gnome-shell/js/ui/workspace.js

1524 lines
54 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Gio = imports.gi.Gio;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Pango = imports.gi.Pango;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const Tweener = imports.ui.tweener;
const FOCUS_ANIMATION_TIME = 0.15;
const WINDOW_DND_SIZE = 256;
const SCROLL_SCALE_AMOUNT = 100 / 5;
const LIGHTBOX_FADE_TIME = 0.1;
const CLOSE_BUTTON_FADE_TIME = 0.1;
const DRAGGING_WINDOW_OPACITY = 100;
const BUTTON_LAYOUT_SCHEMA = 'org.gnome.shell.overrides';
const BUTTON_LAYOUT_KEY = 'button-layout';
// Define a layout scheme for small window counts. For larger
// counts we fall back to an algorithm. We need more schemes here
// unless we have a really good algorithm.
// Each triplet is [xCenter, yCenter, scale] where the scale
// is relative to the width of the workspace.
const POSITIONS = {
1: [[0.5, 0.5, 0.95]],
2: [[0.25, 0.5, 0.48], [0.75, 0.5, 0.48]],
3: [[0.25, 0.25, 0.48], [0.75, 0.25, 0.48], [0.5, 0.75, 0.48]],
4: [[0.25, 0.25, 0.47], [0.75, 0.25, 0.47], [0.75, 0.75, 0.47], [0.25, 0.75, 0.47]],
5: [[0.165, 0.25, 0.32], [0.495, 0.25, 0.32], [0.825, 0.25, 0.32], [0.25, 0.75, 0.32], [0.75, 0.75, 0.32]]
};
// Used in _orderWindowsPermutations, 5! = 120 which is probably the highest we can go
const POSITIONING_PERMUTATIONS_MAX = 5;
function _interpolate(start, end, step) {
return start + (end - start) * step;
}
function _clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
function ScaledPoint(x, y, scaleX, scaleY) {
[this.x, this.y, this.scaleX, this.scaleY] = arguments;
}
ScaledPoint.prototype = {
getPosition : function() {
return [this.x, this.y];
},
getScale : function() {
return [this.scaleX, this.scaleY];
},
setPosition : function(x, y) {
[this.x, this.y] = arguments;
},
setScale : function(scaleX, scaleY) {
[this.scaleX, this.scaleY] = arguments;
},
interpPosition : function(other, step) {
return [_interpolate(this.x, other.x, step),
_interpolate(this.y, other.y, step)];
},
interpScale : function(other, step) {
return [_interpolate(this.scaleX, other.scaleX, step),
_interpolate(this.scaleY, other.scaleY, step)];
}
};
function WindowClone(realWindow) {
this._init(realWindow);
}
WindowClone.prototype = {
_init : function(realWindow) {
this.realWindow = realWindow;
this.metaWindow = realWindow.meta_window;
this.metaWindow._delegate = this;
let [borderX, borderY] = this._getInvisibleBorderPadding();
this._windowClone = new Clutter.Clone({ source: realWindow.get_texture(),
x: -borderX,
y: -borderY });
// We expect this.actor to be used for all interaction rather than
// this._windowClone; as the former is reactive and the latter
// is not, this just works for most cases. However, for DND all
// actors are picked, so DND operations would operate on the clone.
// To avoid this, we hide it from pick.
Shell.util_set_hidden_from_pick(this._windowClone, true);
this.origX = realWindow.x + borderX;
this.origY = realWindow.y + borderY;
let outerRect = realWindow.meta_window.get_outer_rect();
// The MetaShapedTexture that we clone has a size that includes
// the invisible border; this is inconvenient; rather than trying
// to compensate all over the place we insert a ClutterGroup into
// the hierarchy that is sized to only the visible portion.
this.actor = new Clutter.Group({ reactive: true,
x: this.origX,
y: this.origY,
width: outerRect.width,
height: outerRect.height });
this.actor.add_actor(this._windowClone);
this.actor._delegate = this;
this._stackAbove = null;
this._sizeChangedId = this.realWindow.connect('size-changed',
Lang.bind(this, this._onRealWindowSizeChanged));
this._realWindowDestroyId = this.realWindow.connect('destroy',
Lang.bind(this, this._disconnectRealWindowSignals));
let clickAction = new Clutter.ClickAction();
clickAction.connect('clicked', Lang.bind(this, this._onClicked));
clickAction.connect('long-press', Lang.bind(this, this._onLongPress));
this.actor.add_action(clickAction);
this.actor.connect('scroll-event',
Lang.bind(this, this._onScroll));
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
this.actor.connect('leave-event',
Lang.bind(this, this._onLeave));
this._draggable = DND.makeDraggable(this.actor,
{ restoreOnSuccess: true,
manualMode: true,
dragActorMaxSize: WINDOW_DND_SIZE,
dragActorOpacity: DRAGGING_WINDOW_OPACITY });
this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
this._draggable.connect('drag-cancelled', Lang.bind(this, this._onDragCancelled));
this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd));
this.inDrag = false;
this._windowIsZooming = false;
this._zooming = false;
this._selected = false;
},
setStackAbove: function (actor) {
this._stackAbove = actor;
if (this.inDrag || this._zooming)
// We'll fix up the stack after the drag/zooming
return;
if (this._stackAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(this._stackAbove);
},
destroy: function () {
this.actor.destroy();
},
zoomFromOverview: function() {
if (this._zooming) {
// If the user clicked on the zoomed window, or we are
// returning there anyways, then we can zoom right to the
// window, but if we are going to some other window, then
// we need to cancel the zoom before animating, or it
// will look funny.
if (!this._selected &&
this.metaWindow != global.display.focus_window)
this._zoomEnd();
}
},
_disconnectRealWindowSignals: function() {
if (this._sizeChangedId > 0)
this.realWindow.disconnect(this._sizeChangedId);
this._sizeChangedId = 0;
if (this._realWindowDestroyId > 0)
this.realWindow.disconnect(this._realWindowDestroyId);
this._realWindowDestroyId = 0;
},
_getInvisibleBorderPadding: function() {
// We need to adjust the position of the actor because of the
// consequences of invisible borders -- in reality, the texture
// has an extra set of "padding" around it that we need to trim
// down.
// The outer rect paradoxically is the smaller rectangle,
// containing the positions of the visible frame. The input
// rect contains everything, including the invisible border
// padding.
let outerRect = this.metaWindow.get_outer_rect();
let inputRect = this.metaWindow.get_input_rect();
let [borderX, borderY] = [outerRect.x - inputRect.x,
outerRect.y - inputRect.y];
return [borderX, borderY];
},
_onRealWindowSizeChanged: function() {
let [borderX, borderY] = this._getInvisibleBorderPadding();
let outerRect = this.metaWindow.get_outer_rect();
this.actor.set_size(outerRect.width, outerRect.height);
this._windowClone.set_position(-borderX, -borderY);
this.emit('size-changed');
},
_onDestroy: function() {
this._disconnectRealWindowSignals();
this.metaWindow._delegate = null;
this.actor._delegate = null;
if (this._zoomLightbox)
this._zoomLightbox.destroy();
if (this.inDrag) {
this.emit('drag-end');
this.inDrag = false;
}
this.disconnectAll();
},
_onLeave: function (actor, event) {
if (this._zoomStep)
this._zoomEnd();
},
_onScroll : function (actor, event) {
let direction = event.get_scroll_direction();
if (direction == Clutter.ScrollDirection.UP) {
if (this._zoomStep == undefined)
this._zoomStart();
if (this._zoomStep < 100) {
this._zoomStep += SCROLL_SCALE_AMOUNT;
this._zoomUpdate();
}
} else if (direction == Clutter.ScrollDirection.DOWN) {
if (this._zoomStep > 0) {
this._zoomStep -= SCROLL_SCALE_AMOUNT;
this._zoomStep = Math.max(0, this._zoomStep);
this._zoomUpdate();
}
if (this._zoomStep <= 0.0)
this._zoomEnd();
}
},
_zoomUpdate : function () {
[this.actor.x, this.actor.y] = this._zoomGlobalOrig.interpPosition(this._zoomTarget, this._zoomStep / 100);
[this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.interpScale(this._zoomTarget, this._zoomStep / 100);
let [width, height] = this.actor.get_transformed_size();
let monitorIndex = this.metaWindow.get_monitor();
let monitor = Main.layoutManager.monitors[monitorIndex];
let availArea = new Meta.Rectangle({ x: monitor.x,
y: monitor.y,
width: monitor.width,
height: monitor.height });
if (monitorIndex == Main.layoutManager.primaryIndex) {
availArea.y += Main.panel.actor.height;
availArea.height -= Main.panel.actor.height;
}
this.actor.x = _clamp(this.actor.x, availArea.x, availArea.x + availArea.width - width);
this.actor.y = _clamp(this.actor.y, availArea.y, availArea.y + availArea.height - height);
},
_zoomStart : function () {
this._zooming = true;
this.emit('zoom-start');
if (!this._zoomLightbox)
this._zoomLightbox = new Lightbox.Lightbox(Main.uiGroup,
{ fadeTime: LIGHTBOX_FADE_TIME });
this._zoomLightbox.show();
this._zoomLocalOrig = new ScaledPoint(this.actor.x, this.actor.y, this.actor.scale_x, this.actor.scale_y);
this._zoomGlobalOrig = new ScaledPoint();
let parent = this._origParent = this.actor.get_parent();
let [width, height] = this.actor.get_transformed_size();
this._zoomGlobalOrig.setPosition.apply(this._zoomGlobalOrig, this.actor.get_transformed_position());
this._zoomGlobalOrig.setScale(width / this.actor.width, height / this.actor.height);
this.actor.reparent(Main.uiGroup);
this._zoomLightbox.highlight(this.actor);
[this.actor.x, this.actor.y] = this._zoomGlobalOrig.getPosition();
[this.actor.scale_x, this.actor.scale_y] = this._zoomGlobalOrig.getScale();
this.actor.raise_top();
this._zoomTarget = new ScaledPoint(0, 0, 1.0, 1.0);
this._zoomTarget.setPosition(this.actor.x - (this.actor.width - width) / 2, this.actor.y - (this.actor.height - height) / 2);
this._zoomStep = 0;
this._zoomUpdate();
},
_zoomEnd : function () {
this._zooming = false;
this.emit('zoom-end');
this.actor.reparent(this._origParent);
if (this._stackAbove == null)
this.actor.lower_bottom();
// If the workspace has been destroyed while we were reparented to
// the stage, _stackAbove will be unparented and we can't raise our
// actor above it - as we are bound to be destroyed anyway in that
// case, we can skip that step
else if (this._stackAbove.get_parent())
this.actor.raise(this._stackAbove);
[this.actor.x, this.actor.y] = this._zoomLocalOrig.getPosition();
[this.actor.scale_x, this.actor.scale_y] = this._zoomLocalOrig.getScale();
this._zoomLightbox.hide();
this._zoomLocalPosition = undefined;
this._zoomLocalScale = undefined;
this._zoomGlobalPosition = undefined;
this._zoomGlobalScale = undefined;
this._zoomTargetPosition = undefined;
this._zoomStep = undefined;
},
_onClicked: function(action, actor) {
this._selected = true;
this.emit('selected', global.get_current_time());
},
_onLongPress: function(action, actor, state) {
// Take advantage of the Clutter policy to consider
// a long-press canceled when the pointer movement
// exceeds dnd-drag-threshold to manually start the drag
if (state == Clutter.LongPressState.CANCEL) {
// A click cancels a long-press before any click handler is
// run - make sure to not start a drag in that case
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function() {
if (this._selected)
return;
let [x, y] = action.get_coords();
this._draggable.startDrag(x, y, global.get_current_time());
}));
}
return true;
},
_onDragBegin : function (draggable, time) {
if (this._zooming)
this._zoomEnd();
[this.dragOrigX, this.dragOrigY] = this.actor.get_position();
this.dragOrigScale = this.actor.scale_x;
this.inDrag = true;
this.emit('drag-begin');
},
_getWorkspaceActor : function() {
let index = this.metaWindow.get_workspace().index();
return Main.overview.workspaces.getWorkspaceByIndex(index);
},
handleDragOver : function(source, actor, x, y, time) {
let workspace = this._getWorkspaceActor();
return workspace.handleDragOver(source, actor, x, y, time);
},
acceptDrop : function(source, actor, x, y, time) {
let workspace = this._getWorkspaceActor();
workspace.acceptDrop(source, actor, x, y, time);
},
_onDragCancelled : function (draggable, time) {
this.emit('drag-cancelled');
},
_onDragEnd : function (draggable, time, snapback) {
this.inDrag = false;
// We may not have a parent if DnD completed successfully, in
// which case our clone will shortly be destroyed and replaced
// with a new one on the target workspace.
if (this.actor.get_parent() != null) {
if (this._stackAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(this._stackAbove);
}
this.emit('drag-end');
}
};
Signals.addSignalMethods(WindowClone.prototype);
/**
* @windowClone: Corresponding window clone
* @parentActor: The actor which will be the parent of all overlay items
* such as app icon and window caption
*/
function WindowOverlay(windowClone, parentActor) {
this._init(windowClone, parentActor);
}
WindowOverlay.prototype = {
_init : function(windowClone, parentActor) {
let metaWindow = windowClone.metaWindow;
this._windowClone = windowClone;
this._parentActor = parentActor;
this._hidden = false;
let title = new St.Label({ style_class: 'window-caption',
text: metaWindow.title });
title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
title._spacing = 0;
this._updateCaptionId = metaWindow.connect('notify::title',
Lang.bind(this, function(w) {
this.title.text = w.title;
}));
let button = new St.Button({ style_class: 'window-close' });
button._overlap = 0;
this._idleToggleCloseId = 0;
button.connect('clicked', Lang.bind(this, this._closeWindow));
windowClone.actor.connect('destroy', Lang.bind(this, this._onDestroy));
windowClone.actor.connect('enter-event',
Lang.bind(this, this._onEnter));
windowClone.actor.connect('leave-event',
Lang.bind(this, this._onLeave));
this._windowAddedId = 0;
windowClone.connect('zoom-start', Lang.bind(this, this.hide));
windowClone.connect('zoom-end', Lang.bind(this, this.show));
button.hide();
this.title = title;
this.closeButton = button;
parentActor.add_actor(this.title);
parentActor.add_actor(this.closeButton);
title.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
button.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
// force a style change if we are already on a stage - otherwise
// the signal will be emitted normally when we are added
if (parentActor.get_stage())
this._onStyleChanged();
},
hide: function() {
this._hidden = true;
this.closeButton.hide();
this.title.hide();
},
show: function() {
this._hidden = false;
if (this._windowClone.actor.has_pointer)
this.closeButton.show();
this.title.show();
},
fadeIn: function() {
this.show();
this.title.opacity = 0;
this._parentActor.raise_top();
Tweener.addTween(this.title,
{ opacity: 255,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeOutQuad' });
},
chromeWidth: function () {
return this.closeButton.width - this.closeButton._overlap;
},
chromeHeights: function () {
return [this.closeButton.height - this.closeButton._overlap,
this.title.height + this.title._spacing];
},
/**
* @cloneX: x position of windowClone
* @cloneY: y position of windowClone
* @cloneWidth: width of windowClone
* @cloneHeight height of windowClone
*/
// These parameters are not the values retrieved with
// get_transformed_position() and get_transformed_size(),
// as windowClone might be moving.
// See Workspace._showWindowOverlay
updatePositions: function(cloneX, cloneY, cloneWidth, cloneHeight) {
let button = this.closeButton;
let title = this.title;
let settings = new Gio.Settings({ schema: BUTTON_LAYOUT_SCHEMA });
let layout = settings.get_string(BUTTON_LAYOUT_KEY);
let rtl = St.Widget.get_default_direction() == St.TextDirection.RTL;
let split = layout.split(":");
let side;
if (split[0].indexOf("close") > -1)
side = rtl ? St.Side.RIGHT : St.Side.LEFT;
else
side = rtl ? St.Side.LEFT : St.Side.RIGHT;
let buttonX;
let buttonY = cloneY - (button.height - button._overlap);
if (side == St.Side.LEFT)
buttonX = cloneX - (button.width - button._overlap);
else
buttonX = cloneX + (cloneWidth - button._overlap);
button.set_position(Math.floor(buttonX), Math.floor(buttonY));
if (!title.fullWidth)
title.fullWidth = title.width;
title.width = Math.min(title.fullWidth, cloneWidth);
let titleX = cloneX + (cloneWidth - title.width) / 2;
let titleY = cloneY + cloneHeight + title._spacing;
title.set_position(Math.floor(titleX), Math.floor(titleY));
},
_closeWindow: function(actor) {
let metaWindow = this._windowClone.metaWindow;
this._workspace = metaWindow.get_workspace();
this._windowAddedId = this._workspace.connect('window-added',
Lang.bind(this,
this._onWindowAdded));
metaWindow.delete(global.get_current_time());
},
_onWindowAdded: function(workspace, win) {
let metaWindow = this._windowClone.metaWindow;
if (win.get_transient_for() == metaWindow) {
workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
// use an idle handler to avoid mapping problems -
// see comment in Workspace._windowAdded
Mainloop.idle_add(Lang.bind(this,
function() {
this._windowClone.emit('selected');
return false;
}));
}
},
_onDestroy: function() {
if (this._windowAddedId > 0) {
this._workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
}
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this._windowClone.metaWindow.disconnect(this._updateCaptionId);
this.title.destroy();
this.closeButton.destroy();
},
_onEnter: function() {
// We might get enter events on the clone while the overlay is
// hidden, e.g. during animations, we ignore these events,
// as the close button will be shown as needed when the overlays
// are shown again
if (this._hidden)
return;
this._parentActor.raise_top();
this.closeButton.show();
this.emit('show-close-button');
},
_onLeave: function() {
if (this._idleToggleCloseId == 0)
this._idleToggleCloseId = Mainloop.timeout_add(750, Lang.bind(this, this._idleToggleCloseButton));
},
_idleToggleCloseButton: function() {
this._idleToggleCloseId = 0;
if (!this._windowClone.actor.has_pointer &&
!this.closeButton.has_pointer)
this.closeButton.hide();
return false;
},
hideCloseButton: function() {
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this.closeButton.hide();
},
_onStyleChanged: function() {
let titleNode = this.title.get_theme_node();
this.title._spacing = titleNode.get_length('-shell-caption-spacing');
let closeNode = this.closeButton.get_theme_node();
this.closeButton._overlap = closeNode.get_length('-shell-close-overlap');
this._parentActor.queue_relayout();
}
};
Signals.addSignalMethods(WindowOverlay.prototype);
const WindowPositionFlags = {
INITIAL: 1 << 0,
ANIMATE: 1 << 1
};
/**
* @metaWorkspace: a #Meta.Workspace, or null
*/
function Workspace(metaWorkspace, monitorIndex) {
this._init(metaWorkspace, monitorIndex);
}
Workspace.prototype = {
_init : function(metaWorkspace, monitorIndex) {
// When dragging a window, we use this slot for reserve space.
this._reservedSlot = null;
this.metaWorkspace = metaWorkspace;
this._x = 0;
this._y = 0;
this._width = 0;
this._height = 0;
this.monitorIndex = monitorIndex;
this._monitor = Main.layoutManager.monitors[this.monitorIndex];
this._windowOverlaysGroup = new Clutter.Group();
// Without this the drop area will be overlapped.
this._windowOverlaysGroup.set_size(0, 0);
this.actor = new Clutter.Group();
this.actor.set_size(0, 0);
this._dropRect = new Clutter.Rectangle({ opacity: 0 });
this._dropRect._delegate = this;
this.actor.add_actor(this._dropRect);
this.actor.add_actor(this._windowOverlaysGroup);
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
let windows = global.get_window_actors().filter(this._isMyWindow, this);
// Create clones for windows that should be
// visible in the Overview
this._windows = [];
this._windowOverlays = [];
for (let i = 0; i < windows.length; i++) {
if (this._isOverviewWindow(windows[i])) {
this._addWindowClone(windows[i]);
}
}
// Track window changes
if (this.metaWorkspace) {
this._windowAddedId = this.metaWorkspace.connect('window-added',
Lang.bind(this, this._windowAdded));
this._windowRemovedId = this.metaWorkspace.connect('window-removed',
Lang.bind(this, this._windowRemoved));
}
this._windowEnteredMonitorId = global.screen.connect('window-entered-monitor',
Lang.bind(this, this._windowEnteredMonitor));
this._windowLeftMonitorId = global.screen.connect('window-left-monitor',
Lang.bind(this, this._windowLeftMonitor));
this._repositionWindowsId = 0;
this.leavingOverview = false;
},
setGeometry: function(x, y, width, height) {
this._x = x;
this._y = y;
this._width = width;
this._height = height;
// This is sometimes called during allocation, so we do this later
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function () {
this._dropRect.set_position(x, y);
this._dropRect.set_size(width, height);
this.positionWindows(WindowPositionFlags.ANIMATE);
return false;
}));
},
_lookupIndex: function (metaWindow) {
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i].metaWindow == metaWindow) {
return i;
}
}
return -1;
},
containsMetaWindow: function (metaWindow) {
return this._lookupIndex(metaWindow) >= 0;
},
isEmpty: function() {
return this._windows.length == 0;
},
// Only use this for n <= 20 say
_factorial: function(n) {
let result = 1;
for (let i = 2; i <= n; i++)
result *= i;
return result;
},
/**
* _permutation:
* @permutationIndex: An integer from [0, list.length!)
* @list: (inout): Array of objects to permute; will be modified in place
*
* Given an integer between 0 and length of array, re-order the array in-place
* into a permutation denoted by the index.
*/
_permutation: function(permutationIndex, list) {
for (let j = 2; j <= list.length; j++) {
let firstIndex = (permutationIndex % j);
let secondIndex = j - 1;
// Swap
let tmp = list[firstIndex];
list[firstIndex] = list[secondIndex];
list[secondIndex] = tmp;
permutationIndex = Math.floor(permutationIndex / j);
}
},
/**
* _forEachPermutations:
* @list: Array
* @func: Function which takes a single array argument
*
* Call @func with each permutation of @list as an argument.
*/
_forEachPermutations: function(list, func) {
let nCombinations = this._factorial(list.length);
for (let i = 0; i < nCombinations; i++) {
let listCopy = list.concat();
this._permutation(i, listCopy);
func(listCopy);
}
},
/**
* _computeWindowMotion:
* @actor: A #WindowClone's #ClutterActor
* @slot: An element of #POSITIONS
* @slotGeometry: Layout of @slot
*
* Returns a number corresponding to how much perceived motion
* would be involved in moving the window to the given slot.
* Currently this is the square of the distance between the
* centers.
*/
_computeWindowMotion: function (actor, slot) {
let [xCenter, yCenter, fraction] = slot;
let xDelta, yDelta, distanceSquared;
let actorWidth, actorHeight;
let x = actor.x;
let y = actor.y;
let scale = actor.scale_x;
if (actor._delegate.inDrag) {
x = actor._delegate.dragOrigX;
y = actor._delegate.dragOrigY;
scale = actor._delegate.dragOrigScale;
}
actorWidth = actor.width * scale;
actorHeight = actor.height * scale;
xDelta = x + actorWidth / 2.0 - xCenter * this._width - this._x;
yDelta = y + actorHeight / 2.0 - yCenter * this._height - this._y;
distanceSquared = xDelta * xDelta + yDelta * yDelta;
return distanceSquared;
},
/**
* _orderWindowsPermutations:
*
* Iterate over all permutations of the windows, and determine the
* permutation which has the least total motion.
*/
_orderWindowsPermutations: function (clones, slots) {
let minimumMotionPermutation = null;
let minimumMotion = -1;
let permIndex = 0;
this._forEachPermutations(clones, Lang.bind(this, function (permutation) {
let motion = 0;
for (let i = 0; i < permutation.length; i++) {
let cloneActor = permutation[i].actor;
let slot = slots[i];
let delta = this._computeWindowMotion(cloneActor, slot);
motion += delta;
// Bail out early if we're already larger than the
// previous best
if (minimumMotionPermutation != null &&
motion > minimumMotion)
continue;
}
if (minimumMotionPermutation == null || motion < minimumMotion) {
minimumMotionPermutation = permutation;
minimumMotion = motion;
}
permIndex++;
}));
return minimumMotionPermutation;
},
/**
* _orderWindowsGreedy:
*
* Iterate over available slots in order, placing into each one the window
* we find with the smallest motion to that slot.
*/
_orderWindowsGreedy: function(clones, slots) {
let result = [];
let slotIndex = 0;
// Copy since we mutate below
let clonesCopy = clones.concat();
for (let i = 0; i < slots.length; i++) {
let slot = slots[i];
let minimumMotionIndex = -1;
let minimumMotion = -1;
for (let j = 0; j < clonesCopy.length; j++) {
let cloneActor = clonesCopy[j].actor;
let delta = this._computeWindowMotion(cloneActor, slot);
if (minimumMotionIndex == -1 || delta < minimumMotion) {
minimumMotionIndex = j;
minimumMotion = delta;
}
}
result.push(clonesCopy[minimumMotionIndex]);
clonesCopy.splice(minimumMotionIndex, 1);
}
return result;
},
/**
* _orderWindowsByMotionAndStartup:
* @windows: Array of #MetaWindow
* @slots: Array of slots
*
* Returns a copy of @windows, ordered in such a way that they require least motion
* to move to the final screen coordinates of @slots. Ties are broken in a stable
* fashion by the order in which the windows were created.
*/
_orderWindowsByMotionAndStartup: function(clones, slots) {
clones.sort(function(w1, w2) {
return w2.metaWindow.get_stable_sequence() - w1.metaWindow.get_stable_sequence();
});
if (clones.length <= POSITIONING_PERMUTATIONS_MAX)
return this._orderWindowsPermutations(clones, slots);
else
return this._orderWindowsGreedy(clones, slots);
},
/**
* _getSlotGeometry:
* @slot: A layout slot
*
* Returns: the screen-relative [x, y, width, height]
* of a given window layout slot.
*/
_getSlotGeometry: function(slot) {
let [xCenter, yCenter, fraction] = slot;
let width = this._width * fraction;
let height = this._height * fraction;
let x = this._x + xCenter * this._width - width / 2 ;
let y = this._y + yCenter * this._height - height / 2;
return [x, y, width, height];
},
/**
* _computeWindowLayout:
* @metaWindow: A #MetaWindow
* @slot: A layout slot
*
* Given a window and slot to fit it in, compute its
* screen-relative [x, y, scale] where scale applies
* to both X and Y directions.
*/
_computeWindowLayout: function(metaWindow, slot) {
let [x, y, width, height] = this._getSlotGeometry(slot);
let rect = metaWindow.get_outer_rect();
let buttonOuterHeight, captionHeight;
let buttonOuterWidth = 0;
if (this._windowOverlays[0]) {
[buttonOuterHeight, captionHeight] = this._windowOverlays[0].chromeHeights();
buttonOuterWidth = this._windowOverlays[0].chromeWidth();
} else
[buttonOuterHeight, captionHeight] = [0, 0];
let scale = Math.min((width - buttonOuterWidth) / rect.width,
(height - buttonOuterHeight - captionHeight) / rect.height,
1.0);
x = Math.floor(x + (width - scale * rect.width) / 2);
// We want to center the window in case we have just one
if (metaWindow.get_workspace().n_windows == 1)
y = Math.floor(y + (height - scale * rect.height) / 2);
else
y = Math.floor(y + height - rect.height * scale - captionHeight);
return [x, y, scale];
},
setReservedSlot: function(clone) {
if (this._reservedSlot == clone)
return;
if (clone && this.containsMetaWindow(clone.metaWindow)) {
this._reservedSlot = null;
this.positionWindows(WindowPositionFlags.ANIMATE);
return;
}
if (clone)
this._reservedSlot = clone;
else
this._reservedSlot = null;
this.positionWindows(WindowPositionFlags.ANIMATE);
},
/**
* positionWindows:
* @flags:
* INITIAL - this is the initial positioning of the windows.
* ANIMATE - Indicates that we need animate changing position.
*/
positionWindows : function(flags) {
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
let clones = this._windows.slice();
if (this._reservedSlot)
clones.push(this._reservedSlot);
let initialPositioning = flags & WindowPositionFlags.INITIAL;
let animate = flags & WindowPositionFlags.ANIMATE;
// Start the animations
let slots = this._computeAllWindowSlots(clones.length);
clones = this._orderWindowsByMotionAndStartup(clones, slots);
let currentWorkspace = global.screen.get_active_workspace();
let isOnCurrentWorkspace = this.metaWorkspace == null || this.metaWorkspace == currentWorkspace;
for (let i = 0; i < clones.length; i++) {
let slot = slots[i];
let clone = clones[i];
let metaWindow = clone.metaWindow;
let mainIndex = this._lookupIndex(metaWindow);
let overlay = this._windowOverlays[mainIndex];
// Positioning a window currently being dragged must be avoided;
// we'll just leave a blank spot in the layout for it.
if (clone.inDrag)
continue;
let [x, y, scale] = this._computeWindowLayout(metaWindow, slot);
if (overlay)
overlay.hide();
if (animate && isOnCurrentWorkspace) {
if (!metaWindow.showing_on_its_workspace()) {
/* Hidden windows should fade in and grow
* therefore we need to resize them now so they
* can be scaled up later */
if (initialPositioning) {
clone.actor.opacity = 0;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.actor.x = x;
clone.actor.y = y;
}
// Make the window slightly transparent to indicate it's hidden
Tweener.addTween(clone.actor,
{ opacity: 255,
time: Overview.ANIMATION_TIME,
transition: 'easeInQuad'
});
}
Tweener.addTween(clone.actor,
{ x: x,
y: y,
scale_x: scale,
scale_y: scale,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: Lang.bind(this, function() {
this._showWindowOverlay(clone, overlay, true);
})
});
} else {
clone.actor.set_position(x, y);
clone.actor.set_scale(scale, scale);
this._showWindowOverlay(clone, overlay, isOnCurrentWorkspace);
}
}
},
syncStacking: function(stackIndices) {
let clones = this._windows.slice();
clones.sort(function (a, b) { return stackIndices[a.metaWindow.get_stable_sequence()] - stackIndices[b.metaWindow.get_stable_sequence()]; });
for (let i = 0; i < clones.length; i++) {
let clone = clones[i];
let metaWindow = clone.metaWindow;
if (i == 0) {
clone.setStackAbove(this._dropRect);
} else {
let previousClone = clones[i - 1];
clone.setStackAbove(previousClone.actor);
}
}
},
_showWindowOverlay: function(clone, overlay, fade) {
if (clone.inDrag)
return;
// This is a little messy and complicated because when we
// start the fade-in we may not have done the final positioning
// of the workspaces. (Tweener doesn't necessarily finish
// all animations before calling onComplete callbacks.)
// So we need to manually compute where the window will
// be after the workspace animation finishes.
let [cloneX, cloneY] = clone.actor.get_position();
let [cloneWidth, cloneHeight] = clone.actor.get_size();
cloneWidth = clone.actor.scale_x * cloneWidth;
cloneHeight = clone.actor.scale_y * cloneHeight;
if (overlay) {
overlay.updatePositions(cloneX, cloneY, cloneWidth, cloneHeight);
if (fade)
overlay.fadeIn();
else
overlay.show();
}
},
_showAllOverlays: function() {
let currentWorkspace = global.screen.get_active_workspace();
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
let overlay = this._windowOverlays[i];
this._showWindowOverlay(clone, overlay,
this.metaWorkspace == null || this.metaWorkspace == currentWorkspace);
}
},
_delayedWindowRepositioning: function() {
if (this._windowIsZooming)
return true;
let [x, y, mask] = global.get_pointer();
let pointerHasMoved = (this._cursorX != x && this._cursorY != y);
let inWorkspace = (this._x < x && x < this._x + this._width &&
this._y < y && y < this._y + this._height);
if (pointerHasMoved && inWorkspace) {
// store current cursor position
this._cursorX = x;
this._cursorY = y;
return true;
}
this.positionWindows(WindowPositionFlags.ANIMATE);
return false;
},
showWindowsOverlays: function() {
if (this.leavingOverview)
return;
this._windowOverlaysGroup.show();
this._showAllOverlays();
},
hideWindowsOverlays: function() {
this._windowOverlaysGroup.hide();
},
_doRemoveWindow : function(metaWin) {
let win = metaWin.get_compositor_private();
// find the position of the window in our list
let index = this._lookupIndex (metaWin);
if (index == -1)
return;
// Check if window still should be here
if (win && this._isMyWindow(win))
return;
let clone = this._windows[index];
this._windows.splice(index, 1);
this._windowOverlays.splice(index, 1);
// If metaWin.get_compositor_private() returned non-NULL, that
// means the window still exists (and is just being moved to
// another workspace or something), so set its overviewHint
// accordingly. (If it returned NULL, then the window is being
// destroyed; we'd like to animate this, but it's too late at
// this point.)
if (win) {
let [stageX, stageY] = clone.actor.get_transformed_position();
let [stageWidth, stageHeight] = clone.actor.get_transformed_size();
win._overviewHint = {
x: stageX,
y: stageY,
scale: stageWidth / clone.actor.width
};
}
clone.destroy();
// We need to reposition the windows; to avoid shuffling windows
// around while the user is interacting with the workspace, we delay
// the positioning until the pointer remains still for at least 750 ms
// or is moved outside the workspace
// remove old handler
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
// setup new handler
let [x, y, mask] = global.get_pointer();
this._cursorX = x;
this._cursorY = y;
this._repositionWindowsId = Mainloop.timeout_add(750,
Lang.bind(this, this._delayedWindowRepositioning));
},
_doAddWindow : function(metaWin) {
if (this.leavingOverview)
return;
let win = metaWin.get_compositor_private();
if (!win) {
// Newly-created windows are added to a workspace before
// the compositor finds out about them...
Mainloop.idle_add(Lang.bind(this,
function () {
if (this.actor &&
metaWin.get_compositor_private() &&
metaWin.get_workspace() == this.metaWorkspace)
this._doAddWindow(metaWin);
return false;
}));
return;
}
// We might have the window in our list already if it was on all workspaces and
// now was moved to this workspace
if (this._lookupIndex (metaWin) != -1)
return;
if (!this._isMyWindow(win) || !this._isOverviewWindow(win))
return;
let clone = this._addWindowClone(win);
if (win._overviewHint) {
let x = win._overviewHint.x - this.actor.x;
let y = win._overviewHint.y - this.actor.y;
let scale = win._overviewHint.scale;
delete win._overviewHint;
clone.actor.set_position (x, y);
clone.actor.set_scale (scale, scale);
} else {
// Position new windows at the top corner of the workspace rather
// than where they were placed for real to avoid the window
// being clipped to the workspaceView. Its not really more
// natural for the window to suddenly appear in the overview
// on some seemingly random location anyway.
clone.actor.set_position (this._x, this._y);
}
this.positionWindows(WindowPositionFlags.ANIMATE);
},
_windowAdded : function(metaWorkspace, metaWin) {
this._doAddWindow(metaWin);
},
_windowRemoved : function(metaWorkspace, metaWin) {
this._doRemoveWindow(metaWin);
},
_windowEnteredMonitor : function(metaScreen, monitorIndex, metaWin) {
if (monitorIndex == this.monitorIndex) {
this._doAddWindow(metaWin);
}
},
_windowLeftMonitor : function(metaScreen, monitorIndex, metaWin) {
if (monitorIndex == this.monitorIndex) {
this._doRemoveWindow(metaWin);
}
},
// check for maximized windows on the workspace
hasMaximizedWindows: function() {
for (let i = 0; i < this._windows.length; i++) {
let metaWindow = this._windows[i].metaWindow;
if (metaWindow.showing_on_its_workspace() &&
metaWindow.maximized_horizontally &&
metaWindow.maximized_vertically)
return true;
}
return false;
},
// Animate the full-screen to Overview transition.
zoomToOverview : function() {
// Position and scale the windows.
if (Main.overview.animationInProgress)
this.positionWindows(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL);
else
this.positionWindows(WindowPositionFlags.INITIAL);
},
// Animates the return from Overview mode
zoomFromOverview : function() {
let currentWorkspace = global.screen.get_active_workspace();
this.leavingOverview = true;
this.hideWindowsOverlays();
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
this._overviewHiddenId = Main.overview.connect('hidden', Lang.bind(this,
this._doneLeavingOverview));
if (this.metaWorkspace != null && this.metaWorkspace != currentWorkspace)
return;
// Position and scale the windows.
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
clone.zoomFromOverview();
if (clone.metaWindow.showing_on_its_workspace()) {
Tweener.addTween(clone.actor,
{ x: clone.origX,
y: clone.origY,
scale_x: 1.0,
scale_y: 1.0,
time: Overview.ANIMATION_TIME,
opacity: 255,
transition: 'easeOutQuad'
});
} else {
// The window is hidden, make it shrink and fade it out
Tweener.addTween(clone.actor,
{ scale_x: 0,
scale_y: 0,
opacity: 0,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad'
});
}
}
},
destroy : function() {
this.actor.destroy();
},
_onDestroy: function(actor) {
if (this._overviewHiddenId) {
Main.overview.disconnect(this._overviewHiddenId);
this._overviewHiddenId = 0;
}
Tweener.removeTweens(actor);
if (this.metaWorkspace) {
this.metaWorkspace.disconnect(this._windowAddedId);
this.metaWorkspace.disconnect(this._windowRemovedId);
}
global.screen.disconnect(this._windowEnteredMonitorId);
global.screen.disconnect(this._windowLeftMonitorId);
if (this._repositionWindowsId > 0)
Mainloop.source_remove(this._repositionWindowsId);
// Usually, the windows will be destroyed automatically with
// their parent (this.actor), but we might have a zoomed window
// which has been reparented to the stage - _windows[0] holds
// the desktop window, which is never reparented
for (let w = 0; w < this._windows.length; w++)
this._windows[w].destroy();
this._windows = [];
},
// Sets this.leavingOverview flag to false.
_doneLeavingOverview : function() {
this.leavingOverview = false;
},
// Tests if @win belongs to this workspaces and monitor
_isMyWindow : function (win) {
return (this.metaWorkspace == null || Main.isWindowActorDisplayedOnWorkspace(win, this.metaWorkspace.index())) &&
(!win.get_meta_window() || win.get_meta_window().get_monitor() == this.monitorIndex);
},
// Tests if @win should be shown in the Overview
_isOverviewWindow : function (win) {
let tracker = Shell.WindowTracker.get_default();
return tracker.is_window_interesting(win.get_meta_window());
},
// Create a clone of a (non-desktop) window and add it to the window list
_addWindowClone : function(win) {
let clone = new WindowClone(win);
let overlay = new WindowOverlay(clone, this._windowOverlaysGroup);
clone.connect('selected',
Lang.bind(this, this._onCloneSelected));
clone.connect('drag-begin',
Lang.bind(this, function(clone) {
Main.overview.beginWindowDrag();
overlay.hide();
}));
clone.connect('drag-cancelled',
Lang.bind(this, function(clone) {
Main.overview.cancelledWindowDrag();
}));
clone.connect('drag-end',
Lang.bind(this, function(clone) {
Main.overview.endWindowDrag();
overlay.show();
}));
clone.connect('zoom-start',
Lang.bind(this, function() {
this._windowIsZooming = true;
}));
clone.connect('zoom-end',
Lang.bind(this, function() {
this._windowIsZooming = false;
}));
clone.connect('size-changed',
Lang.bind(this, function() {
this.positionWindows(0);
}));
this.actor.add_actor(clone.actor);
overlay.connect('show-close-button', Lang.bind(this, this._onShowOverlayClose));
this._windows.push(clone);
this._windowOverlays.push(overlay);
return clone;
},
_onShowOverlayClose: function (windowOverlay) {
for (let i = 0; i < this._windowOverlays.length; i++) {
let overlay = this._windowOverlays[i];
if (overlay == windowOverlay)
continue;
overlay.hideCloseButton();
}
},
_computeWindowSlot : function(windowIndex, numberOfWindows) {
if (numberOfWindows in POSITIONS)
return POSITIONS[numberOfWindows][windowIndex];
// If we don't have a predefined scheme for this window count,
// arrange the windows in a grid pattern.
let gridWidth = Math.ceil(Math.sqrt(numberOfWindows));
let gridHeight = Math.ceil(numberOfWindows / gridWidth);
let fraction = 0.95 * (1. / gridWidth);
let xCenter = (.5 / gridWidth) + ((windowIndex) % gridWidth) / gridWidth;
let yCenter = (.5 / gridHeight) + Math.floor((windowIndex / gridWidth)) / gridHeight;
return [xCenter, yCenter, fraction];
},
_computeAllWindowSlots: function(totalWindows) {
let slots = [];
for (let i = 0; i < totalWindows; i++) {
slots.push(this._computeWindowSlot(i, totalWindows));
}
return slots;
},
_onCloneSelected : function (clone, time) {
let wsIndex = undefined;
if (this.metaWorkspace)
wsIndex = this.metaWorkspace.index();
Main.activateWindow(clone.metaWindow, time, wsIndex);
},
// Draggable target interface
handleDragOver : function(source, actor, x, y, time) {
if (source.realWindow && !this._isMyWindow(source.realWindow))
return DND.DragMotionResult.MOVE_DROP;
if (source.shellWorkspaceLaunch)
return DND.DragMotionResult.COPY_DROP;
return DND.DragMotionResult.CONTINUE;
},
acceptDrop : function(source, actor, x, y, time) {
if (source.realWindow) {
let win = source.realWindow;
if (this._isMyWindow(win))
return false;
// Set a hint on the Mutter.Window so its initial position
// in the new workspace will be correct
win._overviewHint = {
x: actor.x,
y: actor.y,
scale: actor.scale_x
};
let metaWindow = win.get_meta_window();
// We need to move the window before changing the workspace, because
// the move itself could cause a workspace change if the window enters
// the primary monitor
if (metaWindow.get_monitor() != this.monitorIndex)
metaWindow.move_to_monitor(this.monitorIndex);
let index = this.metaWorkspace ? this.metaWorkspace.index() : global.screen.get_active_workspace_index();
metaWindow.change_workspace_by_index(index,
false, // don't create workspace
time);
return true;
} else if (source.shellWorkspaceLaunch) {
source.shellWorkspaceLaunch({ workspace: this.metaWorkspace ? this.metaWorkspace.index() : -1,
timestamp: time });
return true;
}
return false;
}
};
Signals.addSignalMethods(Workspace.prototype);