gnome-shell/js/ui/layout.js
Florian Müllner df89d4dc59 layout: Keep the top_window group above newly added chrome
The top_window_group was introduced for popup windows that should
appear above system chrome, but as the group itself is just a child
of Main.uiGroup, chrome that is added after top_window_group will
still be stacked on top.
At least correct the stacking for actors added via addChrome().

https://bugzilla.gnome.org/show_bug.cgi?id=702338
2013-06-26 13:39:18 +02:00

1383 lines
51 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const GLib = imports.gi.GLib;
const GObject = imports.gi.GObject;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const St = imports.gi.St;
const Background = imports.ui.background;
const BackgroundMenu = imports.ui.backgroundMenu;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Params = imports.misc.params;
const Tweener = imports.ui.tweener;
const STARTUP_ANIMATION_TIME = 0.5;
const KEYBOARD_ANIMATION_TIME = 0.15;
const BACKGROUND_FADE_ANIMATION_TIME = 1.0;
const DEFAULT_BACKGROUND_COLOR = Clutter.Color.from_pixel(0x2e3436ff);
// The message tray takes this much pressure
// in the pressure barrier at once to release it.
const MESSAGE_TRAY_PRESSURE_THRESHOLD = 250; // pixels
const MESSAGE_TRAY_PRESSURE_TIMEOUT = 1000; // ms
const HOT_CORNER_PRESSURE_THRESHOLD = 100; // pixels
const HOT_CORNER_PRESSURE_TIMEOUT = 1000; // ms
function isPopupMetaWindow(actor) {
switch(actor.meta_window.get_window_type()) {
case Meta.WindowType.DROPDOWN_MENU:
case Meta.WindowType.POPUP_MENU:
case Meta.WindowType.COMBO:
return true;
default:
return false;
}
}
const MonitorConstraint = new Lang.Class({
Name: 'MonitorConstraint',
Extends: Clutter.Constraint,
Properties: {'primary': GObject.ParamSpec.boolean('primary',
'Primary', 'Track primary monitor',
GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
false),
'index': GObject.ParamSpec.int('index',
'Monitor index', 'Track specific monitor',
GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
-1, 64, -1)},
_init: function(props) {
this._primary = false;
this._index = -1;
this.parent(props);
},
get primary() {
return this._primary;
},
set primary(v) {
if (v)
this._index = -1;
this._primary = v;
if (this.actor)
this.actor.queue_relayout();
this.notify('primary');
},
get index() {
return this._index;
},
set index(v) {
this._primary = false;
this._index = v;
if (this.actor)
this.actor.queue_relayout();
this.notify('index');
},
vfunc_set_actor: function(actor) {
if (actor) {
if (!this._monitorsChangedId) {
this._monitorsChangedId = Main.layoutManager.connect('monitors-changed', Lang.bind(this, function() {
this.actor.queue_relayout();
}));
}
} else {
if (this._monitorsChangedId)
Main.layoutManager.disconnect(this._monitorsChangedId);
this._monitorsChangedId = 0;
}
this.parent(actor);
},
vfunc_update_allocation: function(actor, actorBox) {
if (!this._primary && this._index < 0)
return;
let monitor;
if (this._primary) {
monitor = Main.layoutManager.primaryMonitor;
} else {
let index = Math.min(this._index, Main.layoutManager.monitors.length - 1);
monitor = Main.layoutManager.monitors[index];
}
actorBox.init_rect(monitor.x, monitor.y, monitor.width, monitor.height);
}
});
const defaultParams = {
trackFullscreen: false,
affectsStruts: false,
affectsInputRegion: true
};
const LayoutManager = new Lang.Class({
Name: 'LayoutManager',
_init: function () {
this._rtl = (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL);
this.monitors = [];
this.primaryMonitor = null;
this.primaryIndex = -1;
this.hotCorners = [];
this._keyboardIndex = -1;
this._rightPanelBarrier = null;
this._trayBarrier = null;
this._inOverview = false;
this._updateRegionIdle = 0;
this._trackedActors = [];
this._topActors = [];
this._isPopupWindowVisible = false;
this._startingUp = true;
// Normally, the stage is always covered so Clutter doesn't need to clear
// it; however it becomes visible during the startup animation
// See the comment below for a longer explanation
global.stage.color = DEFAULT_BACKGROUND_COLOR;
// Set up stage hierarchy to group all UI actors under one container.
this.uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
this.uiGroup.connect('allocate',
function (actor, box, flags) {
let children = actor.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
});
this.uiGroup.connect('get-preferred-width',
function(actor, forHeight, alloc) {
let width = global.stage.width;
[alloc.min_size, alloc.natural_size] = [width, width];
});
this.uiGroup.connect('get-preferred-height',
function(actor, forWidth, alloc) {
let height = global.stage.height;
[alloc.min_size, alloc.natural_size] = [height, height];
});
global.stage.remove_actor(global.window_group);
this.uiGroup.add_actor(global.window_group);
global.stage.remove_actor(global.overlay_group);
this.uiGroup.add_actor(global.overlay_group);
global.stage.add_child(this.uiGroup);
this.screenShieldGroup = new St.Widget({ name: 'screenShieldGroup',
visible: false,
clip_to_allocation: true,
layout_manager: new Clutter.BinLayout(),
});
this.addChrome(this.screenShieldGroup);
this.panelBox = new St.BoxLayout({ name: 'panelBox',
vertical: true });
this.addChrome(this.panelBox, { affectsStruts: true,
trackFullscreen: true });
this.panelBox.connect('allocation-changed',
Lang.bind(this, this._panelBoxChanged));
this.trayBox = new St.Widget({ name: 'trayBox',
layout_manager: new Clutter.BinLayout() });
this.addChrome(this.trayBox);
this._setupTrayPressure();
this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
reactive: true,
track_hover: true });
this.addChrome(this.keyboardBox);
this._keyboardHeightNotifyId = 0;
global.stage.remove_actor(global.top_window_group);
this.uiGroup.add_actor(global.top_window_group);
this._backgroundGroup = new Meta.BackgroundGroup();
global.window_group.add_child(this._backgroundGroup);
this._backgroundGroup.lower_bottom();
this._bgManagers = [];
// This blocks the XDND picks from finding the activities button
// and we never attempt to pick anything from it anyway so make
// it invisible from picks
Shell.util_set_hidden_from_pick(global.top_window_group, true);
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
global.screen.connect('monitors-changed',
Lang.bind(this, this._monitorsChanged));
global.screen.connect('in-fullscreen-changed',
Lang.bind(this, this._updateFullscreen));
this._monitorsChanged();
},
// This is called by Main after everything else is constructed;
// it needs access to Main.overview, which didn't exist
// yet when the LayoutManager was constructed.
init: function() {
Main.overview.connect('showing', Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden', Lang.bind(this, this._overviewHidden));
Main.sessionMode.connect('updated', Lang.bind(this, this._sessionUpdated));
this._prepareStartupAnimation();
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_sessionUpdated: function() {
this._updateVisibility();
this._queueUpdateRegions();
},
_updateMonitors: function() {
let screen = global.screen;
this.monitors = [];
let nMonitors = screen.get_n_monitors();
for (let i = 0; i < nMonitors; i++)
this.monitors.push(screen.get_monitor_geometry(i));
if (nMonitors == 1) {
this.primaryIndex = this.bottomIndex = 0;
} else {
// If there are monitors below the primary, then we need
// to split primary from bottom.
this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (this._isAboveOrBelowPrimary(monitor)) {
if (monitor.y > this.monitors[this.bottomIndex].y)
this.bottomIndex = i;
}
}
}
this.primaryMonitor = this.monitors[this.primaryIndex];
this.bottomMonitor = this.monitors[this.bottomIndex];
},
_updateHotCorners: function() {
// destroy old hot corners
for (let i = 0; i < this.hotCorners.length; i++)
this.hotCorners[i].destroy();
this.hotCorners = [];
let size = this.panelBox.height;
// build new hot corners
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
let cornerY = monitor.y;
if (i != this.primaryIndex) {
let haveTopLeftCorner = true;
// Check if we have a top left (right for RTL) corner.
// I.e. if there is no monitor directly above or to the left(right)
let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
let besideY = cornerY;
let aboveX = cornerX;
let aboveY = cornerY - 1;
for (let j = 0; j < this.monitors.length; j++) {
if (i == j)
continue;
let otherMonitor = this.monitors[j];
if (besideX >= otherMonitor.x &&
besideX < otherMonitor.x + otherMonitor.width &&
besideY >= otherMonitor.y &&
besideY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
if (aboveX >= otherMonitor.x &&
aboveX < otherMonitor.x + otherMonitor.width &&
aboveY >= otherMonitor.y &&
aboveY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
}
if (!haveTopLeftCorner)
continue;
}
let corner = new HotCorner(this, monitor, cornerX, cornerY);
corner.setBarrierSize(size);
this.hotCorners.push(corner);
}
this.emit('hot-corners-changed');
},
_createBackground: function(monitorIndex) {
let bgManager = new Background.BackgroundManager({ container: this._backgroundGroup,
layoutManager: this,
monitorIndex: monitorIndex });
BackgroundMenu.addBackgroundMenu(bgManager.background.actor);
bgManager.connect('changed', Lang.bind(this, function() {
BackgroundMenu.addBackgroundMenu(bgManager.background.actor);
}));
this._bgManagers.push(bgManager);
return bgManager.background;
},
_createSecondaryBackgrounds: function() {
for (let i = 0; i < this.monitors.length; i++) {
if (i != this.primaryIndex) {
let background = this._createBackground(i);
background.actor.opacity = 0;
Tweener.addTween(background.actor,
{ opacity: 255,
time: BACKGROUND_FADE_ANIMATION_TIME,
transition: 'easeOutQuad' });
}
}
},
_createPrimaryBackground: function() {
this._createBackground(this.primaryIndex);
},
_updateBackgrounds: function() {
let i;
for (i = 0; i < this._bgManagers.length; i++)
this._bgManagers[i].destroy();
this._bgManagers = [];
if (Main.sessionMode.isGreeter)
return;
if (this._startingUp)
return;
for (let i = 0; i < this.monitors.length; i++) {
this._createBackground(i);
}
},
_updateBoxes: function() {
this.screenShieldGroup.set_position(0, 0);
this.screenShieldGroup.set_size(global.screen_width, global.screen_height);
this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
this.panelBox.set_size(this.primaryMonitor.width, -1);
if (this.keyboardIndex < 0)
this.keyboardIndex = this.primaryIndex;
this.trayBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.trayBox.set_size(this.bottomMonitor.width, -1);
},
_panelBoxChanged: function() {
this._updatePanelBarrier();
let size = this.panelBox.height;
this.hotCorners.forEach(function(corner) {
corner.setBarrierSize(size);
});
},
_updatePanelBarrier: function() {
if (this._rightPanelBarrier) {
this._rightPanelBarrier.destroy();
this._rightPanelBarrier = null;
}
if (this.panelBox.height) {
let primary = this.primaryMonitor;
this._rightPanelBarrier = new Meta.Barrier({ display: global.display,
x1: primary.x + primary.width, y1: primary.y,
x2: primary.x + primary.width, y2: primary.y + this.panelBox.height,
directions: Meta.BarrierDirection.NEGATIVE_X });
}
},
_setupTrayPressure: function() {
this._trayPressure = new PressureBarrier(MESSAGE_TRAY_PRESSURE_THRESHOLD,
MESSAGE_TRAY_PRESSURE_TIMEOUT,
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW);
this._trayPressure.setEventFilter(this._trayBarrierEventFilter);
this._trayPressure.connect('trigger', function(barrier) {
if (Main.layoutManager.bottomMonitor.inFullscreen)
return;
Main.messageTray.openTray();
});
},
_updateTrayBarrier: function() {
let monitor = this.bottomMonitor;
if (this._trayBarrier) {
this._trayPressure.removeBarrier(this._trayBarrier);
this._trayBarrier.destroy();
this._trayBarrier = null;
}
this._trayBarrier = new Meta.Barrier({ display: global.display,
x1: monitor.x, x2: monitor.x + monitor.width,
y1: monitor.y + monitor.height, y2: monitor.y + monitor.height,
directions: Meta.BarrierDirection.NEGATIVE_Y });
this._trayPressure.addBarrier(this._trayBarrier);
},
_trayBarrierEventFilter: function(event) {
// Throw out all events where the pointer was grabbed by another
// client, as the client that grabbed the pointer expects to have
// complete control over it
if (event.grabbed && Main.modalCount == 0)
return true;
return false;
},
_monitorsChanged: function() {
this._updateMonitors();
this._updateBoxes();
this._updateTrayBarrier();
this._updateHotCorners();
this._updateBackgrounds();
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
this.emit('monitors-changed');
},
_isAboveOrBelowPrimary: function(monitor) {
let primary = this.monitors[this.primaryIndex];
let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
if ((monitorLeft >= primaryLeft && monitorLeft < primaryRight) ||
(monitorRight > primaryLeft && monitorRight <= primaryRight) ||
(primaryLeft >= monitorLeft && primaryLeft < monitorRight) ||
(primaryRight > monitorLeft && primaryRight <= monitorRight))
return true;
return false;
},
get currentMonitor() {
let index = global.screen.get_current_monitor();
return this.monitors[index];
},
get keyboardMonitor() {
return this.monitors[this.keyboardIndex];
},
get focusIndex() {
let i = Main.layoutManager.primaryIndex;
if (global.stage_input_mode == Shell.StageInputMode.FOCUSED ||
global.stage_input_mode == Shell.StageInputMode.FULLSCREEN) {
let focusActor = global.stage.key_focus;
if (focusActor)
i = this.findIndexForActor(focusActor);
} else {
let focusWindow = global.display.focus_window;
if (focusWindow)
i = focusWindow.get_monitor();
}
return i;
},
get focusMonitor() {
return this.monitors[this.focusIndex];
},
set keyboardIndex(v) {
this._keyboardIndex = v;
this.keyboardBox.set_position(this.keyboardMonitor.x,
this.keyboardMonitor.y + this.keyboardMonitor.height);
this.keyboardBox.set_size(this.keyboardMonitor.width, -1);
},
get keyboardIndex() {
return this._keyboardIndex;
},
// Startup Animations
//
// We have two different animations, depending on whether we're a greeter
// or a normal session.
//
// In the greeter, we want to animate the panel from the top, and smoothly
// fade the login dialog on top of whatever plymouth left on screen which
// we get as a still frame background before drawing anything else.
//
// Here we just have the code to animate the panel, and fade up the background.
// The login dialog animation is handled by modalDialog.js
//
// When starting a normal user session, we want to grow it out of the middle
// of the screen.
//
// Usually, we don't want to paint the stage background color because the
// MetaBackgroundActor inside global.window_group covers the entirety of the
// screen. So, we set no_clear_hint at the end of the animation.
_prepareStartupAnimation: function() {
// Set ourselves to FULLSCREEN input mode while the animation is running
// so events don't get delivered to X11 windows (which are distorted by the animation)
global.stage_input_mode = Shell.StageInputMode.FULLSCREEN;
if (Main.sessionMode.isGreeter) {
this.panelBox.translation_y = -this.panelBox.height;
} else {
// We need to force an update of the regions now before we scale
// the UI group to get the coorect allocation for the struts.
this._updateRegions();
this.trayBox.hide();
this.keyboardBox.hide();
let monitor = this.primaryMonitor;
let x = monitor.x + monitor.width / 2.0;
let y = monitor.y + monitor.height / 2.0;
this.uiGroup.set_pivot_point(x / global.screen_width,
y / global.screen_height);
this.uiGroup.scale_x = this.uiGroup.scale_y = 0.5;
this.uiGroup.opacity = 0;
global.window_group.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
}
this._systemBackground = new Background.SystemBackground();
this._systemBackground.actor.hide();
global.stage.insert_child_below(this._systemBackground.actor, null);
let constraint = new Clutter.BindConstraint({ source: global.stage,
coordinate: Clutter.BindCoordinate.ALL });
this._systemBackground.actor.add_constraint(constraint);
let signalId = this._systemBackground.connect('loaded',
Lang.bind(this, function() {
this._systemBackground.disconnect(signalId);
this._systemBackground.actor.show();
global.stage.show();
this.emit('startup-prepared');
// We're mostly prepared for the startup animation
// now, but since a lot is going on asynchronously
// during startup, let's defer the startup animation
// until the event loop is uncontended and idle.
// This helps to prevent us from running the animation
// when the system is bogged down
GLib.idle_add(GLib.PRIORITY_LOW,
Lang.bind(this, function() {
this._startupAnimation();
return false;
}));
}));
},
_startupAnimation: function() {
if (Main.sessionMode.isGreeter)
this._startupAnimationGreeter();
else
this._startupAnimationSession();
},
_startupAnimationGreeter: function() {
Tweener.addTween(this.panelBox,
{ translation_y: 0,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this });
},
_startupAnimationSession: function() {
this._createPrimaryBackground();
Tweener.addTween(this.uiGroup,
{ scale_x: 1,
scale_y: 1,
opacity: 255,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this });
},
_startupAnimationComplete: function() {
// At this point, the UI group is covering everything, so
// we no longer need to clear the stage
global.stage.no_clear_hint = true;
global.stage_input_mode = Shell.StageInputMode.NORMAL;
this._systemBackground.actor.destroy();
this._systemBackground = null;
this._startingUp = false;
this.trayBox.show();
this.keyboardBox.show();
if (!Main.sessionMode.isGreeter) {
this._createSecondaryBackgrounds();
global.window_group.remove_clip();
}
this._queueUpdateRegions();
this.emit('startup-complete');
},
showKeyboard: function () {
this.keyboardBox.raise_top();
Tweener.addTween(this.keyboardBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._showKeyboardComplete,
onCompleteScope: this
});
this.emit('keyboard-visible-changed', true);
},
_showKeyboardComplete: function() {
// Poke Chrome to update the input shape; it doesn't notice
// anchor point changes
this._updateRegions();
this._keyboardHeightNotifyId = this.keyboardBox.connect('notify::height', Lang.bind(this, function () {
this.keyboardBox.anchor_y = this.keyboardBox.height;
}));
},
hideKeyboard: function (immediate) {
if (this._keyboardHeightNotifyId) {
this.keyboardBox.disconnect(this._keyboardHeightNotifyId);
this._keyboardHeightNotifyId = 0;
}
Tweener.addTween(this.keyboardBox,
{ anchor_y: 0,
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
transition: 'easeInQuad',
onComplete: this._hideKeyboardComplete,
onCompleteScope: this
});
this.emit('keyboard-visible-changed', false);
},
_hideKeyboardComplete: function() {
this._updateRegions();
},
// addChrome:
// @actor: an actor to add to the chrome
// @params: (optional) additional params
//
// Adds @actor to the chrome, and (unless %affectsInputRegion in
// @params is %false) extends the input region to include it.
// Changes in @actor's size, position, and visibility will
// automatically result in appropriate changes to the input
// region.
//
// If %affectsStruts in @params is %true (and @actor is along a
// screen edge), then @actor's size and position will also affect
// the window manager struts. Changes to @actor's visibility will
// NOT affect whether or not the strut is present, however.
//
// If %trackFullscreen in @params is %true, the actor's visibility
// will be bound to the presence of fullscreen windows on the same
// monitor (it will be hidden whenever a fullscreen window is visible,
// and shown otherwise)
addChrome: function(actor, params) {
this.uiGroup.add_actor(actor);
if (this.uiGroup.contains(global.top_window_group))
this.uiGroup.set_child_below_sibling(actor, global.top_window_group);
this._trackActor(actor, params);
},
// trackChrome:
// @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 addChrome(). 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 addChrome(),
// though some possibilities don't make sense. By default, @actor has
// the same params as its chrome ancestor.
trackChrome: 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 a chrome actor');
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.hasOwnProperty(prop))
params[prop] = ancestorData[prop];
}
this._trackActor(actor, params);
},
// untrackChrome:
// @actor: an actor previously tracked via trackChrome()
//
// Undoes the effect of trackChrome()
untrackChrome: function(actor) {
this._untrackActor(actor);
},
// removeChrome:
// @actor: a chrome actor
//
// Removes @actor from the chrome
removeChrome: function(actor) {
this.uiGroup.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.isToplevel = actor.get_parent() == this.uiGroup;
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) {
let newParent = actor.get_parent();
if (!newParent) {
this._untrackActor(actor);
} else {
let i = this._findActor(actor);
let actorData = this._trackedActors[i];
actorData.isToplevel = (newParent == this.uiGroup);
}
},
_updateVisibility: function() {
let windowsVisible = Main.sessionMode.hasWindows && !this._inOverview;
global.window_group.visible = windowsVisible;
global.top_window_group.visible = windowsVisible;
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i], visible;
if (!actorData.trackFullscreen)
continue;
if (!actorData.isToplevel)
continue;
if (!windowsVisible)
visible = true;
else if (this.findMonitorForActor(actorData.actor).inFullscreen)
visible = false;
else
visible = true;
actorData.actor.visible = visible;
}
},
getWorkAreaForMonitor: function(monitorIndex) {
// Assume that all workspaces will have the same
// struts and pick the first one.
let ws = global.screen.get_workspace_by_index(0);
return ws.get_work_area_for_monitor(monitorIndex);
},
// 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
findIndexForActor: function(actor) {
let [x, y] = actor.get_transformed_position();
let [w, h] = actor.get_transformed_size();
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h });
return global.screen.get_monitor_index_for_rect(rect);
},
findMonitorForActor: function(actor) {
return this.monitors[this.findIndexForActor(actor)];
},
_queueUpdateRegions: function() {
if (Main.sessionMode.isGreeter)
return;
if (this._startingUp)
return;
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_getWindowActorsForWorkspace: function(workspace) {
return global.get_window_actors().filter(function (actor) {
let win = actor.meta_window;
return win.located_on_workspace(workspace);
});
},
_updateFullscreen: function() {
for (let i = 0; i < this.monitors.length; i++)
this.monitors[i].inFullscreen = global.screen.get_monitor_in_fullscreen (i);
this._updateVisibility();
this._queueUpdateRegions();
this.emit('fullscreen-changed');
},
_windowsRestacked: function() {
let changed = false;
if (this._isPopupWindowVisible != global.top_window_group.get_children().some(isPopupMetaWindow))
changed = true;
if (changed) {
this._updateVisibility();
this._queueUpdateRegions();
}
},
_updateRegions: function() {
let rects = [], struts = [], i;
if (this._updateRegionIdle) {
Mainloop.source_remove(this._updateRegionIdle);
delete this._updateRegionIdle;
}
let isPopupMenuVisible = global.top_window_group.get_children().some(isPopupMetaWindow);
let wantsInputRegion = !isPopupMenuVisible;
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!(actorData.affectsInputRegion && wantsInputRegion) && !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);
if (actorData.affectsInputRegion && wantsInputRegion) {
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.actor.get_paint_visibility() &&
!this.uiGroup.get_skip_paint(actorData.actor))
rects.push(rect);
}
if (actorData.affectsStruts) {
// 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 >= primary.x + primary.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);
this._isPopupWindowVisible = isPopupMenuVisible;
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(LayoutManager.prototype);
// HotCorner:
//
// This class manages a "hot corner" that can toggle switching to
// overview.
const HotCorner = new Lang.Class({
Name: 'HotCorner',
_init : function(layoutManager, monitor, x, y) {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this._monitor = monitor;
this._x = x;
this._y = y;
this._setupFallbackCornerIfNeeded(layoutManager);
this._pressureBarrier = new PressureBarrier(HOT_CORNER_PRESSURE_THRESHOLD,
HOT_CORNER_PRESSURE_TIMEOUT,
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW);
this._pressureBarrier.connect('trigger', Lang.bind(this, this._toggleOverview));
// Cache the three ripples instead of dynamically creating and destroying them.
this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
layoutManager.uiGroup.add_actor(this._ripple1);
layoutManager.uiGroup.add_actor(this._ripple2);
layoutManager.uiGroup.add_actor(this._ripple3);
},
setBarrierSize: function(size) {
if (this._verticalBarrier) {
this._pressureBarrier.removeBarrier(this._verticalBarrier);
this._verticalBarrier.destroy();
this._verticalBarrier = null;
}
if (this._horizontalBarrier) {
this._pressureBarrier.removeBarrier(this._horizontalBarrier);
this._horizontalBarrier.destroy();
this._horizontalBarrier = null;
}
if (size > 0) {
if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
this._verticalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x, x2: this._x, y1: this._y, y2: this._y + size,
directions: Meta.BarrierDirection.NEGATIVE_X });
this._horizontalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x - size, x2: this._x, y1: this._y, y2: this._y,
directions: Meta.BarrierDirection.POSITIVE_Y });
} else {
this._verticalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x, x2: this._x, y1: this._y, y2: this._y + size,
directions: Meta.BarrierDirection.POSITIVE_X });
this._horizontalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x, x2: this._x + size, y1: this._y, y2: this._y,
directions: Meta.BarrierDirection.POSITIVE_Y });
}
this._pressureBarrier.addBarrier(this._verticalBarrier);
this._pressureBarrier.addBarrier(this._horizontalBarrier);
}
},
_setupFallbackCornerIfNeeded: function(layoutManager) {
if (!global.display.supports_extended_barriers()) {
this.actor = new Clutter.Actor({ name: 'hot-corner-environs',
x: this._x, y: this._y,
width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ name: 'hot-corner',
width: 1,
height: 1,
opacity: 0,
reactive: true });
this._corner._delegate = this;
this.actor.add_child(this._corner);
layoutManager.addChrome(this.actor);
if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
}
},
destroy: function() {
this.setBarrierSize(0);
this._pressureBarrier.destroy();
this._pressureBarrier = null;
if (this.actor)
this.actor.destroy();
},
_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
ripple._opacity = startOpacity;
if (ripple.get_text_direction() == Clutter.TextDirection.RTL)
ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
ripple.visible = true;
ripple.opacity = 255 * Math.sqrt(startOpacity);
ripple.scale_x = ripple.scale_y = startScale;
ripple.x = this._x;
ripple.y = this._y;
Tweener.addTween(ripple, { _opacity: 0,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.visible = false; } });
},
_rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale
this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
},
_toggleOverview: function() {
if (this._monitor.inFullscreen)
return;
if (Main.overview.shouldToggleByCornerOrButton()) {
this._rippleAnimation();
Main.overview.toggle();
}
},
handleDragOver: function(source, actor, x, y, time) {
if (source != Main.xdndHandler)
return DND.DragMotionResult.CONTINUE;
this._toggleOverview();
return DND.DragMotionResult.CONTINUE;
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
this._toggleOverview();
}
return false;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
}
});
const PressureBarrier = new Lang.Class({
Name: 'PressureBarrier',
_init: function(threshold, timeout, keybindingMode) {
this._threshold = threshold;
this._timeout = timeout;
this._keybindingMode = keybindingMode;
this._barriers = [];
this._eventFilter = null;
this._isTriggered = false;
this._reset();
},
addBarrier: function(barrier) {
barrier._pressureHitId = barrier.connect('hit', Lang.bind(this, this._onBarrierHit));
barrier._pressureLeftId = barrier.connect('left', Lang.bind(this, this._onBarrierLeft));
this._barriers.push(barrier);
},
_disconnectBarrier: function(barrier) {
barrier.disconnect(barrier._pressureHitId);
barrier.disconnect(barrier._pressureLeftId);
},
removeBarrier: function(barrier) {
this._disconnectBarrier(barrier);
this._barriers.splice(this._barriers.indexOf(barrier), 1);
},
destroy: function() {
this._barriers.forEach(Lang.bind(this, this._disconnectBarrier));
this._barriers = [];
},
setEventFilter: function(filter) {
this._eventFilter = filter;
},
_reset: function() {
this._barrierEvents = [];
this._currentPressure = 0;
this._lastTime = 0;
},
_isHorizontal: function(barrier) {
return barrier.y1 == barrier.y2;
},
_getDistanceAcrossBarrier: function(barrier, event) {
if (this._isHorizontal(barrier))
return Math.abs(event.dy);
else
return Math.abs(event.dx);
},
_getDistanceAlongBarrier: function(barrier, event) {
if (this._isHorizontal(barrier))
return Math.abs(event.dx);
else
return Math.abs(event.dy);
},
_trimBarrierEvents: function() {
// Events are guaranteed to be sorted in time order from
// oldest to newest, so just look for the first old event,
// and then chop events after that off.
let i = 0;
let threshold = this._lastTime - this._timeout;
while (i < this._barrierEvents.length) {
let [time, distance] = this._barrierEvents[i];
if (time >= threshold)
break;
i++;
}
let firstNewEvent = i;
for (i = 0; i < firstNewEvent; i++) {
let [time, distance] = this._barrierEvents[i];
this._currentPressure -= distance;
}
this._barrierEvents = this._barrierEvents.slice(firstNewEvent);
},
_onBarrierLeft: function(barrier, event) {
this._reset();
this._isTriggered = false;
},
_trigger: function() {
this._isTriggered = true;
this.emit('trigger');
this._reset();
},
_onBarrierHit: function(barrier, event) {
// If we've triggered the barrier, wait until the pointer has the
// left the barrier hitbox until we trigger it again.
if (this._isTriggered)
return;
if (this._eventFilter && this._eventFilter(event))
return;
// Throw out all events not in the proper keybinding mode
if (!(this._keybindingMode & Main.keybindingMode))
return;
let slide = this._getDistanceAlongBarrier(barrier, event);
let distance = this._getDistanceAcrossBarrier(barrier, event);
if (distance >= this._threshold) {
this._trigger();
return;
}
// Throw out events where the cursor is move more
// along the axis of the barrier than moving with
// the barrier.
if (slide > distance)
return;
this._lastTime = event.time;
this._trimBarrierEvents();
distance = Math.min(15, distance);
this._barrierEvents.push([event.time, distance]);
this._currentPressure += distance;
if (this._currentPressure >= this._threshold)
this._trigger();
}
});
Signals.addSignalMethods(PressureBarrier.prototype);