1524 lines
54 KiB
JavaScript
1524 lines
54 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const Gio = imports.gi.Gio;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Meta = imports.gi.Meta;
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const Pango = imports.gi.Pango;
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const Shell = imports.gi.Shell;
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const St = imports.gi.St;
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const Signals = imports.signals;
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const DND = imports.ui.dnd;
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const Lightbox = imports.ui.lightbox;
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const Main = imports.ui.main;
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const Overview = imports.ui.overview;
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const Panel = imports.ui.panel;
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const Tweener = imports.ui.tweener;
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const FOCUS_ANIMATION_TIME = 0.15;
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const WINDOW_DND_SIZE = 256;
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const SCROLL_SCALE_AMOUNT = 100 / 5;
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const LIGHTBOX_FADE_TIME = 0.1;
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const CLOSE_BUTTON_FADE_TIME = 0.1;
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const DRAGGING_WINDOW_OPACITY = 100;
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const BUTTON_LAYOUT_SCHEMA = 'org.gnome.shell.overrides';
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const BUTTON_LAYOUT_KEY = 'button-layout';
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// Define a layout scheme for small window counts. For larger
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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// Each triplet is [xCenter, yCenter, scale] where the scale
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// is relative to the width of the workspace.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.95]],
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2: [[0.25, 0.5, 0.48], [0.75, 0.5, 0.48]],
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3: [[0.25, 0.25, 0.48], [0.75, 0.25, 0.48], [0.5, 0.75, 0.48]],
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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]],
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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]]
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};
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// Used in _orderWindowsPermutations, 5! = 120 which is probably the highest we can go
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const POSITIONING_PERMUTATIONS_MAX = 5;
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function _interpolate(start, end, step) {
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return start + (end - start) * step;
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}
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function _clamp(value, min, max) {
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return Math.max(min, Math.min(max, value));
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}
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function ScaledPoint(x, y, scaleX, scaleY) {
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[this.x, this.y, this.scaleX, this.scaleY] = arguments;
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}
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ScaledPoint.prototype = {
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getPosition : function() {
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return [this.x, this.y];
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},
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getScale : function() {
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return [this.scaleX, this.scaleY];
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},
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setPosition : function(x, y) {
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[this.x, this.y] = arguments;
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},
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setScale : function(scaleX, scaleY) {
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[this.scaleX, this.scaleY] = arguments;
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},
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interpPosition : function(other, step) {
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return [_interpolate(this.x, other.x, step),
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_interpolate(this.y, other.y, step)];
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},
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interpScale : function(other, step) {
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return [_interpolate(this.scaleX, other.scaleX, step),
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_interpolate(this.scaleY, other.scaleY, step)];
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}
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};
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function WindowClone(realWindow) {
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this._init(realWindow);
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}
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WindowClone.prototype = {
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_init : function(realWindow) {
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this.realWindow = realWindow;
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this.metaWindow = realWindow.meta_window;
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this.metaWindow._delegate = this;
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let [borderX, borderY] = this._getInvisibleBorderPadding();
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this._windowClone = new Clutter.Clone({ source: realWindow.get_texture(),
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x: -borderX,
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y: -borderY });
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// We expect this.actor to be used for all interaction rather than
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// this._windowClone; as the former is reactive and the latter
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// is not, this just works for most cases. However, for DND all
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// actors are picked, so DND operations would operate on the clone.
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// To avoid this, we hide it from pick.
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Shell.util_set_hidden_from_pick(this._windowClone, true);
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this.origX = realWindow.x + borderX;
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this.origY = realWindow.y + borderY;
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let outerRect = realWindow.meta_window.get_outer_rect();
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// The MetaShapedTexture that we clone has a size that includes
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// the invisible border; this is inconvenient; rather than trying
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// to compensate all over the place we insert a ClutterGroup into
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// the hierarchy that is sized to only the visible portion.
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this.actor = new Clutter.Group({ reactive: true,
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x: this.origX,
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y: this.origY,
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width: outerRect.width,
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height: outerRect.height });
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this.actor.add_actor(this._windowClone);
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this.actor._delegate = this;
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this._stackAbove = null;
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this._sizeChangedId = this.realWindow.connect('size-changed',
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Lang.bind(this, this._onRealWindowSizeChanged));
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this._realWindowDestroyId = this.realWindow.connect('destroy',
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Lang.bind(this, this._disconnectRealWindowSignals));
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let clickAction = new Clutter.ClickAction();
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clickAction.connect('clicked', Lang.bind(this, this._onClicked));
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clickAction.connect('long-press', Lang.bind(this, this._onLongPress));
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this.actor.add_action(clickAction);
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this.actor.connect('scroll-event',
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Lang.bind(this, this._onScroll));
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this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
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this.actor.connect('leave-event',
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Lang.bind(this, this._onLeave));
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this._draggable = DND.makeDraggable(this.actor,
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{ restoreOnSuccess: true,
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manualMode: true,
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dragActorMaxSize: WINDOW_DND_SIZE,
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dragActorOpacity: DRAGGING_WINDOW_OPACITY });
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this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
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this._draggable.connect('drag-cancelled', Lang.bind(this, this._onDragCancelled));
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this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd));
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this.inDrag = false;
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this._windowIsZooming = false;
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this._zooming = false;
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this._selected = false;
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},
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setStackAbove: function (actor) {
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this._stackAbove = actor;
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if (this.inDrag || this._zooming)
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// We'll fix up the stack after the drag/zooming
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return;
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if (this._stackAbove == null)
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this.actor.lower_bottom();
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else
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this.actor.raise(this._stackAbove);
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},
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destroy: function () {
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this.actor.destroy();
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},
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zoomFromOverview: function() {
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if (this._zooming) {
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// If the user clicked on the zoomed window, or we are
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// returning there anyways, then we can zoom right to the
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// window, but if we are going to some other window, then
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// we need to cancel the zoom before animating, or it
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// will look funny.
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if (!this._selected &&
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this.metaWindow != global.display.focus_window)
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this._zoomEnd();
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}
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},
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_disconnectRealWindowSignals: function() {
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if (this._sizeChangedId > 0)
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this.realWindow.disconnect(this._sizeChangedId);
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this._sizeChangedId = 0;
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if (this._realWindowDestroyId > 0)
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this.realWindow.disconnect(this._realWindowDestroyId);
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this._realWindowDestroyId = 0;
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},
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_getInvisibleBorderPadding: function() {
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// We need to adjust the position of the actor because of the
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// consequences of invisible borders -- in reality, the texture
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// has an extra set of "padding" around it that we need to trim
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// down.
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// The outer rect paradoxically is the smaller rectangle,
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// containing the positions of the visible frame. The input
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// rect contains everything, including the invisible border
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// padding.
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let outerRect = this.metaWindow.get_outer_rect();
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let inputRect = this.metaWindow.get_input_rect();
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let [borderX, borderY] = [outerRect.x - inputRect.x,
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outerRect.y - inputRect.y];
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return [borderX, borderY];
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},
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_onRealWindowSizeChanged: function() {
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let [borderX, borderY] = this._getInvisibleBorderPadding();
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let outerRect = this.metaWindow.get_outer_rect();
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this.actor.set_size(outerRect.width, outerRect.height);
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this._windowClone.set_position(-borderX, -borderY);
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this.emit('size-changed');
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},
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_onDestroy: function() {
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this._disconnectRealWindowSignals();
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this.metaWindow._delegate = null;
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this.actor._delegate = null;
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if (this._zoomLightbox)
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this._zoomLightbox.destroy();
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if (this.inDrag) {
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this.emit('drag-end');
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this.inDrag = false;
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}
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this.disconnectAll();
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},
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_onLeave: function (actor, event) {
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if (this._zoomStep)
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this._zoomEnd();
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},
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_onScroll : function (actor, event) {
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let direction = event.get_scroll_direction();
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if (direction == Clutter.ScrollDirection.UP) {
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if (this._zoomStep == undefined)
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this._zoomStart();
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if (this._zoomStep < 100) {
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this._zoomStep += SCROLL_SCALE_AMOUNT;
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this._zoomUpdate();
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}
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} else if (direction == Clutter.ScrollDirection.DOWN) {
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if (this._zoomStep > 0) {
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this._zoomStep -= SCROLL_SCALE_AMOUNT;
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this._zoomStep = Math.max(0, this._zoomStep);
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this._zoomUpdate();
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}
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if (this._zoomStep <= 0.0)
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this._zoomEnd();
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}
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},
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_zoomUpdate : function () {
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[this.actor.x, this.actor.y] = this._zoomGlobalOrig.interpPosition(this._zoomTarget, this._zoomStep / 100);
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[this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.interpScale(this._zoomTarget, this._zoomStep / 100);
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let [width, height] = this.actor.get_transformed_size();
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let monitorIndex = this.metaWindow.get_monitor();
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let monitor = Main.layoutManager.monitors[monitorIndex];
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let availArea = new Meta.Rectangle({ x: monitor.x,
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y: monitor.y,
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width: monitor.width,
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height: monitor.height });
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if (monitorIndex == Main.layoutManager.primaryIndex) {
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availArea.y += Main.panel.actor.height;
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availArea.height -= Main.panel.actor.height;
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}
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this.actor.x = _clamp(this.actor.x, availArea.x, availArea.x + availArea.width - width);
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this.actor.y = _clamp(this.actor.y, availArea.y, availArea.y + availArea.height - height);
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},
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_zoomStart : function () {
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this._zooming = true;
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this.emit('zoom-start');
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if (!this._zoomLightbox)
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this._zoomLightbox = new Lightbox.Lightbox(Main.uiGroup,
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{ fadeTime: LIGHTBOX_FADE_TIME });
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this._zoomLightbox.show();
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this._zoomLocalOrig = new ScaledPoint(this.actor.x, this.actor.y, this.actor.scale_x, this.actor.scale_y);
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this._zoomGlobalOrig = new ScaledPoint();
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let parent = this._origParent = this.actor.get_parent();
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let [width, height] = this.actor.get_transformed_size();
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this._zoomGlobalOrig.setPosition.apply(this._zoomGlobalOrig, this.actor.get_transformed_position());
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this._zoomGlobalOrig.setScale(width / this.actor.width, height / this.actor.height);
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this.actor.reparent(Main.uiGroup);
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this._zoomLightbox.highlight(this.actor);
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[this.actor.x, this.actor.y] = this._zoomGlobalOrig.getPosition();
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[this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.getScale();
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this.actor.raise_top();
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this._zoomTarget = new ScaledPoint(0, 0, 1.0, 1.0);
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this._zoomTarget.setPosition(this.actor.x - (this.actor.width - width) / 2, this.actor.y - (this.actor.height - height) / 2);
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this._zoomStep = 0;
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this._zoomUpdate();
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},
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_zoomEnd : function () {
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this._zooming = false;
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this.emit('zoom-end');
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this.actor.reparent(this._origParent);
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if (this._stackAbove == null)
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this.actor.lower_bottom();
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// If the workspace has been destroyed while we were reparented to
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// the stage, _stackAbove will be unparented and we can't raise our
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// actor above it - as we are bound to be destroyed anyway in that
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// case, we can skip that step
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else if (this._stackAbove.get_parent())
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this.actor.raise(this._stackAbove);
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[this.actor.x, this.actor.y] = this._zoomLocalOrig.getPosition();
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[this.actor.scale_x, this.actor.scale_y] = this._zoomLocalOrig.getScale();
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this._zoomLightbox.hide();
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this._zoomLocalPosition = undefined;
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this._zoomLocalScale = undefined;
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this._zoomGlobalPosition = undefined;
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this._zoomGlobalScale = undefined;
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this._zoomTargetPosition = undefined;
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this._zoomStep = undefined;
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},
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_onClicked: function(action, actor) {
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this._selected = true;
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this.emit('selected', global.get_current_time());
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},
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_onLongPress: function(action, actor, state) {
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// Take advantage of the Clutter policy to consider
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// a long-press canceled when the pointer movement
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// exceeds dnd-drag-threshold to manually start the drag
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if (state == Clutter.LongPressState.CANCEL) {
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// A click cancels a long-press before any click handler is
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// run - make sure to not start a drag in that case
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Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
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function() {
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if (this._selected)
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return;
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let [x, y] = action.get_coords();
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this._draggable.startDrag(x, y, global.get_current_time());
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}));
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}
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return true;
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},
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_onDragBegin : function (draggable, time) {
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if (this._zooming)
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this._zoomEnd();
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[this.dragOrigX, this.dragOrigY] = this.actor.get_position();
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this.dragOrigScale = this.actor.scale_x;
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this.inDrag = true;
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this.emit('drag-begin');
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},
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_getWorkspaceActor : function() {
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let index = this.metaWindow.get_workspace().index();
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return Main.overview.workspaces.getWorkspaceByIndex(index);
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},
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handleDragOver : function(source, actor, x, y, time) {
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let workspace = this._getWorkspaceActor();
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return workspace.handleDragOver(source, actor, x, y, time);
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},
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acceptDrop : function(source, actor, x, y, time) {
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let workspace = this._getWorkspaceActor();
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workspace.acceptDrop(source, actor, x, y, time);
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},
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_onDragCancelled : function (draggable, time) {
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this.emit('drag-cancelled');
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},
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_onDragEnd : function (draggable, time, snapback) {
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this.inDrag = false;
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// We may not have a parent if DnD completed successfully, in
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// which case our clone will shortly be destroyed and replaced
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// with a new one on the target workspace.
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if (this.actor.get_parent() != null) {
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if (this._stackAbove == null)
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this.actor.lower_bottom();
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else
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this.actor.raise(this._stackAbove);
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}
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this.emit('drag-end');
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}
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};
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Signals.addSignalMethods(WindowClone.prototype);
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/**
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* @windowClone: Corresponding window clone
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* @parentActor: The actor which will be the parent of all overlay items
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* such as app icon and window caption
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*/
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function WindowOverlay(windowClone, parentActor) {
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this._init(windowClone, parentActor);
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}
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WindowOverlay.prototype = {
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_init : function(windowClone, parentActor) {
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let metaWindow = windowClone.metaWindow;
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this._windowClone = windowClone;
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this._parentActor = parentActor;
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this._hidden = false;
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let title = new St.Label({ style_class: 'window-caption',
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text: metaWindow.title });
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title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
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title._spacing = 0;
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this._updateCaptionId = metaWindow.connect('notify::title',
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Lang.bind(this, function(w) {
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this.title.text = w.title;
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}));
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let button = new St.Button({ style_class: 'window-close' });
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button._overlap = 0;
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this._idleToggleCloseId = 0;
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button.connect('clicked', Lang.bind(this, this._closeWindow));
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windowClone.actor.connect('destroy', Lang.bind(this, this._onDestroy));
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windowClone.actor.connect('enter-event',
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Lang.bind(this, this._onEnter));
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windowClone.actor.connect('leave-event',
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Lang.bind(this, this._onLeave));
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this._windowAddedId = 0;
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windowClone.connect('zoom-start', Lang.bind(this, this.hide));
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windowClone.connect('zoom-end', Lang.bind(this, this.show));
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button.hide();
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this.title = title;
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this.closeButton = button;
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parentActor.add_actor(this.title);
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parentActor.add_actor(this.closeButton);
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title.connect('style-changed',
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Lang.bind(this, this._onStyleChanged));
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button.connect('style-changed',
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Lang.bind(this, this._onStyleChanged));
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// force a style change if we are already on a stage - otherwise
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// the signal will be emitted normally when we are added
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if (parentActor.get_stage())
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this._onStyleChanged();
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},
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hide: function() {
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this._hidden = true;
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this.closeButton.hide();
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this.title.hide();
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},
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show: function() {
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this._hidden = false;
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if (this._windowClone.actor.has_pointer)
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this.closeButton.show();
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this.title.show();
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},
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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 settings = new Gio.Settings({ schema: BUTTON_LAYOUT_SCHEMA });
|
|
let layout = settings.get_string(BUTTON_LAYOUT_KEY);
|
|
let rtl = St.Widget.get_default_direction() == St.TextDirection.RTL;
|
|
|
|
let split = layout.split(":");
|
|
let side;
|
|
if (split[0].indexOf("close") > -1)
|
|
side = rtl ? St.Side.RIGHT : St.Side.LEFT;
|
|
else
|
|
side = rtl ? St.Side.LEFT : St.Side.RIGHT;
|
|
|
|
let buttonX;
|
|
let buttonY = cloneY - (button.height - button._overlap);
|
|
if (side == St.Side.LEFT)
|
|
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, or null
|
|
*/
|
|
function Workspace(metaWorkspace, monitorIndex) {
|
|
this._init(metaWorkspace, monitorIndex);
|
|
}
|
|
|
|
Workspace.prototype = {
|
|
_init : function(metaWorkspace, monitorIndex) {
|
|
// 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.monitorIndex = monitorIndex;
|
|
this._monitor = Main.layoutManager.monitors[this.monitorIndex];
|
|
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 = global.get_window_actors().filter(this._isMyWindow, this);
|
|
|
|
// 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
|
|
if (this.metaWorkspace) {
|
|
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._windowEnteredMonitorId = global.screen.connect('window-entered-monitor',
|
|
Lang.bind(this, this._windowEnteredMonitor));
|
|
this._windowLeftMonitorId = global.screen.connect('window-left-monitor',
|
|
Lang.bind(this, this._windowLeftMonitor));
|
|
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);
|
|
this.positionWindows(WindowPositionFlags.ANIMATE);
|
|
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;
|
|
},
|
|
|
|
// 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 == null || 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 == null || 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();
|
|
},
|
|
|
|
_doRemoveWindow : function(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;
|
|
|
|
// Check if window still should be here
|
|
if (win && this._isMyWindow(win))
|
|
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));
|
|
},
|
|
|
|
_doAddWindow : function(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() &&
|
|
metaWin.get_workspace() == this.metaWorkspace)
|
|
this._doAddWindow(metaWin);
|
|
return false;
|
|
}));
|
|
return;
|
|
}
|
|
|
|
// We might have the window in our list already if it was on all workspaces and
|
|
// now was moved to this workspace
|
|
if (this._lookupIndex (metaWin) != -1)
|
|
return;
|
|
|
|
if (!this._isMyWindow(win) || !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);
|
|
},
|
|
|
|
_windowAdded : function(metaWorkspace, metaWin) {
|
|
this._doAddWindow(metaWin);
|
|
},
|
|
|
|
_windowRemoved : function(metaWorkspace, metaWin) {
|
|
this._doRemoveWindow(metaWin);
|
|
},
|
|
|
|
_windowEnteredMonitor : function(metaScreen, monitorIndex, metaWin) {
|
|
if (monitorIndex == this.monitorIndex) {
|
|
this._doAddWindow(metaWin);
|
|
}
|
|
},
|
|
|
|
_windowLeftMonitor : function(metaScreen, monitorIndex, metaWin) {
|
|
if (monitorIndex == this.monitorIndex) {
|
|
this._doRemoveWindow(metaWin);
|
|
}
|
|
},
|
|
|
|
// 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 != null && 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);
|
|
|
|
if (this.metaWorkspace) {
|
|
this.metaWorkspace.disconnect(this._windowAddedId);
|
|
this.metaWorkspace.disconnect(this._windowRemovedId);
|
|
}
|
|
global.screen.disconnect(this._windowEnteredMonitorId);
|
|
global.screen.disconnect(this._windowLeftMonitorId);
|
|
|
|
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 and monitor
|
|
_isMyWindow : function (win) {
|
|
return (this.metaWorkspace == null || Main.isWindowActorDisplayedOnWorkspace(win, this.metaWorkspace.index())) &&
|
|
(!win.get_meta_window() || win.get_meta_window().get_monitor() == this.monitorIndex);
|
|
},
|
|
|
|
// 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) {
|
|
let wsIndex = undefined;
|
|
if (this.metaWorkspace)
|
|
wsIndex = this.metaWorkspace.index();
|
|
Main.activateWindow(clone.metaWindow, time, wsIndex);
|
|
},
|
|
|
|
// 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();
|
|
|
|
// We need to move the window before changing the workspace, because
|
|
// the move itself could cause a workspace change if the window enters
|
|
// the primary monitor
|
|
if (metaWindow.get_monitor() != this.monitorIndex)
|
|
metaWindow.move_to_monitor(this.monitorIndex);
|
|
|
|
let index = this.metaWorkspace ? this.metaWorkspace.index() : global.screen.get_active_workspace_index();
|
|
metaWindow.change_workspace_by_index(index,
|
|
false, // don't create workspace
|
|
time);
|
|
return true;
|
|
} else if (source.shellWorkspaceLaunch) {
|
|
source.shellWorkspaceLaunch({ workspace: this.metaWorkspace ? this.metaWorkspace.index() : -1,
|
|
timestamp: time });
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
|
|
Signals.addSignalMethods(Workspace.prototype);
|