gnome-shell/js/ui/chrome.js
Florian Müllner 7a6c25b3fb chrome: Ignore minimized windows when updating visibility
The current check for fullscreen windows ignores the window's
minimization state, so that chrome which is hidden in fullscreen
will always hide if the window on top of the window stack is
fullscreen, even if it is actually minimized.
Instead, skip minimized windows when looking for fullscreen windows.

https://bugzilla.gnome.org/show_bug.cgi?id=655446
2011-07-27 23:40:49 +02:00

447 lines
16 KiB
JavaScript

/* -*- 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;
const ScreenSaver = imports.misc.screenSaver;
// 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 = {
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 = [];
Main.layoutManager.connect('monitors-changed',
Lang.bind(this, this._relayout));
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._screenSaverProxy = new ScreenSaver.ScreenSaverProxy();
this._screenSaverProxy.connect('ActiveChanged', Lang.bind(this, this._onScreenSaverActiveChanged));
this._screenSaverProxy.GetActiveRemote(Lang.bind(this,
function(result, err) {
if (!err)
this._onScreenSaverActiveChanged(this._screenSaverProxy, result);
}));
this._relayout();
},
_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 %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
// %visibleInFullscreen child of a non-%visibleInFullscreen 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.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();
},
_relayout: function() {
this._monitors = Main.layoutManager.monitors;
this._primaryMonitor = Main.layoutManager.primaryMonitor;
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
},
_onScreenSaverActiveChanged: function(proxy, screenSaverActive) {
this.actor.visible = !screenSaverActive;
this._queueUpdateRegions();
},
_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
},
_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];
// Skip minimized windows
if (!window.showing_on_its_workspace())
continue;
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);