641794d458
I don't even know what this was trying to say before...
1216 lines
45 KiB
JavaScript
1216 lines
45 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const GObject = imports.gi.GObject;
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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 DND = imports.ui.dnd;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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const Tweener = imports.ui.tweener;
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const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
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const STARTUP_ANIMATION_TIME = 0.2;
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const KEYBOARD_ANIMATION_TIME = 0.15;
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const PLYMOUTH_TRANSITION_TIME = 1;
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const DEFAULT_BACKGROUND_COLOR = Clutter.Color.from_pixel(0x2e3436ff);
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// The message tray takes this much pressure
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// in the pressure barrier at once to release it.
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const MESSAGE_TRAY_PRESSURE_THRESHOLD = 200; // pixels
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const MESSAGE_TRAY_PRESSURE_TIMEOUT = 3000; // ms
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function isPopupMetaWindow(actor) {
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switch(actor.meta_window.get_window_type()) {
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case Meta.WindowType.DROPDOWN_MENU:
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case Meta.WindowType.POPUP_MENU:
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case Meta.WindowType.COMBO:
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return true;
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default:
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return false;
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}
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}
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const MonitorConstraint = new Lang.Class({
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Name: 'MonitorConstraint',
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Extends: Clutter.Constraint,
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Properties: {'primary': GObject.ParamSpec.boolean('primary',
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'Primary', 'Track primary monitor',
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GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
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false),
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'index': GObject.ParamSpec.int('index',
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'Monitor index', 'Track specific monitor',
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GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
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-1, 64, -1)},
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_init: function(props) {
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this._primary = false;
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this._index = -1;
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this.parent(props);
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},
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get primary() {
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return this._primary;
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},
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set primary(v) {
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if (v)
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this._index = -1;
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this._primary = v;
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if (this.actor)
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this.actor.queue_relayout();
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this.notify('primary');
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},
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get index() {
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return this._index;
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},
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set index(v) {
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this._primary = false;
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this._index = v;
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if (this.actor)
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this.actor.queue_relayout();
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this.notify('index');
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},
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vfunc_set_actor: function(actor) {
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if (actor) {
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if (!this._monitorsChangedId) {
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this._monitorsChangedId = Main.layoutManager.connect('monitors-changed', Lang.bind(this, function() {
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this.actor.queue_relayout();
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}));
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}
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} else {
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if (this._monitorsChangedId)
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Main.layoutManager.disconnect(this._monitorsChangedId);
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this._monitorsChangedId = 0;
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}
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this.parent(actor);
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},
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vfunc_update_allocation: function(actor, actorBox) {
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if (!this._primary && this._index < 0)
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return;
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let monitor;
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if (this._primary) {
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monitor = Main.layoutManager.primaryMonitor;
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} else {
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let index = Math.min(this._index, Main.layoutManager.monitors.length - 1);
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monitor = Main.layoutManager.monitors[index];
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}
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actorBox.init_rect(monitor.x, monitor.y, monitor.width, monitor.height);
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}
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});
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const defaultParams = {
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trackFullscreen: false,
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affectsStruts: false,
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affectsInputRegion: true
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};
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const LayoutManager = new Lang.Class({
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Name: 'LayoutManager',
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_init: function () {
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this._rtl = (Clutter.get_default_text_direction() == Clutter.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._keyboardIndex = -1;
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this._hotCorners = [];
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this._background = null;
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this._leftPanelBarrier = null;
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this._rightPanelBarrier = null;
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this._trayBarrier = null;
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this._inOverview = false;
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this._updateRegionIdle = 0;
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this._trackedActors = [];
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this._isPopupWindowVisible = false;
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// Normally, the stage is always covered so Clutter doesn't need to clear
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// it; however it becomes visible during the startup animation
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// See the comment below for a longer explanation
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global.stage.color = DEFAULT_BACKGROUND_COLOR;
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// Set up stage hierarchy to group all UI actors under one container.
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this.uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
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this.uiGroup.connect('allocate',
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function (actor, box, flags) {
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let children = 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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this.uiGroup.connect('get-preferred-width',
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function(actor, forHeight, alloc) {
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let width = global.stage.width;
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[alloc.min_size, alloc.natural_size] = [width, width];
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});
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this.uiGroup.connect('get-preferred-height',
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function(actor, forWidth, alloc) {
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let height = global.stage.height;
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[alloc.min_size, alloc.natural_size] = [height, height];
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});
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global.stage.remove_actor(global.window_group);
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this.uiGroup.add_actor(global.window_group);
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// Now, you might wonder why we went through all the hoops to implement
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// the GDM greeter inside an X11 compositor, to do this at the end...
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// However, hiding this is necessary to avoid showing the background during
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// the initial animation, before Gdm.LoginDialog covers everything
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if (Main.sessionMode.isGreeter) {
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global.window_group.hide();
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global.top_window_group.hide();
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}
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global.stage.remove_actor(global.overlay_group);
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this.uiGroup.add_actor(global.overlay_group);
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global.stage.add_child(this.uiGroup);
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this.screenShieldGroup = new St.Widget({ name: 'screenShieldGroup',
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visible: false,
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clip_to_allocation: true,
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layout_manager: new Clutter.BinLayout(),
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});
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this.addChrome(this.screenShieldGroup);
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this.panelBox = new St.BoxLayout({ name: 'panelBox',
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vertical: true });
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this.addChrome(this.panelBox, { affectsStruts: true,
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trackFullscreen: true });
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this.panelBox.connect('allocation-changed',
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Lang.bind(this, this._panelBoxChanged));
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this.trayBox = new St.Widget({ name: 'trayBox',
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layout_manager: new Clutter.BinLayout() });
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this.addChrome(this.trayBox);
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this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
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reactive: true,
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track_hover: true });
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this.addChrome(this.keyboardBox);
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this._keyboardHeightNotifyId = 0;
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global.stage.remove_actor(global.top_window_group);
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this.uiGroup.add_actor(global.top_window_group);
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// This blocks the XDND picks from finding the activities button
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// and we never attempt to pick anything from it anyway so make
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// it invisible from picks
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Shell.util_set_hidden_from_pick(global.top_window_group, true);
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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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global.screen.connect('restacked',
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Lang.bind(this, this._windowsRestacked));
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global.screen.connect('monitors-changed',
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Lang.bind(this, this._monitorsChanged));
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this._monitorsChanged();
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},
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// This is called by Main after everything else is constructed;
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// it needs access to Main.overview, which didn't exist
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// yet when the LayoutManager was constructed.
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init: function() {
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Main.overview.connect('showing', Lang.bind(this, this._overviewShowing));
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Main.overview.connect('hidden', Lang.bind(this, this._overviewHidden));
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Main.sessionMode.connect('updated', Lang.bind(this, this._sessionUpdated));
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this._startupAnimation();
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},
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_overviewShowing: function() {
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this._inOverview = true;
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this._updateVisibility();
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this._queueUpdateRegions();
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},
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_overviewHidden: function() {
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this._inOverview = false;
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this._updateVisibility();
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this._queueUpdateRegions();
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},
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_sessionUpdated: function() {
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this._updateVisibility();
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this._queueUpdateRegions();
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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(this);
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this._hotCorners.push(corner);
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corner.actor.set_position(cornerX, cornerY);
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this.addChrome(corner.actor);
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}
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},
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_updateBoxes: function() {
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this.screenShieldGroup.set_position(0, 0);
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this.screenShieldGroup.set_size(global.screen_width, global.screen_height);
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this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
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this.panelBox.set_size(this.primaryMonitor.width, -1);
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if (this.keyboardIndex < 0)
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this.keyboardIndex = this.primaryIndex;
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this.trayBox.set_position(this.bottomMonitor.x,
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this.bottomMonitor.y + this.bottomMonitor.height);
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this.trayBox.set_size(this.bottomMonitor.width, -1);
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},
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_panelBoxChanged: function() {
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this.emit('panel-box-changed');
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this._updatePanelBarriers();
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},
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_updatePanelBarriers: function() {
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if (this._leftPanelBarrier) {
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this._leftPanelBarrier.destroy();
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this._leftPanelBarrier = null;
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}
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if (this._rightPanelBarrier) {
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this._rightPanelBarrier.destroy();
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this._rightPanelBarrier = null;
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}
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if (this.panelBox.height) {
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let primary = this.primaryMonitor;
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this._leftPanelBarrier = new Meta.Barrier({ display: global.display,
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x1: primary.x, y1: primary.y,
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x2: primary.x, y2: primary.y + this.panelBox.height,
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directions: Meta.BarrierDirection.POSITIVE_X });
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this._rightPanelBarrier = new Meta.Barrier({ display: global.display,
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x1: primary.x + primary.width, y1: primary.y,
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x2: primary.x + primary.width, y2: primary.y + this.panelBox.height,
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directions: Meta.BarrierDirection.NEGATIVE_X });
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}
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},
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_updateTrayBarrier: function() {
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let monitor = this.bottomMonitor;
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if (this._trayBarrier) {
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this._trayBarrier.destroy();
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this._trayPressure = null;
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}
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if (this._trayPressure) {
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this._trayPressure.destroy();
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this._trayPressure = null;
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}
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this._trayBarrier = new Meta.Barrier({ display: global.display,
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x1: monitor.x, x2: monitor.x + monitor.width,
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y1: monitor.y + monitor.height, y2: monitor.y + monitor.height,
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directions: Meta.BarrierDirection.NEGATIVE_Y });
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this._trayPressure = new PressureBarrier(this._trayBarrier, MESSAGE_TRAY_PRESSURE_THRESHOLD, MESSAGE_TRAY_PRESSURE_TIMEOUT);
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this._trayPressure.connect('trigger', function(barrier) {
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Main.messageTray.openTray();
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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._updateBoxes();
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this._updateTrayBarrier();
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this._updateHotCorners();
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this._updateFullscreen();
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this._updateVisibility();
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this._queueUpdateRegions();
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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 currentMonitor() {
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let index = global.screen.get_current_monitor();
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return this.monitors[index];
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},
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get keyboardMonitor() {
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return this.monitors[this.keyboardIndex];
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},
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get focusIndex() {
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let i = Main.layoutManager.primaryIndex;
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if (global.stage_input_mode == Shell.StageInputMode.FOCUSED ||
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global.stage_input_mode == Shell.StageInputMode.FULLSCREEN) {
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let focusActor = global.stage.key_focus;
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if (focusActor)
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i = this.findIndexForActor(focusActor);
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} else {
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let focusWindow = global.display.focus_window;
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if (focusWindow)
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i = focusWindow.get_monitor();
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}
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return i;
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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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set keyboardIndex(v) {
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this._keyboardIndex = v;
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this.keyboardBox.set_position(this.keyboardMonitor.x,
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this.keyboardMonitor.y + this.keyboardMonitor.height);
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this.keyboardBox.set_size(this.keyboardMonitor.width, -1);
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},
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get keyboardIndex() {
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return this._keyboardIndex;
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},
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_startupAnimation: function() {
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this.panelBox.translation_y = -this.panelBox.height;
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let plymouthTransitionRunning = false;
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// If we're the greeter, put up the xrootpmap actor
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// and fade it out to have a nice transition from plymouth
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// to the greeter. Otherwise, we'll just animate the panel,
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// as usual.
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if (Main.sessionMode.isGreeter) {
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this._background = Meta.BackgroundActor.new_for_screen(global.screen);
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if (this._background != null) {
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this.uiGroup.add_actor(this._background);
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Tweener.addTween(this._background,
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{ opacity: 0,
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time: PLYMOUTH_TRANSITION_TIME,
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transition: 'linear',
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onComplete: this._fadeBackgroundComplete,
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onCompleteScope: this });
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plymouthTransitionRunning = true;
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}
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}
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if (!plymouthTransitionRunning)
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this._fadeBackgroundComplete();
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},
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_fadeBackgroundComplete: function() {
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this._freezeUpdateRegions();
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if (this._background != null) {
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this._background.destroy();
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this._background = null;
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}
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Tweener.addTween(this.panelBox,
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{ translation_y: 0,
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time: STARTUP_ANIMATION_TIME,
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transition: 'easeOutQuad',
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onComplete: this._startupAnimationComplete,
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onCompleteScope: this
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});
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},
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_startupAnimationComplete: function() {
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this.emit('panel-box-changed');
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this._thawUpdateRegions();
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},
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showKeyboard: function () {
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this.keyboardBox.raise_top();
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Tweener.addTween(this.keyboardBox,
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{ anchor_y: this.keyboardBox.height,
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time: KEYBOARD_ANIMATION_TIME,
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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);
|
|
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() {
|
|
for (let i = 0; i < this._trackedActors.length; i++) {
|
|
let actorData = this._trackedActors[i], visible;
|
|
if (!actorData.trackFullscreen)
|
|
continue;
|
|
if (!actorData.isToplevel)
|
|
continue;
|
|
|
|
if (this._inOverview || !Main.sessionMode.hasWindows)
|
|
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 (!this._updateRegionIdle && !this._freezeUpdateCount)
|
|
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
|
|
Meta.PRIORITY_BEFORE_REDRAW);
|
|
},
|
|
|
|
_freezeUpdateRegions: function() {
|
|
if (this._updateRegionIdle)
|
|
this._updateRegions();
|
|
this._freezeUpdateCount++;
|
|
},
|
|
|
|
_thawUpdateRegions: function() {
|
|
this._freezeUpdateCount--;
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_getWindowActorsForWorkspace: function(workspace) {
|
|
return global.get_window_actors().filter(function (actor) {
|
|
let win = actor.meta_window;
|
|
return win.located_on_workspace(workspace);
|
|
});
|
|
},
|
|
|
|
_updateFullscreen: function() {
|
|
let windows = this._getWindowActorsForWorkspace(global.screen.get_active_workspace());
|
|
|
|
// Reset all monitors to not fullscreen
|
|
for (let i = 0; i < this.monitors.length; i++)
|
|
this.monitors[i].inFullscreen = false;
|
|
|
|
// Ordinary chrome 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 metaWindow = window.meta_window;
|
|
let layer = metaWindow.get_layer();
|
|
|
|
// Skip minimized windows
|
|
if (!metaWindow.showing_on_its_workspace())
|
|
continue;
|
|
|
|
if (metaWindow.is_monitor_sized()) {
|
|
let monitor = this.monitors[metaWindow.get_monitor()];
|
|
if (monitor)
|
|
monitor.inFullscreen = true;
|
|
}
|
|
}
|
|
},
|
|
|
|
_windowsRestacked: function() {
|
|
let wasInFullscreen = [];
|
|
for (let i = 0; i < this.monitors.length; i++)
|
|
wasInFullscreen[i] = this.monitors[i].inFullscreen;
|
|
|
|
let primaryWasInFullscreen = this.primaryMonitor.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._isPopupWindowVisible != global.top_window_group.get_children().some(isPopupMetaWindow)))
|
|
changed = true;
|
|
|
|
if (changed) {
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
}
|
|
|
|
if (primaryWasInFullscreen != this.primaryMonitor.inFullscreen) {
|
|
this.emit('primary-fullscreen-changed', this.primaryMonitor.inFullscreen);
|
|
}
|
|
},
|
|
|
|
_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) {
|
|
// 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.actor = new Clutter.Group({ name: 'hot-corner-environs',
|
|
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_actor(this._corner);
|
|
|
|
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._activationTime = 0;
|
|
|
|
this.actor.connect('leave-event',
|
|
Lang.bind(this, this._onEnvironsLeft));
|
|
|
|
// Clicking on the hot corner environs should result in the
|
|
// same behavior as clicking on the hot corner.
|
|
this.actor.connect('button-release-event',
|
|
Lang.bind(this, this._onCornerClicked));
|
|
|
|
// In addition to being triggered by the mouse enter event,
|
|
// the hot corner can be triggered by clicking on it. This is
|
|
// useful if the user wants to undo the effect of triggering
|
|
// the hot corner once in the hot corner.
|
|
this._corner.connect('enter-event',
|
|
Lang.bind(this, this._onCornerEntered));
|
|
this._corner.connect('button-release-event',
|
|
Lang.bind(this, this._onCornerClicked));
|
|
this._corner.connect('leave-event',
|
|
Lang.bind(this, this._onCornerLeft));
|
|
|
|
// 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);
|
|
},
|
|
|
|
destroy: function() {
|
|
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;
|
|
|
|
let [x, y] = this._corner.get_transformed_position();
|
|
ripple.x = x;
|
|
ripple.y = 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);
|
|
},
|
|
|
|
handleDragOver: function(source, actor, x, y, time) {
|
|
if (source != Main.xdndHandler)
|
|
return DND.DragMotionResult.CONTINUE;
|
|
|
|
if (!Main.overview.visible && !Main.overview.animationInProgress) {
|
|
this.rippleAnimation();
|
|
Main.overview.showTemporarily();
|
|
Main.overview.beginItemDrag(actor);
|
|
}
|
|
|
|
return DND.DragMotionResult.CONTINUE;
|
|
},
|
|
|
|
_onCornerEntered : function() {
|
|
if (!this._entered) {
|
|
this._entered = true;
|
|
if (!Main.overview.animationInProgress) {
|
|
this._activationTime = Date.now() / 1000;
|
|
|
|
this.rippleAnimation();
|
|
Main.overview.toggle();
|
|
}
|
|
}
|
|
return false;
|
|
},
|
|
|
|
_onCornerClicked : function() {
|
|
if (this.shouldToggleOverviewOnClick())
|
|
Main.overview.toggle();
|
|
return true;
|
|
},
|
|
|
|
_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;
|
|
},
|
|
|
|
// Checks if the Activities button is currently sensitive to
|
|
// clicks. The first call to this function within the
|
|
// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
|
|
// triggered will return false. This avoids opening and closing
|
|
// the overview if the user both triggered the hot corner and
|
|
// clicked the Activities button.
|
|
shouldToggleOverviewOnClick: function() {
|
|
if (Main.overview.animationInProgress)
|
|
return false;
|
|
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
|
|
return true;
|
|
return false;
|
|
}
|
|
});
|
|
|
|
const PressureBarrier = new Lang.Class({
|
|
Name: 'PressureBarrier',
|
|
|
|
_init: function(barrier, threshold, timeout) {
|
|
this._barrier = barrier;
|
|
this._threshold = threshold;
|
|
this._timeout = timeout;
|
|
this._orientation = (barrier.y1 == barrier.y2) ? Clutter.Orientation.HORIZONTAL : Clutter.Orientation.VERTICAL;
|
|
|
|
this._reset();
|
|
|
|
this._barrierHitId = this._barrier.connect('hit', Lang.bind(this, this._onBarrierHit));
|
|
this._barrierLeftId = this._barrier.connect('left', Lang.bind(this, this._onBarrierLeft));
|
|
},
|
|
|
|
destroy: function() {
|
|
this._barrier.disconnect(this._barrierHitId);
|
|
this._barrier.disconnect(this._barrierLeftId);
|
|
this._barrier = null;
|
|
},
|
|
|
|
_reset: function() {
|
|
this._barrierEvents = [];
|
|
this._currentPressure = 0;
|
|
this._lastTime = 0;
|
|
},
|
|
|
|
_getDistanceAcrossBarrier: function(event) {
|
|
if (this._orientation == Clutter.Orientation.HORIZONTAL)
|
|
return Math.abs(event.dy);
|
|
else
|
|
return Math.abs(event.dx);
|
|
},
|
|
|
|
_getDistanceAlongBarrier: function(event) {
|
|
if (this._orientation == Clutter.Orientation.HORIZONTAL)
|
|
return Math.abs(event.dx);
|
|
else
|
|
return Math.abs(event.dy);
|
|
},
|
|
|
|
_isBarrierEventTooOld: function(event) {
|
|
// Ignore all events older than this time
|
|
let threshold = this._lastTime - this._timeout;
|
|
return event.time < threshold;
|
|
},
|
|
|
|
_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;
|
|
while (i < this._barrierEvents.length) {
|
|
if (!this._isBarrierEventTooOld(this._barrierEvents[i]))
|
|
break;
|
|
i++;
|
|
}
|
|
|
|
let firstNewEvent = i;
|
|
|
|
for (i = 0; i < firstNewEvent; i++) {
|
|
this._currentPressure -= this._getDistanceAcrossBarrier(this._barrierEvents[i]);
|
|
}
|
|
|
|
this._barrierEvents = this._barrierEvents.slice(firstNewEvent);
|
|
},
|
|
|
|
_onBarrierLeft: function(barrier, event) {
|
|
this._reset();
|
|
},
|
|
|
|
_onBarrierHit: function(barrier, 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;
|
|
|
|
let isOverview = ((Main.keybindingMode & (Shell.KeyBindingMode.OVERVIEW)) != 0);
|
|
|
|
// Throw out events where the grab is taken by something that's
|
|
// not the overview (modal dialogs, etc.)
|
|
if (event.grabbed && !isOverview)
|
|
return;
|
|
|
|
let slide = this._getDistanceAlongBarrier(event);
|
|
let distance = this._getDistanceAcrossBarrier(event);
|
|
|
|
// 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();
|
|
this._barrierEvents.push(event);
|
|
this._currentPressure += distance;
|
|
|
|
if (this._currentPressure >= this._threshold) {
|
|
this.emit('trigger');
|
|
this._reset();
|
|
}
|
|
}
|
|
});
|
|
Signals.addSignalMethods(PressureBarrier.prototype);
|