gnome-shell/js/ui/chrome.js
Adel Gadllah 2d574047e4 Don't show chrome when a fullscreen window is open
Currently the check in chrome.js checks if a window is on the
primary screen by checking its coordinates, width and height.

This check misses the case where windows just set
_NET_WM_FULLSCREEN without changing their position and
size (examples are Flash and ooimpress's presentation window).

Fix this by separating the check for fullscreen windows from the
override redirect one, and only check whether the window is
anywhere on the primary screen in the fullscreen case.

https://bugzilla.gnome.org/show_bug.cgi?id=597271
2010-02-09 21:35:45 +01:00

310 lines
11 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Main = imports.ui.main;
const Params = imports.misc.params;
// This manages the shell "chrome"; the UI that's visible in the
// normal mode (ie, outside the Overview), that surrounds the main
// workspace content.
function Chrome() {
this._init();
}
Chrome.prototype = {
_init: function() {
// The group itself has zero size so it doesn't interfere with DND
this.actor = new Clutter.Group({ width: 0, height: 0 });
global.stage.add_actor(this.actor);
this.nonOverviewActor = new Clutter.Group();
this.actor.add_actor(this.nonOverviewActor);
this._obscuredByFullscreen = false;
this._trackedActors = [];
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
Main.overview.connect('showing',
Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden',
Lang.bind(this, this._overviewHidden));
this._queueUpdateRegions();
},
_verifyAncestry: function(actor, ancestor) {
while (actor) {
if (actor == ancestor)
return true;
actor = actor.get_parent();
}
return false;
},
// addActor:
// @actor: an actor to add to the chrome layer
// @params: (optional) additional params
//
// Adds @actor to the chrome layer and extends the input region
// and window manager struts to include it. (Window manager struts
// will only be affected if @actor is touching a screen edge.)
// Changes in @actor's size and position will automatically result
// in appropriate changes to the input region and struts. Changes
// in its visibility will affect the input region, but NOT the
// struts.
//
// If %visibleInOverview is %true in @params, @actor will remain
// visible when the overview is brought up. Otherwise it will
// automatically be hidden. If %affectsStruts or %affectsInputRegion
// is %false, the actor will not have the indicated effect.
addActor: function(actor, params) {
params = Params.parse(params, { visibleInOverview: false,
affectsStruts: true,
affectsInputRegion: true });
if (params.visibleInOverview)
this.actor.add_actor(actor);
else
this.nonOverviewActor.add_actor(actor);
this._trackActor(actor, params.affectsInputRegion, params.affectsStruts);
},
// trackActor:
// @actor: a descendant of the chrome to begin tracking
// @params: parameters describing how to track @actor
//
// Tells the chrome to track @actor, which must be a descendant
// of an actor added via addActor(). This can be used to extend the
// struts or input region to cover specific children.
trackActor: function(actor, params) {
if (!this._verifyAncestry(actor, this.actor))
throw new Error('actor is not a descendent of the chrome layer');
params = Params.parse(params, { affectsStruts: true,
affectsInputRegion: true });
this._trackActor(actor, params.affectsInputRegion, params.affectsStruts);
},
// untrackActor:
// @actor: an actor previously tracked via trackActor()
//
// Undoes the effect of trackActor()
untrackActor: function(actor) {
this._untrackActor(actor);
},
// removeActor:
// @actor: a child of the chrome layer
//
// Removes @actor from the chrome layer
removeActor: function(actor) {
if (actor.get_parent() == this.nonOverviewActor)
this.nonOverviewActor.remove_actor(actor);
else
this.actor.remove_actor(actor);
this._untrackActor(actor);
},
_findActor: function(actor) {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (actorData.actor == actor)
return i;
}
return -1;
},
_trackActor: function(actor, inputRegion, strut) {
let actorData;
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
actorData = { actor: actor,
inputRegion: inputRegion,
strut: strut };
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(actorData);
this._queueUpdateRegions();
},
_untrackActor: function(actor) {
let i = this._findActor(actor);
if (i == -1)
return;
let actorData = this._trackedActors[i];
this._trackedActors.splice(i, 1);
actor.disconnect(actorData.visibleId);
actor.disconnect(actorData.allocationId);
actor.disconnect(actorData.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
if (!this._verifyAncestry(actor, this.actor))
this._untrackActor(actor);
},
_overviewShowing: function() {
this.actor.show();
this.nonOverviewActor.hide();
this._queueUpdateRegions();
},
_overviewHidden: function() {
if (this._obscuredByFullscreen)
this.actor.hide();
this.nonOverviewActor.show();
this._queueUpdateRegions();
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_windowsRestacked: function() {
let windows = global.get_windows();
let primary = global.get_primary_monitor();
// The chrome layer should be visible unless there is a window
// with layer FULLSCREEN, or a window with layer
// OVERRIDE_REDIRECT that covers the whole screen.
// ("override_redirect" is not actually a layer above all
// other windows, but this seems to be how mutter treats it
// currently...) If we wanted to be extra clever, we could
// figure out when an OVERRIDE_REDIRECT window was trying to
// partially overlap us, and then adjust the input region and
// our clip region accordingly...
// @windows is sorted bottom to top.
this._obscuredByFullscreen = false;
for (let i = windows.length - 1; i > -1; i--) {
let layer = windows[i].get_meta_window().get_layer();
if (layer == Meta.StackLayer.FULLSCREEN) {
if (windows[i].x >= primary.x && windows[i].x <= primary.x + primary.width &&
windows[i].y >= primary.y && windows[i].y <= primary.y + primary.height) {
this._obscuredByFullscreen = true;
break;
}
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
if (windows[i].x <= primary.x &&
windows[i].x + windows[i].width >= primary.x + primary.width &&
windows[i].y <= primary.y &&
windows[i].y + windows[i].height >= primary.y + primary.height) {
this._obscuredByFullscreen = true;
break;
}
} else
break;
}
let shouldBeVisible = !this._obscuredByFullscreen || Main.overview.visible;
if (this.actor.visible != shouldBeVisible) {
this.actor.visible = shouldBeVisible;
this._queueUpdateRegions();
}
},
_updateRegions: function() {
let rects = [], struts = [], i;
delete this._updateRegionIdle;
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!actorData.inputRegion && !actorData.strut)
continue;
let [x, y] = actorData.actor.get_transformed_position();
let [w, h] = actorData.actor.get_transformed_size();
x = Math.round(x);
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.inputRegion && actorData.actor.get_paint_visibility())
rects.push(rect);
if (!actorData.strut)
continue;
// Metacity wants to know what side of the screen the
// strut is considered to be attached to. If the actor is
// only touching one edge, or is touching the entire
// width/height of one edge, then it's obvious which side
// to call it. If it's in a corner, we pick a side
// arbitrarily. If it doesn't touch any edges, or it spans
// the width/height across the middle of the screen, then
// we don't create a strut for it at all.
let side;
if (w >= global.screen_width) {
if (y <= 0)
side = Meta.Side.TOP;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (h >= global.screen_height) {
if (x <= 0)
side = Meta.Side.LEFT;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x <= 0)
side = Meta.Side.LEFT;
else if (y <= 0)
side = Meta.Side.TOP;
else if (x + w >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y + h >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
let strut = new Meta.Strut({ rect: rect, side: side });
struts.push(strut);
}
global.set_stage_input_region(rects);
let screen = global.screen;
for (let w = 0; w < screen.n_workspaces; w++) {
let workspace = screen.get_workspace_by_index(w);
workspace.set_builtin_struts(struts);
}
return false;
}
};