99149f9c41
LayoutManager and Chrome are already somewhat intertwined and will be becoming more so. As a first step in merging them, move the Chrome object into layout.js (with no other code changes). https://bugzilla.gnome.org/show_bug.cgi?id=655813
761 lines
28 KiB
JavaScript
761 lines
28 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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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 Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const St = imports.gi.St;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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const ScreenSaver = imports.misc.screenSaver;
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const Tweener = imports.ui.tweener;
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const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
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function LayoutManager() {
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this._init.apply(this, arguments);
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}
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LayoutManager.prototype = {
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_init: function () {
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this._rtl = (St.Widget.get_default_direction() == St.TextDirection.RTL);
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this.monitors = [];
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this.primaryMonitor = null;
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this.primaryIndex = -1;
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this._hotCorners = [];
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this._updateMonitors();
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},
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// This is called by Main after everything else is constructed;
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// _updateHotCorners needs access to Main.panel, which didn't exist
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// yet when the LayoutManager was constructed.
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init: function() {
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global.screen.connect('monitors-changed', Lang.bind(this, this._monitorsChanged));
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this._updateHotCorners();
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},
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_updateMonitors: function() {
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let screen = global.screen;
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this.monitors = [];
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let nMonitors = screen.get_n_monitors();
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for (let i = 0; i < nMonitors; i++)
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this.monitors.push(screen.get_monitor_geometry(i));
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if (nMonitors == 1) {
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this.primaryIndex = this.bottomIndex = 0;
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} else {
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// If there are monitors below the primary, then we need
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// to split primary from bottom.
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this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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if (this._isAboveOrBelowPrimary(monitor)) {
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if (monitor.y > this.monitors[this.bottomIndex].y)
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this.bottomIndex = i;
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}
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}
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}
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this.primaryMonitor = this.monitors[this.primaryIndex];
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this.bottomMonitor = this.monitors[this.bottomIndex];
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},
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_updateHotCorners: function() {
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// destroy old hot corners
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for (let i = 0; i < this._hotCorners.length; i++)
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this._hotCorners[i].destroy();
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this._hotCorners = [];
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// build new hot corners
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for (let i = 0; i < this.monitors.length; i++) {
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if (i == this.primaryIndex)
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continue;
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let monitor = this.monitors[i];
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let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
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let cornerY = monitor.y;
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let haveTopLeftCorner = true;
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// Check if we have a top left (right for RTL) corner.
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// I.e. if there is no monitor directly above or to the left(right)
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let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
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let besideY = cornerY;
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let aboveX = cornerX;
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let aboveY = cornerY - 1;
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for (let j = 0; j < this.monitors.length; j++) {
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if (i == j)
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continue;
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let otherMonitor = this.monitors[j];
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if (besideX >= otherMonitor.x &&
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besideX < otherMonitor.x + otherMonitor.width &&
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besideY >= otherMonitor.y &&
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besideY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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if (aboveX >= otherMonitor.x &&
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aboveX < otherMonitor.x + otherMonitor.width &&
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aboveY >= otherMonitor.y &&
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aboveY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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}
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if (!haveTopLeftCorner)
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continue;
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let corner = new HotCorner();
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this._hotCorners.push(corner);
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corner.actor.set_position(cornerX, cornerY);
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Main.chrome.addActor(corner.actor);
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}
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},
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_monitorsChanged: function() {
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this._updateMonitors();
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this._updateHotCorners();
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this.emit('monitors-changed');
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},
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_isAboveOrBelowPrimary: function(monitor) {
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let primary = this.monitors[this.primaryIndex];
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let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
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let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
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if ((monitorLeft >= primaryLeft && monitorLeft <= primaryRight) ||
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(monitorRight >= primaryLeft && monitorRight <= primaryRight) ||
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(primaryLeft >= monitorLeft && primaryLeft <= monitorRight) ||
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(primaryRight >= monitorLeft && primaryRight <= monitorRight))
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return true;
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return false;
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},
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get focusIndex() {
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let focusWindow = global.display.focus_window;
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if (focusWindow) {
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let wrect = focusWindow.get_outer_rect();
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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if (monitor.x <= wrect.x && monitor.y <= wrect.y &&
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monitor.x + monitor.width > wrect.x &&
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monitor.y + monitor.height > wrect.y)
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return i;
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}
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}
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return this.primaryIndex;
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},
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get focusMonitor() {
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return this.monitors[this.focusIndex];
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}
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};
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Signals.addSignalMethods(LayoutManager.prototype);
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// HotCorner:
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//
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// This class manages a "hot corner" that can toggle switching to
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// overview.
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function HotCorner() {
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this._init();
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}
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HotCorner.prototype = {
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_init : function() {
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// guard area (the "environs"). This avoids triggering the hot corner
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// multiple times due to an accidental jitter.
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this._entered = false;
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this.actor = new Clutter.Group({ name: 'hot-corner-environs',
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width: 3,
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height: 3,
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reactive: true });
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this._corner = new Clutter.Rectangle({ name: 'hot-corner',
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width: 1,
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height: 1,
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opacity: 0,
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reactive: true });
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this._corner._delegate = this;
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this.actor.add_actor(this._corner);
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if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
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this._corner.set_position(this.actor.width - this._corner.width, 0);
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this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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} else {
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this._corner.set_position(0, 0);
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}
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this._activationTime = 0;
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this.actor.connect('leave-event',
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Lang.bind(this, this._onEnvironsLeft));
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// Clicking on the hot corner environs should result in the
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// same behavior as clicking on the hot corner.
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this.actor.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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// In addition to being triggered by the mouse enter event,
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// the hot corner can be triggered by clicking on it. This is
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// useful if the user wants to undo the effect of triggering
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// the hot corner once in the hot corner.
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this._corner.connect('enter-event',
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Lang.bind(this, this._onCornerEntered));
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this._corner.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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this._corner.connect('leave-event',
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Lang.bind(this, this._onCornerLeft));
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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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_addRipple : function(delay, time, startScale, startOpacity, finalScale, finalOpacity) {
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// We draw a ripple by using a source image and animating it scaling
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// outwards and fading away. We want the ripples to move linearly
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// or it looks unrealistic, but if the opacity of the ripple goes
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// linearly to zero it fades away too quickly, so we use Tweener's
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// 'onUpdate' to give a non-linear curve to the fade-away and make
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// it more visible in the middle section.
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let [x, y] = this._corner.get_transformed_position();
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let ripple = new St.BoxLayout({ style_class: 'ripple-box',
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opacity: 255 * Math.sqrt(startOpacity),
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scale_x: startScale,
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scale_y: startScale,
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x: x,
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y: y });
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ripple._opacity = startOpacity;
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if (ripple.get_direction() == St.TextDirection.RTL)
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ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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Tweener.addTween(ripple, { _opacity: finalOpacity,
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scale_x: finalScale,
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scale_y: finalScale,
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delay: delay,
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time: time,
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transition: 'linear',
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onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
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onComplete: function() { ripple.destroy(); } });
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Main.uiGroup.add_actor(ripple);
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},
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rippleAnimation: function() {
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// Show three concentric ripples expanding outwards; the exact
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// parameters were found by trial and error, so don't look
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// for them to make perfect sense mathematically
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// delay time scale opacity => scale opacity
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this._addRipple(0.0, 0.83, 0.25, 1.0, 1.5, 0.0);
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this._addRipple(0.05, 1.0, 0.0, 0.7, 1.25, 0.0);
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this._addRipple(0.35, 1.0, 0.0, 0.3, 1, 0.0);
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},
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handleDragOver: function(source, actor, x, y, time) {
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if (source != Main.xdndHandler)
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return;
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if (!Main.overview.visible && !Main.overview.animationInProgress) {
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this.rippleAnimation();
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Main.overview.showTemporarily();
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Main.overview.beginItemDrag(actor);
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}
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},
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_onCornerEntered : function() {
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if (!this._entered) {
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this._entered = true;
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if (!Main.overview.animationInProgress) {
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this._activationTime = Date.now() / 1000;
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this.rippleAnimation();
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Main.overview.toggle();
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}
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}
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return false;
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},
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_onCornerClicked : function() {
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if (this.shouldToggleOverviewOnClick())
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Main.overview.toggle();
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return true;
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},
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_onCornerLeft : function(actor, event) {
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if (event.get_related() != this.actor)
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this._entered = false;
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// Consume event, otherwise this will confuse onEnvironsLeft
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return true;
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},
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_onEnvironsLeft : function(actor, event) {
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if (event.get_related() != this._corner)
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this._entered = false;
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return false;
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},
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// Checks if the Activities button is currently sensitive to
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// clicks. The first call to this function within the
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// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
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// triggered will return false. This avoids opening and closing
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// the overview if the user both triggered the hot corner and
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// clicked the Activities button.
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shouldToggleOverviewOnClick: function() {
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if (Main.overview.animationInProgress)
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return false;
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if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
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return true;
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return false;
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}
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};
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// This manages the shell "chrome"; the UI that's visible in the
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// normal mode (ie, outside the Overview), that surrounds the main
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// workspace content.
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const defaultParams = {
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visibleInFullscreen: false,
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affectsStruts: false,
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affectsInputRegion: true
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};
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function Chrome() {
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this._init();
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}
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Chrome.prototype = {
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_init: function() {
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// The group itself has zero size so it doesn't interfere with DND
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this.actor = new Shell.GenericContainer({ width: 0, height: 0 });
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Main.uiGroup.add_actor(this.actor);
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this.actor.connect('allocate', Lang.bind(this, this._allocated));
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this._monitors = [];
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this._inOverview = false;
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this._trackedActors = [];
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Main.layoutManager.connect('monitors-changed',
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Lang.bind(this, this._relayout));
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global.screen.connect('restacked',
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Lang.bind(this, this._windowsRestacked));
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// Need to update struts on new workspaces when they are added
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global.screen.connect('notify::n-workspaces',
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Lang.bind(this, this._queueUpdateRegions));
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Main.overview.connect('showing',
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Lang.bind(this, this._overviewShowing));
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Main.overview.connect('hidden',
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Lang.bind(this, this._overviewHidden));
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this._screenSaverProxy = new ScreenSaver.ScreenSaverProxy();
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this._screenSaverProxy.connect('ActiveChanged', Lang.bind(this, this._onScreenSaverActiveChanged));
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this._screenSaverProxy.GetActiveRemote(Lang.bind(this,
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function(result, err) {
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if (!err)
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this._onScreenSaverActiveChanged(this._screenSaverProxy, result);
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}));
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this._relayout();
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},
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_allocated: function(actor, box, flags) {
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let children = this.actor.get_children();
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for (let i = 0; i < children.length; i++)
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children[i].allocate_preferred_size(flags);
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},
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// addActor:
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// @actor: an actor to add to the chrome layer
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// @params: (optional) additional params
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//
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// Adds @actor to the chrome layer and (unless %affectsInputRegion
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// is %false) extends the input region to include it. Changes in
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// @actor's size, position, and visibility will automatically
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// result in appropriate changes to the input region.
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//
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// If %affectsStruts is %true (and @actor is along a screen edge),
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// then @actor's size and position will also affect the window
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// manager struts. Changes to @actor's visibility will NOT affect
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// whether or not the strut is present, however.
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//
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// If %visibleInFullscreen is %true, the actor will be visible
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// even when a fullscreen window should be covering it.
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addActor: function(actor, params) {
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this.actor.add_actor(actor);
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this._trackActor(actor, params);
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},
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// trackActor:
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// @actor: a descendant of the chrome to begin tracking
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// @params: parameters describing how to track @actor
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//
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// Tells the chrome to track @actor, which must be a descendant
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// of an actor added via addActor(). This can be used to extend the
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// struts or input region to cover specific children.
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//
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// @params can have any of the same values as in addActor(), though
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// some possibilities don't make sense (eg, trying to have a
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// %visibleInFullscreen child of a non-%visibleInFullscreen parent).
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// By default, @actor has the same params as its chrome ancestor.
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trackActor: function(actor, params) {
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let ancestor = actor.get_parent();
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let index = this._findActor(ancestor);
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while (ancestor && index == -1) {
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ancestor = ancestor.get_parent();
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index = this._findActor(ancestor);
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}
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if (!ancestor)
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throw new Error('actor is not a descendent of the chrome layer');
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let ancestorData = this._trackedActors[index];
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if (!params)
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params = {};
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// We can't use Params.parse here because we want to drop
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// the extra values like ancestorData.actor
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for (let prop in defaultParams) {
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if (!params[prop])
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params[prop] = ancestorData[prop];
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}
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this._trackActor(actor, params);
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},
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// untrackActor:
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// @actor: an actor previously tracked via trackActor()
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//
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// Undoes the effect of trackActor()
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untrackActor: function(actor) {
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this._untrackActor(actor);
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},
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// removeActor:
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// @actor: a child of the chrome layer
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//
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// Removes @actor from the chrome layer
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removeActor: function(actor) {
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this.actor.remove_actor(actor);
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this._untrackActor(actor);
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},
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_findActor: function(actor) {
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for (let i = 0; i < this._trackedActors.length; i++) {
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let actorData = this._trackedActors[i];
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if (actorData.actor == actor)
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return i;
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}
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return -1;
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},
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_trackActor: function(actor, params) {
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if (this._findActor(actor) != -1)
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throw new Error('trying to re-track existing chrome actor');
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let actorData = Params.parse(params, defaultParams);
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actorData.actor = actor;
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actorData.visibleId = actor.connect('notify::visible',
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Lang.bind(this, this._queueUpdateRegions));
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actorData.allocationId = actor.connect('notify::allocation',
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Lang.bind(this, this._queueUpdateRegions));
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actorData.parentSetId = actor.connect('parent-set',
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Lang.bind(this, this._actorReparented));
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// Note that destroying actor will unset its parent, so we don't
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// need to connect to 'destroy' too.
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this._trackedActors.push(actorData);
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this._queueUpdateRegions();
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},
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_untrackActor: function(actor) {
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let i = this._findActor(actor);
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if (i == -1)
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return;
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let actorData = this._trackedActors[i];
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this._trackedActors.splice(i, 1);
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actor.disconnect(actorData.visibleId);
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actor.disconnect(actorData.allocationId);
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actor.disconnect(actorData.parentSetId);
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this._queueUpdateRegions();
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},
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_actorReparented: function(actor, oldParent) {
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if (!this.actor.contains(actor))
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this._untrackActor(actor);
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},
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_updateVisibility: function() {
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for (let i = 0; i < this._trackedActors.length; i++) {
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let actorData = this._trackedActors[i];
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if (!this._inOverview && !actorData.visibleInFullscreen &&
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this._findMonitorForActor(actorData.actor).inFullscreen)
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this.actor.set_skip_paint(actorData.actor, true);
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else
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this.actor.set_skip_paint(actorData.actor, false);
|
|
}
|
|
},
|
|
|
|
_overviewShowing: function() {
|
|
this._inOverview = true;
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_overviewHidden: function() {
|
|
this._inOverview = false;
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_relayout: function() {
|
|
this._monitors = Main.layoutManager.monitors;
|
|
this._primaryMonitor = Main.layoutManager.primaryMonitor;
|
|
|
|
this._updateFullscreen();
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_onScreenSaverActiveChanged: function(proxy, screenSaverActive) {
|
|
this.actor.visible = !screenSaverActive;
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_findMonitorForRect: function(x, y, w, h) {
|
|
// First look at what monitor the center of the rectangle is at
|
|
let cx = x + w/2;
|
|
let cy = y + h/2;
|
|
for (let i = 0; i < this._monitors.length; i++) {
|
|
let monitor = this._monitors[i];
|
|
if (cx >= monitor.x && cx < monitor.x + monitor.width &&
|
|
cy >= monitor.y && cy < monitor.y + monitor.height)
|
|
return monitor;
|
|
}
|
|
// If the center is not on a monitor, return the first overlapping monitor
|
|
for (let i = 0; i < this._monitors.length; i++) {
|
|
let monitor = this._monitors[i];
|
|
if (x + w > monitor.x && x < monitor.x + monitor.width &&
|
|
y + h > monitor.y && y < monitor.y + monitor.height)
|
|
return monitor;
|
|
}
|
|
// otherwise on no monitor
|
|
return null;
|
|
},
|
|
|
|
_findMonitorForWindow: function(window) {
|
|
return this._findMonitorForRect(window.x, window.y, window.width, window.height);
|
|
},
|
|
|
|
// This call guarantees that we return some monitor to simplify usage of it
|
|
// In practice all tracked actors should be visible on some monitor anyway
|
|
_findMonitorForActor: function(actor) {
|
|
let [x, y] = actor.get_transformed_position();
|
|
let [w, h] = actor.get_transformed_size();
|
|
let monitor = this._findMonitorForRect(x, y, w, h);
|
|
if (monitor)
|
|
return monitor;
|
|
return this._primaryMonitor; // Not on any monitor, pretend its on the primary
|
|
},
|
|
|
|
_queueUpdateRegions: function() {
|
|
if (!this._updateRegionIdle)
|
|
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
|
|
Meta.PRIORITY_BEFORE_REDRAW);
|
|
},
|
|
|
|
_updateFullscreen: function() {
|
|
let windows = Main.getWindowActorsForWorkspace(global.screen.get_active_workspace_index());
|
|
|
|
// Reset all monitors to not fullscreen
|
|
for (let i = 0; i < this._monitors.length; i++)
|
|
this._monitors[i].inFullscreen = false;
|
|
|
|
// The chrome layer should be visible unless there is a window
|
|
// with layer FULLSCREEN, or a window with layer
|
|
// OVERRIDE_REDIRECT that covers the whole screen.
|
|
// ('override_redirect' is not actually a layer above all
|
|
// other windows, but this seems to be how mutter treats it
|
|
// currently...) If we wanted to be extra clever, we could
|
|
// figure out when an OVERRIDE_REDIRECT window was trying to
|
|
// partially overlap us, and then adjust the input region and
|
|
// our clip region accordingly...
|
|
|
|
// @windows is sorted bottom to top.
|
|
|
|
for (let i = windows.length - 1; i > -1; i--) {
|
|
let window = windows[i];
|
|
let layer = window.get_meta_window().get_layer();
|
|
|
|
// Skip minimized windows
|
|
if (!window.showing_on_its_workspace())
|
|
continue;
|
|
|
|
if (layer == Meta.StackLayer.FULLSCREEN) {
|
|
let monitor = this._findMonitorForWindow(window);
|
|
if (monitor)
|
|
monitor.inFullscreen = true;
|
|
}
|
|
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
|
|
let monitor = this._findMonitorForWindow(window);
|
|
if (monitor &&
|
|
window.x <= monitor.x &&
|
|
window.x + window.width >= monitor.x + monitor.width &&
|
|
window.y <= monitor.y &&
|
|
window.y + window.height >= monitor.y + monitor.height)
|
|
monitor.inFullscreen = true;
|
|
} else
|
|
break;
|
|
}
|
|
},
|
|
|
|
_windowsRestacked: function() {
|
|
let wasInFullscreen = [];
|
|
for (let i = 0; i < this._monitors.length; i++)
|
|
wasInFullscreen[i] = this._monitors[i].inFullscreen;
|
|
|
|
this._updateFullscreen();
|
|
|
|
let changed = false;
|
|
for (let i = 0; i < wasInFullscreen.length; i++) {
|
|
if (wasInFullscreen[i] != this._monitors[i].inFullscreen) {
|
|
changed = true;
|
|
break;
|
|
}
|
|
}
|
|
if (changed) {
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
}
|
|
},
|
|
|
|
_updateRegions: function() {
|
|
let rects = [], struts = [], i;
|
|
|
|
delete this._updateRegionIdle;
|
|
|
|
for (i = 0; i < this._trackedActors.length; i++) {
|
|
let actorData = this._trackedActors[i];
|
|
if (!actorData.affectsInputRegion && !actorData.affectsStruts)
|
|
continue;
|
|
|
|
let [x, y] = actorData.actor.get_transformed_position();
|
|
let [w, h] = actorData.actor.get_transformed_size();
|
|
x = Math.round(x);
|
|
y = Math.round(y);
|
|
w = Math.round(w);
|
|
h = Math.round(h);
|
|
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
|
|
|
|
if (actorData.affectsInputRegion &&
|
|
actorData.actor.get_paint_visibility() &&
|
|
!this.actor.get_skip_paint(actorData.actor))
|
|
rects.push(rect);
|
|
|
|
if (!actorData.affectsStruts)
|
|
continue;
|
|
|
|
// Limit struts to the size of the screen
|
|
let x1 = Math.max(x, 0);
|
|
let x2 = Math.min(x + w, global.screen_width);
|
|
let y1 = Math.max(y, 0);
|
|
let y2 = Math.min(y + h, global.screen_height);
|
|
|
|
// NetWM struts are not really powerful enought to handle
|
|
// a multi-monitor scenario, they only describe what happens
|
|
// around the outer sides of the full display region. However
|
|
// it can describe a partial region along each side, so
|
|
// we can support having the struts only affect the
|
|
// primary monitor. This should be enough as we only have
|
|
// chrome affecting the struts on the primary monitor so
|
|
// far.
|
|
//
|
|
// Metacity wants to know what side of the screen the
|
|
// strut is considered to be attached to. If the actor is
|
|
// only touching one edge, or is touching the entire
|
|
// border of the primary monitor, then it's obvious which
|
|
// side to call it. If it's in a corner, we pick a side
|
|
// arbitrarily. If it doesn't touch any edges, or it spans
|
|
// the width/height across the middle of the screen, then
|
|
// we don't create a strut for it at all.
|
|
let side;
|
|
let primary = this._primaryMonitor;
|
|
if (x1 <= primary.x && x2 >= primary.x + primary.width) {
|
|
if (y1 <= primary.y)
|
|
side = Meta.Side.TOP;
|
|
else if (y2 >= primary.y + primary.height)
|
|
side = Meta.Side.BOTTOM;
|
|
else
|
|
continue;
|
|
} else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
|
|
if (x1 <= 0)
|
|
side = Meta.Side.LEFT;
|
|
else if (x2 >= global.screen_width)
|
|
side = Meta.Side.RIGHT;
|
|
else
|
|
continue;
|
|
} else if (x1 <= 0)
|
|
side = Meta.Side.LEFT;
|
|
else if (y1 <= 0)
|
|
side = Meta.Side.TOP;
|
|
else if (x2 >= global.screen_width)
|
|
side = Meta.Side.RIGHT;
|
|
else if (y2 >= global.screen_height)
|
|
side = Meta.Side.BOTTOM;
|
|
else
|
|
continue;
|
|
|
|
// Ensure that the strut rects goes all the way to the screen edge,
|
|
// as this really what mutter expects.
|
|
switch (side) {
|
|
case Meta.Side.TOP:
|
|
y1 = 0;
|
|
break;
|
|
case Meta.Side.BOTTOM:
|
|
y2 = global.screen_height;
|
|
break;
|
|
case Meta.Side.LEFT:
|
|
x1 = 0;
|
|
break;
|
|
case Meta.Side.RIGHT:
|
|
x2 = global.screen_width;
|
|
break;
|
|
}
|
|
|
|
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
|
|
let strut = new Meta.Strut({ rect: strutRect, side: side });
|
|
struts.push(strut);
|
|
}
|
|
|
|
global.set_stage_input_region(rects);
|
|
|
|
let screen = global.screen;
|
|
for (let w = 0; w < screen.n_workspaces; w++) {
|
|
let workspace = screen.get_workspace_by_index(w);
|
|
workspace.set_builtin_struts(struts);
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
Signals.addSignalMethods(Chrome.prototype);
|