79d956b719
svn path=/trunk/; revision=115
312 lines
12 KiB
JavaScript
312 lines
12 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
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const Tweener = imports.tweener.tweener;
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const Clutter = imports.gi.Clutter;
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const Main = imports.ui.main;
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const Overlay = imports.ui.overlay;
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const Panel = imports.ui.panel;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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// Windows are slightly translucent in the overlay mode
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const WINDOW_OPACITY = 0.9 * 255;
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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 desktop.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
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3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
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4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]],
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5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]]
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};
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// spacing between desktops
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const GRID_SPACING = 15;
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function Desktops(x, y, width, height) {
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this._init(x, y, width, height);
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}
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Desktops.prototype = {
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_init : function(x, y, width, height) {
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this._group = new Clutter.Group();
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this._x = x;
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this._y = y;
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this._width = width;
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this._height = height;
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this._workspaces = [];
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},
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show : function() {
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let global = Shell.Global.get();
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let windows = global.get_windows();
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let activeWorkspace = global.screen.get_active_workspace_index();
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// Create a group for each workspace (which lets us raise all of
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// its clone windows together when the workspace is activated)
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// and add the desktop windows
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this._workspaces = [];
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for (let w = 0; w < global.screen.n_workspaces; w++) {
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this._workspaces[w] = new Clutter.Group();
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this._group.add_actor(this._workspaces[w]);
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}
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this._createDesktopActors(windows);
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// The workspaces will go into a grid that is either square,
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// or else 1 cell wider than it is tall.
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// FIXME: need to make the metacity internal layout agree with this!
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let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
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let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
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let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
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let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
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let scale = wsWidth / global.screen_width;
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// Position/scale the desktop windows and their children. This
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// would be easier if we instead just positioned and scaled
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// the entire workspace group, but if we do that then the
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// windows of the active workspace will trace out a curved
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// path as they move into place, which looks odd. Positioning
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// everything independently lets us move them in a straight
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// line.
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for (let w = 0, x = this._x, y = this._y; w < this._workspaces.length; w++) {
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let workspace = this._workspaces[w];
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let desktop = workspace.get_nth_child(0);
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if (w == activeWorkspace) {
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// The currently-active workspace needs to
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// slide/shrink into place
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workspace.raise_top();
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Tweener.addTween(desktop,
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{ x: x,
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y: y,
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scale_x: scale,
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scale_y: scale,
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time: Overlay.ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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} else {
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// Other workspaces can start out in place; they'll be
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// revealed as the active workspace shrinks
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desktop.set_position(x, y);
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desktop.set_scale(scale, scale);
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}
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// Now handle the rest of the windows in this workspace
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let wswindows = windows.filter(function (win) { return win.get_workspace() == w; });
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// Do the windows in reverse order so that the active
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// actor ends up on top
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// for (let i = wswindows.length - 1, windowIndex = 0; i >= 0; i--) {
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for (let i = 0, windowIndex = 0; i < wswindows.length; i++) {
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let win = wswindows[i];
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if (win.get_window_type() == Meta.WindowType.DESKTOP ||
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win.is_override_redirect())
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continue;
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this._createWindowClone(wswindows[i], this._workspaces[w],
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x, y, scale,
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wswindows.length - windowIndex - 1,
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wswindows.length,
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w == activeWorkspace);
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windowIndex++;
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}
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x += (wsWidth + GRID_SPACING);
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if (x >= this._x + this._width - GRID_SPACING) {
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x = this._x;
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y += wsHeight + GRID_SPACING;
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}
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}
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},
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hide : function() {
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let global = Shell.Global.get();
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let activeWorkspace = global.screen.get_active_workspace_index();
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this._workspaces[activeWorkspace].raise_top();
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let windows = this._workspaces[activeWorkspace].get_children();
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for (let i = 0; i < windows.length; i++) {
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Tweener.addTween(windows[i],
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{ x: windows[i].orig_x || 0,
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y: windows[i].orig_y || 0,
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scale_x: 1.0,
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scale_y: 1.0,
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time: Overlay.ANIMATION_TIME,
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opacity: 255,
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transition: "easeOutQuad"
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});
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}
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},
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hideDone : function() {
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for (let w = 0; w < this._workspaces.length; w++) {
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this._workspaces[w].destroy();
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}
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this._workspaces = [];
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},
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_createDesktopActors : function(windows) {
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let me = this;
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let global = Shell.Global.get();
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// Find the desktop window or windows
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for (let i = 0; i < windows.length; i++) {
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if (windows[i].get_window_type() != Meta.WindowType.DESKTOP)
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continue;
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if (windows[i].get_meta_window().is_on_all_workspaces()) {
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for (let w = 0; w < this._workspaces.length; w++)
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this._workspaces[w].add_actor(this._cloneWindow(windows[i]));
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break;
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} else
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this._workspaces[windows[i].get_workspace()].add_actor(this._cloneWindow(windows[i]));
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}
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// Create dummy desktops for workspaces that don't have
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// desktop windows, and hook up button events on all desktops
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for (let w = 0; w < this._workspaces.length; w++) {
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if (this._workspaces[w].get_n_children() == 0)
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this._workspaces[w].add_actor(this._createDesktopRectangle());
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let workspace = global.screen.get_workspace_by_index(w);
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this._workspaces[w].get_nth_child(0).connect(
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"button-press-event",
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function(clone, event) {
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workspace.activate(event.get_time());
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me._deactivate();
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});
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}
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},
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_cloneWindow : function(window) {
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let w = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
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reactive: true,
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x: window.x,
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y: window.y });
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w.orig_x = window.x;
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w.orig_y = window.y;
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return w;
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},
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_createDesktopRectangle : function() {
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let global = Shell.Global.get();
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// In the case when we have a desktop window from the file
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// manager, its height is full-screen, i.e. it includes the
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// height of the panel, so we should not subtract the height
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// of the panel from global.screen_height here either to have
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// them show up identically. We are also using (0,0)
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// coordinates in both cases which makes the background window
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// animate out from behind the panel.
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return new Clutter.Rectangle({ color: global.stage.color,
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reactive: true,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: global.screen_height });
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},
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// windowIndex == 0 => top in stacking order
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_computeWindowPosition : function(windowIndex, numberOfWindows) {
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if (numberOfWindows in POSITIONS)
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return POSITIONS[numberOfWindows][windowIndex];
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// If we don't have a predefined scheme for this window count,
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// overlap the windows along the diagonal of the desktop
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// (improve this!)
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let fraction = Math.sqrt(1/numberOfWindows);
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// The top window goes at the lower right - this is different from the
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// fixed position schemes where the windows are in "reading order"
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// and the top window goes at the upper left.
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let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
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let xCenter = (fraction / 2) + (1 - fraction) * pos;
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let yCenter = xCenter;
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return [xCenter, yCenter, fraction];
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},
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_createWindowClone : function(w, workspace, wsX, wsY, wsScale,
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windowIndex, numberOfWindows, animate) {
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let me = this;
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let global = Shell.Global.get();
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// We show the window using "clones" of the texture .. separate
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// actors that mirror the original actors for the window. For
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// animation purposes, it may be better to actually move the
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// original actors about instead.
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let clone = this._cloneWindow(w);
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let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
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let desiredSize = global.screen_width * fraction;
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xCenter = wsX + wsScale * (xCenter * global.screen_width);
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yCenter = wsY + wsScale * (yCenter * global.screen_height);
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desiredSize / size;
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if (scale > 1)
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scale = 1;
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scale *= wsScale;
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workspace.add_actor(clone);
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if (animate) {
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Tweener.addTween(clone,
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{ x: xCenter - 0.5 * scale * w.width,
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y: yCenter - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: Overlay.ANIMATION_TIME,
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opacity: WINDOW_OPACITY,
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transition: "easeOutQuad"
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});
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} else {
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clone.set_position(xCenter - 0.5 * scale * w.width,
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yCenter - 0.5 * scale * w.height);
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clone.set_scale(scale, scale);
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clone.set_opacity(WINDOW_OPACITY);
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}
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clone.connect("button-press-event",
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function(clone, event) {
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clone.raise_top();
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me._activateWindow(w, event.get_time());
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});
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},
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_activateWindow : function(w, time) {
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let global = Shell.Global.get();
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let activeWorkspace = global.screen.get_active_workspace_index();
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let windowWorkspace = w.get_workspace();
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if (windowWorkspace != activeWorkspace) {
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let workspace = global.screen.get_workspace_by_index(windowWorkspace);
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workspace.activate_with_focus(w.get_meta_window(), time);
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} else
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w.get_meta_window().activate(time);
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this._deactivate();
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},
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_deactivate : function() {
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Main.hide_overlay();
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}
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};
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