
this._hidden = true;
this.closeButton.hide();
this.title.hide();
},
show: function() {
this._hidden = false;
let [x, y, mask] = global.get_pointer();
let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE,
x, y);
if (actor == this._windowClone.actor) {
this.closeButton.show();
}
this.title.show();
},
fadeIn: function() {
this.show();
this.title.opacity = 0;
this._parentActor.raise_top();
Tweener.addTween(this.title,
{ opacity: 255,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeOutQuad' });
},
chromeWidth: function () {
return this.closeButton.width - this.closeButton._overlap;
},
chromeHeights: function () {
return [this.closeButton.height - this.closeButton._overlap,
this.title.height + this.title._spacing];
},
/**
* @cloneX: x position of windowClone
* @cloneY: y position of windowClone
* @cloneWidth: width of windowClone
* @cloneHeight height of windowClone
*/
// These parameters are not the values retrieved with
// get_transformed_position() and get_transformed_size(),
// as windowClone might be moving.
// See Workspace._showWindowOverlay
updatePositions: function(cloneX, cloneY, cloneWidth, cloneHeight) {
let button = this.closeButton;
let title = this.title;
let buttonX;
let buttonY = cloneY - (button.height - button._overlap);
if (St.Widget.get_default_direction() == St.TextDirection.RTL)
buttonX = cloneX - (button.width - button._overlap);
else
buttonX = cloneX + (cloneWidth - button._overlap);
button.set_position(Math.floor(buttonX), Math.floor(buttonY));
if (!title.fullWidth)
title.fullWidth = title.width;
title.width = Math.min(title.fullWidth, cloneWidth);
let titleX = cloneX + (cloneWidth - title.width) / 2;
let titleY = cloneY + cloneHeight + title._spacing;
title.set_position(Math.floor(titleX), Math.floor(titleY));
},
_closeWindow: function(actor) {
let metaWindow = this._windowClone.metaWindow;
this._workspace = metaWindow.get_workspace();
this._windowAddedId = this._workspace.connect('window-added',
Lang.bind(this,
this._onWindowAdded));
metaWindow.delete(global.get_current_time());
},
_onWindowAdded: function(workspace, win) {
let metaWindow = this._windowClone.metaWindow;
if (win.get_transient_for() == metaWindow) {
workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
// use an idle handler to avoid mapping problems -
// see comment in Workspace._windowAdded
Mainloop.idle_add(Lang.bind(this,
function() {
this._windowClone.emit('selected');
return false;
}));
}
},
_onDestroy: function() {
if (this._windowAddedId > 0) {
this._workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
}
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this._windowClone.metaWindow.disconnect(this._updateCaptionId);
this.title.destroy();
this.closeButton.destroy();
},
_onEnter: function() {
// We might get enter events on the clone while the overlay is
// hidden, e.g. during animations, we ignore these events,
// as the close button will be shown as needed when the overlays
// are shown again
if (this._hidden)
return;
this._parentActor.raise_top();
this.closeButton.show();
this.emit('show-close-button');
},
_onLeave: function() {
if (this._idleToggleCloseId == 0)
this._idleToggleCloseId = Mainloop.timeout_add(750, Lang.bind(this, this._idleToggleCloseButton));
},
_idleToggleCloseButton: function() {
this._idleToggleCloseId = 0;
if (!this._windowClone.actor.has_pointer &&
!this.closeButton.has_pointer)
this.closeButton.hide();
return false;
},
hideCloseButton: function() {
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this.closeButton.hide();
},
_onStyleChanged: function() {
let titleNode = this.title.get_theme_node();
this.title._spacing = titleNode.get_length('-shell-caption-spacing');
let closeNode = this.closeButton.get_theme_node();
this.closeButton._overlap = closeNode.get_length('-shell-close-overlap');
this._parentActor.queue_relayout();
}
};
Signals.addSignalMethods(WindowOverlay.prototype);
const WindowPositionFlags = {
INITIAL: 1 << 0,
ANIMATE: 1 << 1
};
/**
* @metaWorkspace: a #Meta.Workspace
*/
function Workspace(metaWorkspace) {
this._init(metaWorkspace);
}
Workspace.prototype = {
_init : function(metaWorkspace) {
// When dragging a window, we use this slot for reserve space.
this._reservedSlot = null;
this.metaWorkspace = metaWorkspace;
this._x = 0;
this._y = 0;
this._width = 0;
this._height = 0;
this._windowOverlaysGroup = new Clutter.Group();
// Without this the drop area will be overlapped.
this._windowOverlaysGroup.set_size(0, 0);
this.actor = new Clutter.Group();
this.actor.set_size(0, 0);
this._dropRect = new Clutter.Rectangle({ opacity: 0 });
this._dropRect._delegate = this;
this.actor.add_actor(this._dropRect);
this.actor.add_actor(this._windowOverlaysGroup);
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
let windows = Main.getWindowActorsForWorkspace(this.metaWorkspace.index());
// Create clones for windows that should be
// visible in the Overview
this._windows = [];
this._windowOverlays = [];
for (let i = 0; i < windows.length; i++) {
if (this._isOverviewWindow(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._repositionWindowsId = 0;
this.leavingOverview = false;
},
setGeometry: function(x, y, width, height) {
this._x = x;
this._y = y;
this._width = width;
this._height = height;
// This is sometimes called during allocation, so we do this later
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function () {
this._dropRect.set_position(x, y);
this._dropRect.set_size(width, height);
return false;
}));
},
_lookupIndex: function (metaWindow) {
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i].metaWindow == metaWindow) {
return i;
}
}
return -1;
},
containsMetaWindow: function (metaWindow) {
return this._lookupIndex(metaWindow) >= 0;
},
isEmpty: function() {
return this._windows.length == 0;
},
/**
* setReactive:
* @reactive: %true iff the workspace should be reactive
*
* Set the workspace (desktop) reactive
**/
setReactive: function(reactive) {
this.actor.reactive = reactive;
},
// 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:
* @actor: A #WindowClone's #ClutterActor
* @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 (actor, slot) {
let [xCenter, yCenter, fraction] = slot;
let xDelta, yDelta, distanceSquared;
let actorWidth, actorHeight;
let x = actor.x;
let y = actor.y;
let scale = actor.scale_x;
if (actor._delegate.inDrag) {
x = actor._delegate.dragOrigX;
y = actor._delegate.dragOrigY;
scale = actor._delegate.dragOrigScale;
}
actorWidth = actor.width * scale;
actorHeight = actor.height * scale;
xDelta = x + actorWidth / 2.0 - xCenter * this._width - this._x;
yDelta = y + actorHeight / 2.0 - yCenter * this._height - this._y;
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 (clones, slots) {
let minimumMotionPermutation = null;
let minimumMotion = -1;
let permIndex = 0;
this._forEachPermutations(clones, Lang.bind(this, function (permutation) {
let motion = 0;
for (let i = 0; i < permutation.length; i++) {
let cloneActor = permutation[i].actor;
let slot = slots[i];
let delta = this._computeWindowMotion(cloneActor, slot);
motion += delta;
// Bail out early if we're already larger than the
// previous best
if (minimumMotionPermutation != null &&
motion > minimumMotion)
continue;
}
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(clones, slots) {
let result = [];
let slotIndex = 0;
// Copy since we mutate below
let clonesCopy = clones.concat();
for (let i = 0; i < slots.length; i++) {
let slot = slots[i];
let minimumMotionIndex = -1;
let minimumMotion = -1;
for (let j = 0; j < clonesCopy.length; j++) {
let cloneActor = clonesCopy[j].actor;
let delta = this._computeWindowMotion(cloneActor, slot);
if (minimumMotionIndex == -1 || delta < minimumMotion) {
minimumMotionIndex = j;
minimumMotion = delta;
}
}
result.push(clonesCopy[minimumMotionIndex]);
clonesCopy.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(clones, slots) {
clones.sort(function(w1, w2) {
return w2.metaWindow.get_stable_sequence() - w1.metaWindow.get_stable_sequence();
});
if (clones.length <= POSITIONING_PERMUTATIONS_MAX)
return this._orderWindowsPermutations(clones, slots);
else
return this._orderWindowsGreedy(clones, slots);
},
/**
* _getSlotGeometry:
* @slot: A layout slot
*
* Returns: the screen-relative [x, y, width, height]
* of a given window layout slot.
*/
_getSlotGeometry: function(slot) {
let [xCenter, yCenter, fraction] = slot;
let width = this._width * fraction;
let height = this._height * fraction;
let x = this._x + xCenter * this._width - width / 2 ;
let y = this._y + yCenter * this._height - height / 2;
return [x, y, width, height];
},
/**
* _computeWindowLayout:
* @metaWindow: A #MetaWindow
* @slot: A layout slot
*
* Given a window and slot to fit it in, compute its
* screen-relative [x, y, scale] where scale applies
* to both X and Y directions.
*/
_computeWindowLayout: function(metaWindow, slot) {
let [x, y, width, height] = this._getSlotGeometry(slot);
let rect = metaWindow.get_outer_rect();
let buttonOuterHeight, captionHeight;
let buttonOuterWidth = 0;
if (this._windowOverlays[0]) {
[buttonOuterHeight, captionHeight] = this._windowOverlays[0].chromeHeights();
buttonOuterWidth = this._windowOverlays[0].chromeWidth();
} else
[buttonOuterHeight, captionHeight] = [0, 0];
let scale = Math.min((width - buttonOuterWidth) / rect.width,
(height - buttonOuterHeight - captionHeight) / rect.height,
1.0);
x = Math.floor(x + (width - scale * rect.width) / 2);
// We want to center the window in case we have just one
if (metaWindow.get_workspace().n_windows == 1)
y = Math.floor(y + (height - scale * rect.height) / 2);
else
y = Math.floor(y + height - rect.height * scale - captionHeight);
return [x, y, scale];
},
setReservedSlot: function(clone) {
if (this._reservedSlot == clone)
return;
if (clone && this.containsMetaWindow(clone.metaWindow)) {
this._reservedSlot = null;
this.positionWindows(WindowPositionFlags.ANIMATE);
return;
}
if (clone)
this._reservedSlot = clone;
else
this._reservedSlot = null;
this.positionWindows(WindowPositionFlags.ANIMATE);
},
/**
* positionWindows:
* @flags:
* INITIAL - this is the initial positioning of the windows.
* ANIMATE - Indicates that we need animate changing position.
*/
positionWindows : function(flags) {
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
let clones = this._windows.slice();
if (this._reservedSlot)
clones.push(this._reservedSlot);
let initialPositioning = flags & WindowPositionFlags.INITIAL;
let animate = flags & WindowPositionFlags.ANIMATE;
// Start the animations
let slots = this._computeAllWindowSlots(clones.length);
clones = this._orderWindowsByMotionAndStartup(clones, slots);
let currentWorkspace = global.screen.get_active_workspace();
let isOnCurrentWorkspace = this.metaWorkspace == currentWorkspace;
for (let i = 0; i < clones.length; i++) {
let slot = slots[i];
let clone = clones[i];
let metaWindow = clone.metaWindow;
let mainIndex = this._lookupIndex(metaWindow);
let overlay = this._windowOverlays[mainIndex];
// Positioning a window currently being dragged must be avoided;
// we'll just leave a blank spot in the layout for it.
if (clone.inDrag)
continue;
let [x, y, scale] = this._computeWindowLayout(metaWindow, slot);
if (overlay)
overlay.hide();
if (animate && isOnCurrentWorkspace) {
if (!metaWindow.showing_on_its_workspace()) {
/* Hidden windows should fade in and grow
* therefore we need to resize them now so they
* can be scaled up later */
if (initialPositioning) {
clone.actor.opacity = 0;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.actor.x = x;
clone.actor.y = y;
}
// Make the window slightly transparent to indicate it's hidden
Tweener.addTween(clone.actor,
{ opacity: 255,
time: Overview.ANIMATION_TIME,
transition: 'easeInQuad'
});
}
Tweener.addTween(clone.actor,
{ x: x,
y: y,
scale_x: scale,
scale_y: scale,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: Lang.bind(this, function() {
this._showWindowOverlay(clone, overlay, true);
})
});
} else {
clone.actor.set_position(x, y);
clone.actor.set_scale(scale, scale);
this._showWindowOverlay(clone, overlay, isOnCurrentWorkspace);
}
}
},
syncStacking: function(stackIndices) {
let clones = this._windows.slice();
clones.sort(function (a, b) { return stackIndices[a.metaWindow.get_stable_sequence()] - stackIndices[b.metaWindow.get_stable_sequence()]; });
for (let i = 0; i < clones.length; i++) {
let clone = clones[i];
let metaWindow = clone.metaWindow;
if (i == 0) {
clone.setStackAbove(this._dropRect);
} else {
let previousClone = clones[i - 1];
clone.setStackAbove(previousClone.actor);
}
}
},
_showWindowOverlay: function(clone, overlay, fade) {
if (clone.inDrag)
return;
// 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 [cloneX, cloneY] = clone.actor.get_position();
let [cloneWidth, cloneHeight] = clone.actor.get_size();
cloneWidth = clone.actor.scale_x * cloneWidth;
cloneHeight = clone.actor.scale_y * cloneHeight;
if (overlay) {
overlay.updatePositions(cloneX, cloneY, cloneWidth, cloneHeight);
if (fade)
overlay.fadeIn();
else
overlay.show();
}
},
_showAllOverlays: function() {
let currentWorkspace = global.screen.get_active_workspace();
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
let overlay = this._windowOverlays[i];
this._showWindowOverlay(clone, overlay, this.metaWorkspace == currentWorkspace);
}
},
_delayedWindowRepositioning: function() {
if (this._windowIsZooming)
return true;
let [x, y, mask] = global.get_pointer();
let pointerHasMoved = (this._cursorX != x && this._cursorY != y);
let inWorkspace = (this._x < x && x < this._x + this._width &&
this._y < y && y < this._y + this._height);
if (pointerHasMoved && inWorkspace) {
// store current cursor position
this._cursorX = x;
this._cursorY = y;
return true;
}
this.positionWindows(WindowPositionFlags.ANIMATE);
return false;
},
showWindowsOverlays: function() {
if (this.leavingOverview)
return;
this._windowOverlaysGroup.show();
this._showAllOverlays();
},
hideWindowsOverlays: function() {
this._windowOverlaysGroup.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];
this._windows.splice(index, 1);
this._windowOverlays.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();
// We need to reposition the windows; to avoid shuffling windows
// around while the user is interacting with the workspace, we delay
// the positioning until the pointer remains still for at least 750 ms
// or is moved outside the workspace
// remove old handler
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
// setup new handler
let [x, y, mask] = global.get_pointer();
this._cursorX = x;
this._cursorY = y;
this._repositionWindowsId = Mainloop.timeout_add(750,
Lang.bind(this, this._delayedWindowRepositioning));
},
_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;
let y = win._overviewHint.y - this.actor.y;
let scale = win._overviewHint.scale;
delete win._overviewHint;
clone.actor.set_position (x, y);
clone.actor.set_scale (scale, scale);
} else {
// Position new windows at the top corner of the workspace rather
// than where they were placed for real to avoid the window
// being clipped to the workspaceView. Its not really more
// natural for the window to suddenly appear in the overview
// on some seemingly random location anyway.
clone.actor.set_position (this._x, this._y);
}
this.positionWindows(WindowPositionFlags.ANIMATE);
},
// check for maximized windows on the workspace
hasMaximizedWindows: function() {
for (let i = 0; i < this._windows.length; i++) {
let metaWindow = this._windows[i].metaWindow;
if (metaWindow.showing_on_its_workspace() &&
metaWindow.maximized_horizontally &&
metaWindow.maximized_vertically)
return true;
}
return false;
},
// Animate the full-screen to Overview transition.
zoomToOverview : function() {
// Position and scale the windows.
if (Main.overview.animationInProgress)
this.positionWindows(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL);
else
this.positionWindows(WindowPositionFlags.INITIAL);
},
// Animates the return from Overview mode
zoomFromOverview : function() {
let currentWorkspace = global.screen.get_active_workspace();
this.leavingOverview = true;
this.hideWindowsOverlays();
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
this._overviewHiddenId = Main.overview.connect('hidden', Lang.bind(this,
this._doneLeavingOverview));
if (this.metaWorkspace != currentWorkspace)
return;
// Position and scale the windows.
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
clone.zoomFromOverview();
if (clone.metaWindow.showing_on_its_workspace()) {
Tweener.addTween(clone.actor,
{ x: clone.origX,
y: clone.origY,
scale_x: 1.0,
scale_y: 1.0,
time: Overview.ANIMATION_TIME,
opacity: 255,
transition: 'easeOutQuad'
});
} else {
// The window is hidden, make it shrink and fade it out
Tweener.addTween(clone.actor,
{ scale_x: 0,
scale_y: 0,
opacity: 0,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad'
});
}
}
},
destroy : function() {
this.actor.destroy();
},
_onDestroy: function(actor) {
if (this._overviewHiddenId) {
Main.overview.disconnect(this._overviewHiddenId);
this._overviewHiddenId = 0;
}
Tweener.removeTweens(actor);
this.metaWorkspace.disconnect(this._windowAddedId);
this.metaWorkspace.disconnect(this._windowRemovedId);
if (this._repositionWindowsId > 0)
Mainloop.source_remove(this._repositionWindowsId);
// Usually, the windows will be destroyed automatically with
// their parent (this.actor), but we might have a zoomed window
// which has been reparented to the stage - _windows[0] holds
// the desktop window, which is never reparented
for (let w = 0; w < this._windows.length; w++)
this._windows[w].destroy();
this._windows = [];
},
// Sets this.leavingOverview flag to false.
_doneLeavingOverview : function() {
this.leavingOverview = false;
},
// Tests if @win belongs to this workspaces
_isMyWindow : function (win) {
return Main.isWindowActorDisplayedOnWorkspace(win, this.metaWorkspace.index());
},
// 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());
},
// Create a clone of a (non-desktop) window and add it to the window list
_addWindowClone : function(win) {
let clone = new WindowClone(win);
let overlay = new WindowOverlay(clone, this._windowOverlaysGroup);
clone.connect('selected',
Lang.bind(this, this._onCloneSelected));
clone.connect('drag-begin',
Lang.bind(this, function(clone) {
Main.overview.beginWindowDrag();
overlay.hide();
}));
clone.connect('drag-cancelled',
Lang.bind(this, function(clone) {
Main.overview.cancelledWindowDrag();
}));
clone.connect('drag-end',
Lang.bind(this, function(clone) {
Main.overview.endWindowDrag();
overlay.show();
}));
clone.connect('zoom-start',
Lang.bind(this, function() {
this._windowIsZooming = true;
}));
clone.connect('zoom-end',
Lang.bind(this, function() {
this._windowIsZooming = false;
}));
clone.connect('size-changed',
Lang.bind(this, function() {
this.positionWindows(0);
}));
this.actor.add_actor(clone.actor);
overlay.connect('show-close-button', Lang.bind(this, this._onShowOverlayClose));
this._windows.push(clone);
this._windowOverlays.push(overlay);
return clone;
},
_onShowOverlayClose: function (windowOverlay) {
for (let i = 0; i < this._windowOverlays.length; i++) {
let overlay = this._windowOverlays[i];
if (overlay == windowOverlay)
continue;
overlay.hideCloseButton();
}
},
_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.activateWindow(clone.metaWindow, time,
this.metaWorkspace.index());
},
// Draggable target interface
handleDragOver : function(source, actor, x, y, time) {
if (source.realWindow && !this._isMyWindow(source.realWindow))
return DND.DragMotionResult.MOVE_DROP;
if (source.shellWorkspaceLaunch)
return DND.DragMotionResult.COPY_DROP;
return DND.DragMotionResult.CONTINUE;
},
acceptDrop : function(source, actor, x, y, time) {
if (source.realWindow) {
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.metaWorkspace.index(),
false, // don't create workspace
time);
return true;
} else if (source.shellWorkspaceLaunch) {
source.shellWorkspaceLaunch({ workspace: this.metaWorkspace,
timestamp: time });
return true;
}
return false;
}
};
Signals.addSignalMethods(Workspace.prototype);