gnome-shell/js/ui/chrome.js
Adel Gadllah 77fcf68ea3 [chrome] Ignore fullscreen flag when in overview
Ignore the fullscreen flag when we are in the overview,
otherwise we might up not showing actors like the panel even though
they have visibleInOverview set to true.

https://bugzilla.gnome.org/show_bug.cgi?id=619693
2010-05-26 22:14:00 +02:00

375 lines
14 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const Main = imports.ui.main;
const Params = imports.misc.params;
// This manages the shell "chrome"; the UI that's visible in the
// normal mode (ie, outside the Overview), that surrounds the main
// workspace content.
const Visibility = {
FULL: 1,
FULLSCREEN: 2,
OVERVIEW: 3
};
const defaultParams = {
visibleInOverview: false,
visibleInFullscreen: false,
affectsStruts: true,
affectsInputRegion: true
};
function Chrome() {
this._init();
}
Chrome.prototype = {
_init: function() {
// The group itself has zero size so it doesn't interfere with DND
this.actor = new Shell.GenericContainer({ width: 0, height: 0 });
Main.uiGroup.add_actor(this.actor);
this.actor.connect('allocate', Lang.bind(this, this._allocated));
this._inFullscreen = false;
this._inOverview = false;
this.visibility = Visibility.FULL;
this._trackedActors = [];
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
Main.overview.connect('showing',
Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden',
Lang.bind(this, this._overviewHidden));
this._queueUpdateRegions();
},
_allocated: function(actor, box, flags) {
let children = this.actor.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
},
_verifyAncestry: function(actor, ancestor) {
while (actor) {
if (actor == ancestor)
return true;
actor = actor.get_parent();
}
return false;
},
// addActor:
// @actor: an actor to add to the chrome layer
// @params: (optional) additional params
//
// Adds @actor to the chrome layer and extends the input region
// and window manager struts to include it. (Window manager struts
// will only be affected if @actor is touching a screen edge.)
// Changes in @actor's size and position will automatically result
// in appropriate changes to the input region and struts. Changes
// in its visibility will affect the input region, but NOT the
// struts.
//
// If %visibleInOverview is %true in @params, @actor will remain
// visible when the overview is brought up. Otherwise it will
// automatically be hidden. Likewise, if %visibleInFullscreen is
// %true, the actor will be visible even when a fullscreen window
// should be covering it.
//
// If %affectsStruts or %affectsInputRegion is %false, the actor
// will not have the indicated effect.
addActor: function(actor, params) {
this.actor.add_actor(actor);
this._trackActor(actor, params);
},
// trackActor:
// @actor: a descendant of the chrome to begin tracking
// @params: parameters describing how to track @actor
//
// Tells the chrome to track @actor, which must be a descendant
// of an actor added via addActor(). This can be used to extend the
// struts or input region to cover specific children.
//
// @params can have any of the same values as in addActor(), though
// some possibilities don't make sense (eg, trying to have a
// %visibleInOverview child of a non-%visibleInOverview parent).
// By default, @actor has the same params as its chrome ancestor.
trackActor: function(actor, params) {
let ancestor = actor.get_parent();
let index = this._findActor(ancestor);
while (ancestor && index == -1) {
ancestor = ancestor.get_parent();
index = this._findActor(ancestor);
}
if (!ancestor)
throw new Error('actor is not a descendent of the chrome layer');
let ancestorData = this._trackedActors[index];
if (!params)
params = {};
// We can't use Params.parse here because we want to drop
// the extra values like ancestorData.actor
for (let prop in defaultParams) {
if (!params[prop])
params[prop] = ancestorData[prop];
}
this._trackActor(actor, params);
},
// untrackActor:
// @actor: an actor previously tracked via trackActor()
//
// Undoes the effect of trackActor()
untrackActor: function(actor) {
this._untrackActor(actor);
},
// removeActor:
// @actor: a child of the chrome layer
//
// Removes @actor from the chrome layer
removeActor: function(actor) {
this.actor.remove_actor(actor);
this._untrackActor(actor);
},
_findActor: function(actor) {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (actorData.actor == actor)
return i;
}
return -1;
},
_trackActor: function(actor, params) {
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
let actorData = Params.parse(params, defaultParams);
actorData.actor = actor;
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(actorData);
this._queueUpdateRegions();
},
_untrackActor: function(actor) {
let i = this._findActor(actor);
if (i == -1)
return;
let actorData = this._trackedActors[i];
this._trackedActors.splice(i, 1);
actor.disconnect(actorData.visibleId);
actor.disconnect(actorData.allocationId);
actor.disconnect(actorData.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
if (!this._verifyAncestry(actor, this.actor))
this._untrackActor(actor);
},
_updateVisibility: function() {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (this._inOverview && !actorData.visibleInOverview)
this.actor.set_skip_paint(actorData.actor, true);
else if (!this._inOverview && this._inFullscreen && !actorData.visibleInFullscreen)
this.actor.set_skip_paint(actorData.actor, true);
else
this.actor.set_skip_paint(actorData.actor, false);
}
let newVisibility;
if (this._inOverview)
newVisibility = Visibility.OVERVIEW;
else if (this._inFullscreen)
newVisibility = Visibility.FULLSCREEN;
else
newVisibility = Visibility.FULL;
if (newVisibility != this.visibility) {
this.visibility = newVisibility;
this.emit('visibility-changed', this.visibility);
}
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_windowsRestacked: function() {
let windows = global.get_windows();
let primary = global.get_primary_monitor();
// The chrome layer should be visible unless there is a window
// with layer FULLSCREEN, or a window with layer
// OVERRIDE_REDIRECT that covers the whole screen.
// ('override_redirect' is not actually a layer above all
// other windows, but this seems to be how mutter treats it
// currently...) If we wanted to be extra clever, we could
// figure out when an OVERRIDE_REDIRECT window was trying to
// partially overlap us, and then adjust the input region and
// our clip region accordingly...
// @windows is sorted bottom to top.
let wasInFullscreen = this._inFullscreen;
this._inFullscreen = false;
for (let i = windows.length - 1; i > -1; i--) {
let layer = windows[i].get_meta_window().get_layer();
// There are 3 cases we check here for:
// 1.) Monitor sized window
// 2.) Window with a position somewhere on the primary screen having the _NET_WM_FULLSCREEN flag set
// 3.) Window that is partly off screen (tries to hide its decorations) which might have negative coords
// We check for 1.) and 2.) by checking if the upper right corner is on the primary monitor, but avoid the case
// where it overlaps with the secondary screen (like window.x + window.width == primary.x + primary.width)
// For 3.) we just ignore negative values as they don't really make sense
if (layer == Meta.StackLayer.FULLSCREEN) {
if (Math.max(windows[i].x, 0) >= primary.x && Math.max(windows[i].x, 0) < primary.x + primary.width &&
Math.max(windows[i].y, 0) >= primary.y && Math.max(windows[i].y, 0) < primary.y + primary.height) {
this._inFullscreen = true;
break;
}
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
if (windows[i].x <= primary.x &&
windows[i].x + windows[i].width >= primary.x + primary.width &&
windows[i].y <= primary.y &&
windows[i].y + windows[i].height >= primary.y + primary.height) {
this._inFullscreen = true;
break;
}
} else
break;
}
if (this._inFullscreen != wasInFullscreen) {
this._updateVisibility();
this._queueUpdateRegions();
}
},
_updateRegions: function() {
let rects = [], struts = [], i;
delete this._updateRegionIdle;
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!actorData.affectsInputRegion && !actorData.affectsStruts)
continue;
let [x, y] = actorData.actor.get_transformed_position();
let [w, h] = actorData.actor.get_transformed_size();
x = Math.round(x);
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.affectsInputRegion &&
actorData.actor.get_paint_visibility() &&
!this.actor.get_skip_paint(actorData.actor))
rects.push(rect);
if (!actorData.affectsStruts)
continue;
// 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
// width/height of one edge, 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;
if (w >= global.screen_width) {
if (y <= 0)
side = Meta.Side.TOP;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (h >= global.screen_height) {
if (x <= 0)
side = Meta.Side.LEFT;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x <= 0)
side = Meta.Side.LEFT;
else if (y <= 0)
side = Meta.Side.TOP;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
let strut = new Meta.Strut({ rect: rect, side: side });
struts.push(strut);
}
global.set_stage_input_region(rects);
let screen = global.screen;
for (let w = 0; w < screen.n_workspaces; w++) {
let workspace = screen.get_workspace_by_index(w);
workspace.set_builtin_struts(struts);
}
return false;
}
};
Signals.addSignalMethods(Chrome.prototype);