e4cbe5126a
The workspace.js file is quite large and is a bit confusing when it comes to the term "window" in there, because it can either refer to a WindowPreview of a complete window or to an individual window like an attached dialog. So try to avoid that confusion and split the new WindowPreview class and its WindowPreviewLayout layout manager out into a new windowPreview.js file. https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1307
1291 lines
47 KiB
JavaScript
1291 lines
47 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported Workspace */
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const { Clutter, GLib, GObject, Meta, St } = imports.gi;
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const DND = imports.ui.dnd;
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const Main = imports.ui.main;
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const Overview = imports.ui.overview;
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const { WindowPreview } = imports.ui.windowPreview;
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var WINDOW_PREVIEW_MAXIMUM_SCALE = 1.0;
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var WINDOW_REPOSITIONING_DELAY = 750;
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// When calculating a layout, we calculate the scale of windows and the percent
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// of the available area the new layout uses. If the values for the new layout,
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// when weighted with the values as below, are worse than the previous layout's,
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// we stop looking for a new layout and use the previous layout.
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// Otherwise, we keep looking for a new layout.
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var LAYOUT_SCALE_WEIGHT = 1;
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var LAYOUT_SPACE_WEIGHT = 0.1;
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var WINDOW_ANIMATION_MAX_NUMBER_BLENDING = 3;
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function _interpolate(start, end, step) {
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return start + (end - start) * step;
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}
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var WindowPositionFlags = {
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NONE: 0,
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INITIAL: 1 << 0,
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ANIMATE: 1 << 1,
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};
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// Window Thumbnail Layout Algorithm
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// =================================
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//
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// General overview
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// ----------------
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//
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// The window thumbnail layout algorithm calculates some optimal layout
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// by computing layouts with some number of rows, calculating how good
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// each layout is, and stopping iterating when it finds one that is worse
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// than the previous layout. A layout consists of which windows are in
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// which rows, row sizes and other general state tracking that would make
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// calculating window positions from this information fairly easy.
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//
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// After a layout is computed that's considered the best layout, we
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// compute the layout scale to fit it in the area, and then compute
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// slots (sizes and positions) for each thumbnail.
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//
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// Layout generation
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// -----------------
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//
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// Layout generation is naive and simple: we simply add windows to a row
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// until we've added too many windows to a row, and then make a new row,
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// until we have our required N rows. The potential issue with this strategy
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// is that we may have too many windows at the bottom in some pathological
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// cases, which tends to make the thumbnails have the shape of a pile of
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// sand with a peak, with one window at the top.
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//
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// Scaling factors
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// ---------------
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//
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// Thumbnail position is mostly straightforward -- the main issue is
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// computing an optimal scale for each window that fits the constraints,
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// and doesn't make the thumbnail too small to see. There are two factors
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// involved in thumbnail scale to make sure that these two goals are met:
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// the window scale (calculated by _computeWindowScale) and the layout
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// scale (calculated by computeSizeAndScale).
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//
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// The calculation logic becomes slightly more complicated because row
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// and column spacing are not scaled, they're constant, so we can't
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// simply generate a bunch of window positions and then scale it. In
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// practice, it's not too bad -- we can simply try to fit the layout
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// in the input area minus whatever spacing we have, and then add
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// it back afterwards.
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//
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// The window scale is constant for the window's size regardless of the
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// input area or the layout scale or rows or anything else, and right
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// now just enlarges the window if it's too small. The fact that this
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// factor is stable makes it easy to calculate, so there's no sense
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// in not applying it in most calculations.
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//
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// The layout scale depends on the input area, the rows, etc, but is the
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// same for the entire layout, rather than being per-window. After
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// generating the rows of windows, we basically do some basic math to
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// fit the full, unscaled layout to the input area, as described above.
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//
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// With these two factors combined, the final scale of each thumbnail is
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// simply windowScale * layoutScale... almost.
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//
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// There's one additional constraint: the thumbnail scale must never be
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// larger than WINDOW_PREVIEW_MAXIMUM_SCALE, which means that the inequality:
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//
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// windowScale * layoutScale <= WINDOW_PREVIEW_MAXIMUM_SCALE
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//
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// must always be true. This is for each individual window -- while we
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// could adjust layoutScale to make the largest thumbnail smaller than
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// WINDOW_PREVIEW_MAXIMUM_SCALE, it would shrink windows which are already
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// under the inequality. To solve this, we simply cheat: we simply keep
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// each window's "cell" area to be the same, but we shrink the thumbnail
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// and center it horizontally, and align it to the bottom vertically.
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var LayoutStrategy = class {
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constructor(monitor, rowSpacing, columnSpacing) {
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if (this.constructor === LayoutStrategy)
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throw new TypeError(`Cannot instantiate abstract type ${this.constructor.name}`);
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this._monitor = monitor;
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this._rowSpacing = rowSpacing;
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this._columnSpacing = columnSpacing;
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}
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_newRow() {
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// Row properties:
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//
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// * x, y are the position of row, relative to area
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//
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// * width, height are the scaled versions of fullWidth, fullHeight
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//
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// * width also has the spacing in between windows. It's not in
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// fullWidth, as the spacing is constant, whereas fullWidth is
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// meant to be scaled
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//
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// * neither height/fullHeight have any sort of spacing or padding
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return { x: 0, y: 0,
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width: 0, height: 0,
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fullWidth: 0, fullHeight: 0,
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windows: [] };
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}
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// Computes and returns an individual scaling factor for @window,
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// to be applied in addition to the overall layout scale.
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_computeWindowScale(window) {
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// Since we align windows next to each other, the height of the
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// thumbnails is much more important to preserve than the width of
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// them, so two windows with equal height, but maybe differering
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// widths line up.
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let ratio = window.boundingBox.height / this._monitor.height;
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// The purpose of this manipulation here is to prevent windows
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// from getting too small. For something like a calculator window,
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// we need to bump up the size just a bit to make sure it looks
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// good. We'll use a multiplier of 1.5 for this.
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// Map from [0, 1] to [1.5, 1]
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return _interpolate(1.5, 1, ratio);
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}
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// Compute the size of each row, by assigning to the properties
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// row.width, row.height, row.fullWidth, row.fullHeight, and
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// (optionally) for each row in @layout.rows. This method is
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// intended to be called by subclasses.
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_computeRowSizes(_layout) {
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throw new GObject.NotImplementedError(`_computeRowSizes in ${this.constructor.name}`);
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}
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// Compute strategy-specific window slots for each window in
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// @windows, given the @layout. The strategy may also use @layout
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// as strategy-specific storage.
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//
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// This must calculate:
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// * maxColumns - The maximum number of columns used by the layout.
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// * gridWidth - The total width used by the grid, unscaled, unspaced.
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// * gridHeight - The totial height used by the grid, unscaled, unspaced.
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// * rows - A list of rows, which should be instantiated by _newRow.
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computeLayout(_windows, _layout) {
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throw new GObject.NotImplementedError(`computeLayout in ${this.constructor.name}`);
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}
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// Given @layout, compute the overall scale and space of the layout.
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// The scale is the individual, non-fancy scale of each window, and
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// the space is the percentage of the available area eventually
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// used by the layout.
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// This method does not return anything, but instead installs
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// the properties "scale" and "space" on @layout directly.
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//
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// Make sure to call this methods before calling computeWindowSlots(),
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// as it depends on the scale property installed in @layout here.
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computeScaleAndSpace(layout) {
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let area = layout.area;
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let hspacing = (layout.maxColumns - 1) * this._columnSpacing;
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let vspacing = (layout.numRows - 1) * this._rowSpacing;
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let spacedWidth = area.width - hspacing;
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let spacedHeight = area.height - vspacing;
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let horizontalScale = spacedWidth / layout.gridWidth;
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let verticalScale = spacedHeight / layout.gridHeight;
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// Thumbnails should be less than 70% of the original size
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let scale = Math.min(
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horizontalScale, verticalScale, WINDOW_PREVIEW_MAXIMUM_SCALE);
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let scaledLayoutWidth = layout.gridWidth * scale + hspacing;
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let scaledLayoutHeight = layout.gridHeight * scale + vspacing;
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let space = (scaledLayoutWidth * scaledLayoutHeight) / (area.width * area.height);
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layout.scale = scale;
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layout.space = space;
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}
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computeWindowSlots(layout, area) {
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this._computeRowSizes(layout);
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let { rows, scale } = layout;
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let slots = [];
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// Do this in three parts.
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let heightWithoutSpacing = 0;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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heightWithoutSpacing += row.height;
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}
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let verticalSpacing = (rows.length - 1) * this._rowSpacing;
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let additionalVerticalScale = Math.min(1, (area.height - verticalSpacing) / heightWithoutSpacing);
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// keep track how much smaller the grid becomes due to scaling
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// so it can be centered again
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let compensation = 0;
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let y = 0;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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// If this window layout row doesn't fit in the actual
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// geometry, then apply an additional scale to it.
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let horizontalSpacing = (row.windows.length - 1) * this._columnSpacing;
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let widthWithoutSpacing = row.width - horizontalSpacing;
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let additionalHorizontalScale = Math.min(1, (area.width - horizontalSpacing) / widthWithoutSpacing);
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if (additionalHorizontalScale < additionalVerticalScale) {
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row.additionalScale = additionalHorizontalScale;
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// Only consider the scaling in addition to the vertical scaling for centering.
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compensation += (additionalVerticalScale - additionalHorizontalScale) * row.height;
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} else {
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row.additionalScale = additionalVerticalScale;
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// No compensation when scaling vertically since centering based on a too large
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// height would undo what vertical scaling is trying to achieve.
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}
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row.x = area.x + (Math.max(area.width - (widthWithoutSpacing * row.additionalScale + horizontalSpacing), 0) / 2);
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row.y = area.y + (Math.max(area.height - (heightWithoutSpacing + verticalSpacing), 0) / 2) + y;
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y += row.height * row.additionalScale + this._rowSpacing;
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}
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compensation /= 2;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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let x = row.x;
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for (let j = 0; j < row.windows.length; j++) {
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let window = row.windows[j];
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let s = scale * this._computeWindowScale(window) * row.additionalScale;
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let cellWidth = window.boundingBox.width * s;
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let cellHeight = window.boundingBox.height * s;
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s = Math.min(s, WINDOW_PREVIEW_MAXIMUM_SCALE);
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let cloneWidth = window.boundingBox.width * s;
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const cloneHeight = window.boundingBox.height * s;
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let cloneX = x + (cellWidth - cloneWidth) / 2;
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let cloneY = row.y + row.height * row.additionalScale - cellHeight + compensation;
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// Align with the pixel grid to prevent blurry windows at scale = 1
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cloneX = Math.floor(cloneX);
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cloneY = Math.floor(cloneY);
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slots.push([cloneX, cloneY, cloneWidth, cloneHeight, window]);
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x += cellWidth + this._columnSpacing;
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}
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}
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return slots;
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}
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};
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var UnalignedLayoutStrategy = class extends LayoutStrategy {
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_computeRowSizes(layout) {
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let { rows, scale } = layout;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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row.width = row.fullWidth * scale + (row.windows.length - 1) * this._columnSpacing;
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row.height = row.fullHeight * scale;
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}
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}
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_keepSameRow(row, window, width, idealRowWidth) {
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if (row.fullWidth + width <= idealRowWidth)
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return true;
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let oldRatio = row.fullWidth / idealRowWidth;
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let newRatio = (row.fullWidth + width) / idealRowWidth;
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if (Math.abs(1 - newRatio) < Math.abs(1 - oldRatio))
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return true;
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return false;
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}
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_sortRow(row) {
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// Sort windows horizontally to minimize travel distance.
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// This affects in what order the windows end up in a row.
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row.windows.sort((a, b) => a.windowCenter.x - b.windowCenter.x);
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}
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computeLayout(windows, layout) {
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let numRows = layout.numRows;
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let rows = [];
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let totalWidth = 0;
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for (let i = 0; i < windows.length; i++) {
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let window = windows[i];
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let s = this._computeWindowScale(window);
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totalWidth += window.boundingBox.width * s;
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}
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let idealRowWidth = totalWidth / numRows;
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// Sort windows vertically to minimize travel distance.
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// This affects what rows the windows get placed in.
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let sortedWindows = windows.slice();
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sortedWindows.sort((a, b) => a.windowCenter.y - b.windowCenter.y);
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let windowIdx = 0;
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for (let i = 0; i < numRows; i++) {
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let row = this._newRow();
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rows.push(row);
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for (; windowIdx < sortedWindows.length; windowIdx++) {
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let window = sortedWindows[windowIdx];
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let s = this._computeWindowScale(window);
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let width = window.boundingBox.width * s;
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let height = window.boundingBox.height * s;
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row.fullHeight = Math.max(row.fullHeight, height);
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// either new width is < idealWidth or new width is nearer from idealWidth then oldWidth
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if (this._keepSameRow(row, window, width, idealRowWidth) || (i == numRows - 1)) {
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row.windows.push(window);
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row.fullWidth += width;
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} else {
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break;
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}
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}
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}
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let gridHeight = 0;
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let maxRow;
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for (let i = 0; i < numRows; i++) {
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let row = rows[i];
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this._sortRow(row);
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if (!maxRow || row.fullWidth > maxRow.fullWidth)
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maxRow = row;
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gridHeight += row.fullHeight;
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}
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layout.rows = rows;
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layout.maxColumns = maxRow.windows.length;
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layout.gridWidth = maxRow.fullWidth;
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layout.gridHeight = gridHeight;
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}
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};
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function padArea(area, padding) {
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return {
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x: area.x + padding.left,
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y: area.y + padding.top,
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width: area.width - padding.left - padding.right,
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height: area.height - padding.top - padding.bottom,
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};
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}
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function rectEqual(one, two) {
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if (one == two)
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return true;
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if (!one || !two)
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return false;
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return one.x == two.x &&
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one.y == two.y &&
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one.width == two.width &&
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one.height == two.height;
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}
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/**
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* @metaWorkspace: a #Meta.Workspace, or null
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*/
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var Workspace = GObject.registerClass(
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class Workspace extends St.Widget {
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_init(metaWorkspace, monitorIndex) {
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super._init({ style_class: 'window-picker' });
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// When dragging a window, we use this slot for reserve space.
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this._reservedSlot = null;
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this._reservedSlotWindow = null;
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this.metaWorkspace = metaWorkspace;
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// The full geometry is the geometry we should try and position
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// windows for. The actual geometry we allocate may be less than
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// this, like if the workspace switcher is slid out.
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this._fullGeometry = null;
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// The actual geometry is the geometry we need to arrange windows
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// in. If this is a smaller area than the full geometry, we'll
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// do some simple aspect ratio like math to fit the layout calculated
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// for the full geometry into this area.
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this._actualGeometry = null;
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this._actualGeometryLater = 0;
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this._currentLayout = null;
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this.monitorIndex = monitorIndex;
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this._monitor = Main.layoutManager.monitors[this.monitorIndex];
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if (monitorIndex != Main.layoutManager.primaryIndex)
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this.add_style_class_name('external-monitor');
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this.set_size(0, 0);
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this._dropRect = new Clutter.Actor({ opacity: 0 });
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this._dropRect._delegate = this;
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this.add_actor(this._dropRect);
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this.connect('destroy', this._onDestroy.bind(this));
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const windows = global.get_window_actors().map(a => a.meta_window)
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.filter(this._isMyWindow, this);
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// Create clones for windows that should be
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// visible in the Overview
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this._windows = [];
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for (let i = 0; i < windows.length; i++) {
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if (this._isOverviewWindow(windows[i]))
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this._addWindowClone(windows[i], true);
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}
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// Track window changes
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if (this.metaWorkspace) {
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this._windowAddedId = this.metaWorkspace.connect('window-added',
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this._windowAdded.bind(this));
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this._windowRemovedId = this.metaWorkspace.connect('window-removed',
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this._windowRemoved.bind(this));
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}
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this._windowEnteredMonitorId = global.display.connect('window-entered-monitor',
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this._windowEnteredMonitor.bind(this));
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this._windowLeftMonitorId = global.display.connect('window-left-monitor',
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this._windowLeftMonitor.bind(this));
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this._repositionWindowsId = 0;
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this.leavingOverview = false;
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this._positionWindowsFlags = 0;
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this._positionWindowsId = 0;
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}
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vfunc_map() {
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super.vfunc_map();
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this._syncActualGeometry();
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}
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vfunc_get_focus_chain() {
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return this.get_children().filter(c => c.visible).sort((a, b) => {
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if (a instanceof WindowPreview && b instanceof WindowPreview)
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return a.slotId - b.slotId;
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return 0;
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});
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}
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setFullGeometry(geom) {
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if (rectEqual(this._fullGeometry, geom))
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return;
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this._fullGeometry = geom;
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if (this.mapped)
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this._recalculateWindowPositions(WindowPositionFlags.NONE);
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}
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setActualGeometry(geom) {
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if (rectEqual(this._actualGeometry, geom))
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return;
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this._actualGeometry = geom;
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this._actualGeometryDirty = true;
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if (this.mapped)
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this._syncActualGeometry();
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}
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|
_syncActualGeometry() {
|
|
if (this._actualGeometryLater || !this._actualGeometryDirty)
|
|
return;
|
|
if (!this._actualGeometry)
|
|
return;
|
|
|
|
this._actualGeometryLater = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
|
|
this._actualGeometryLater = 0;
|
|
if (!this.mapped)
|
|
return false;
|
|
|
|
let geom = this._actualGeometry;
|
|
|
|
this._dropRect.set_position(geom.x, geom.y);
|
|
this._dropRect.set_size(geom.width, geom.height);
|
|
this._updateWindowPositions(Main.overview.animationInProgress ? WindowPositionFlags.ANIMATE : WindowPositionFlags.NONE);
|
|
|
|
return false;
|
|
});
|
|
}
|
|
|
|
_lookupIndex(metaWindow) {
|
|
return this._windows.findIndex(w => w.metaWindow == metaWindow);
|
|
}
|
|
|
|
containsMetaWindow(metaWindow) {
|
|
return this._lookupIndex(metaWindow) >= 0;
|
|
}
|
|
|
|
isEmpty() {
|
|
return this._windows.length == 0;
|
|
}
|
|
|
|
setReservedSlot(metaWindow) {
|
|
if (this._reservedSlotWindow == metaWindow)
|
|
return;
|
|
|
|
if (!metaWindow || this.containsMetaWindow(metaWindow)) {
|
|
this._reservedSlotWindow = null;
|
|
this._reservedSlot = null;
|
|
} else {
|
|
this._reservedSlotWindow = metaWindow;
|
|
this._reservedSlot = this._windows[this._lookupIndex(metaWindow)];
|
|
}
|
|
|
|
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
|
|
}
|
|
|
|
_recalculateWindowPositions(flags) {
|
|
this._positionWindowsFlags |= flags;
|
|
|
|
if (this._positionWindowsId > 0)
|
|
return;
|
|
|
|
this._positionWindowsId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
|
|
this._realRecalculateWindowPositions(this._positionWindowsFlags);
|
|
this._positionWindowsFlags = 0;
|
|
this._positionWindowsId = 0;
|
|
return false;
|
|
});
|
|
}
|
|
|
|
_realRecalculateWindowPositions(flags) {
|
|
if (this._repositionWindowsId > 0) {
|
|
GLib.source_remove(this._repositionWindowsId);
|
|
this._repositionWindowsId = 0;
|
|
}
|
|
|
|
let clones = this._windows.slice();
|
|
if (clones.length == 0)
|
|
return;
|
|
|
|
clones.sort((a, b) => {
|
|
return a.metaWindow.get_stable_sequence() - b.metaWindow.get_stable_sequence();
|
|
});
|
|
|
|
if (this._reservedSlot)
|
|
clones.push(this._reservedSlot);
|
|
|
|
this._currentLayout = this._computeLayout(clones);
|
|
this._updateWindowPositions(flags);
|
|
}
|
|
|
|
_updateWindowPositions(flags) {
|
|
if (this._currentLayout == null) {
|
|
this._recalculateWindowPositions(flags);
|
|
return;
|
|
}
|
|
|
|
// We will reposition windows anyway when enter again overview or when ending the windows
|
|
// animations with fade animation.
|
|
// In this way we avoid unwanted animations of windows repositioning while
|
|
// animating overview.
|
|
if (this.leavingOverview || this._animatingWindowsFade)
|
|
return;
|
|
|
|
let initialPositioning = flags & WindowPositionFlags.INITIAL;
|
|
let animate = flags & WindowPositionFlags.ANIMATE;
|
|
|
|
let layout = this._currentLayout;
|
|
let strategy = layout.strategy;
|
|
|
|
let [, , padding] = this._getSpacingAndPadding();
|
|
let area = padArea(this._actualGeometry, padding);
|
|
let slots = strategy.computeWindowSlots(layout, area);
|
|
|
|
let workspaceManager = global.workspace_manager;
|
|
let currentWorkspace = workspaceManager.get_active_workspace();
|
|
let isOnCurrentWorkspace = this.metaWorkspace == null || this.metaWorkspace == currentWorkspace;
|
|
|
|
for (let i = 0; i < slots.length; i++) {
|
|
let slot = slots[i];
|
|
const [x, y, cellWidth, cellHeight, clone] = slot;
|
|
|
|
clone.slotId = i;
|
|
|
|
// 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;
|
|
|
|
const cloneWidth = cellWidth;
|
|
const cloneHeight = cellHeight;
|
|
|
|
if (!clone.positioned) {
|
|
// This window appeared after the overview was already up
|
|
// Grow the clone from the center of the slot
|
|
clone.x = x + cloneWidth / 2;
|
|
clone.y = y + cloneHeight / 2;
|
|
clone.width = 0;
|
|
clone.height = 0;
|
|
clone.positioned = true;
|
|
}
|
|
|
|
if (animate && isOnCurrentWorkspace) {
|
|
if (!clone.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.opacity = 0;
|
|
clone.x = x;
|
|
clone.y = y;
|
|
clone.width = cloneWidth;
|
|
clone.height = cloneHeight;
|
|
}
|
|
|
|
clone.ease({
|
|
opacity: 255,
|
|
mode: Clutter.AnimationMode.EASE_IN_QUAD,
|
|
duration: Overview.ANIMATION_TIME,
|
|
});
|
|
}
|
|
|
|
this._animateClone(clone, x, y, cloneWidth, cloneHeight);
|
|
} else {
|
|
// cancel any active tweens (otherwise they might override our changes)
|
|
clone.remove_all_transitions();
|
|
clone.set_position(x, y);
|
|
clone.set_size(cloneWidth, cloneHeight);
|
|
clone.set_opacity(255);
|
|
}
|
|
}
|
|
}
|
|
|
|
syncStacking(stackIndices) {
|
|
let clones = this._windows.slice();
|
|
clones.sort((a, b) => {
|
|
let indexA = stackIndices[a.metaWindow.get_stable_sequence()];
|
|
let indexB = stackIndices[b.metaWindow.get_stable_sequence()];
|
|
return indexA - indexB;
|
|
});
|
|
|
|
for (let i = 0; i < clones.length; i++) {
|
|
let clone = clones[i];
|
|
if (i == 0) {
|
|
clone.setStackAbove(this._dropRect);
|
|
} else {
|
|
let previousClone = clones[i - 1];
|
|
clone.setStackAbove(previousClone);
|
|
}
|
|
}
|
|
}
|
|
|
|
_animateClone(clone, x, y, width, height) {
|
|
clone.ease({
|
|
x, y,
|
|
width, height,
|
|
duration: Overview.ANIMATION_TIME,
|
|
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
|
|
});
|
|
}
|
|
|
|
_delayedWindowRepositioning() {
|
|
let [x, y] = global.get_pointer();
|
|
|
|
let pointerHasMoved = this._cursorX != x && this._cursorY != y;
|
|
let inWorkspace = this._fullGeometry.x < x && x < this._fullGeometry.x + this._fullGeometry.width &&
|
|
this._fullGeometry.y < y && y < this._fullGeometry.y + this._fullGeometry.height;
|
|
|
|
if (pointerHasMoved && inWorkspace) {
|
|
// store current cursor position
|
|
this._cursorX = x;
|
|
this._cursorY = y;
|
|
return GLib.SOURCE_CONTINUE;
|
|
}
|
|
|
|
let actorUnderPointer = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
|
|
for (let i = 0; i < this._windows.length; i++) {
|
|
if (this._windows[i] == actorUnderPointer)
|
|
return GLib.SOURCE_CONTINUE;
|
|
}
|
|
|
|
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
|
|
this._repositionWindowsId = 0;
|
|
return GLib.SOURCE_REMOVE;
|
|
}
|
|
|
|
_doRemoveWindow(metaWin) {
|
|
let win = metaWin.get_compositor_private();
|
|
|
|
let clone = this._removeWindowClone(metaWin);
|
|
|
|
if (clone) {
|
|
// 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.get_transformed_position();
|
|
const [transformedWidth, transformedHeight] =
|
|
clone.get_transformed_size();
|
|
|
|
metaWin._overviewHint = {
|
|
x: stageX,
|
|
y: stageY,
|
|
width: transformedWidth,
|
|
height: transformedHeight,
|
|
};
|
|
}
|
|
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) {
|
|
GLib.source_remove(this._repositionWindowsId);
|
|
this._repositionWindowsId = 0;
|
|
}
|
|
|
|
// setup new handler
|
|
let [x, y] = global.get_pointer();
|
|
this._cursorX = x;
|
|
this._cursorY = y;
|
|
|
|
this._currentLayout = null;
|
|
this._repositionWindowsId = GLib.timeout_add(GLib.PRIORITY_DEFAULT, WINDOW_REPOSITIONING_DELAY,
|
|
this._delayedWindowRepositioning.bind(this));
|
|
GLib.Source.set_name_by_id(this._repositionWindowsId, '[gnome-shell] this._delayedWindowRepositioning');
|
|
}
|
|
|
|
_doAddWindow(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...
|
|
let id = GLib.idle_add(GLib.PRIORITY_DEFAULT, () => {
|
|
if (metaWin.get_compositor_private() &&
|
|
metaWin.get_workspace() == this.metaWorkspace)
|
|
this._doAddWindow(metaWin);
|
|
return GLib.SOURCE_REMOVE;
|
|
});
|
|
GLib.Source.set_name_by_id(id, '[gnome-shell] this._doAddWindow');
|
|
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(metaWin))
|
|
return;
|
|
|
|
if (!this._isOverviewWindow(metaWin)) {
|
|
if (metaWin.get_transient_for() == null)
|
|
return;
|
|
|
|
// Let the top-most ancestor handle all transients
|
|
let parent = metaWin.find_root_ancestor();
|
|
let clone = this._windows.find(c => c.metaWindow == parent);
|
|
|
|
// If no clone was found, the parent hasn't been created yet
|
|
// and will take care of the dialog when added
|
|
if (clone)
|
|
clone.addDialog(metaWin);
|
|
|
|
return;
|
|
}
|
|
|
|
let clone = this._addWindowClone(metaWin, false);
|
|
|
|
if (metaWin._overviewHint) {
|
|
let x = metaWin._overviewHint.x - this.x;
|
|
let y = metaWin._overviewHint.y - this.y;
|
|
const width = metaWin._overviewHint.width;
|
|
const height = metaWin._overviewHint.height;
|
|
delete metaWin._overviewHint;
|
|
|
|
clone.positioned = true;
|
|
|
|
clone.set_position(x, y);
|
|
clone.set_size(width, height);
|
|
}
|
|
|
|
this._currentLayout = null;
|
|
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
|
|
}
|
|
|
|
_windowAdded(metaWorkspace, metaWin) {
|
|
this._doAddWindow(metaWin);
|
|
}
|
|
|
|
_windowRemoved(metaWorkspace, metaWin) {
|
|
this._doRemoveWindow(metaWin);
|
|
}
|
|
|
|
_windowEnteredMonitor(metaDisplay, monitorIndex, metaWin) {
|
|
if (monitorIndex == this.monitorIndex)
|
|
this._doAddWindow(metaWin);
|
|
}
|
|
|
|
_windowLeftMonitor(metaDisplay, monitorIndex, metaWin) {
|
|
if (monitorIndex == this.monitorIndex)
|
|
this._doRemoveWindow(metaWin);
|
|
}
|
|
|
|
// check for maximized windows on the workspace
|
|
hasMaximizedWindows() {
|
|
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;
|
|
}
|
|
|
|
fadeToOverview() {
|
|
// We don't want to reposition windows while animating in this way.
|
|
this._animatingWindowsFade = true;
|
|
this._overviewShownId = Main.overview.connect('shown', this._doneShowingOverview.bind(this));
|
|
if (this._windows.length == 0)
|
|
return;
|
|
|
|
let workspaceManager = global.workspace_manager;
|
|
let activeWorkspace = workspaceManager.get_active_workspace();
|
|
if (this.metaWorkspace != null && this.metaWorkspace != activeWorkspace)
|
|
return;
|
|
|
|
// Special case maximized windows, since it doesn't make sense
|
|
// to animate windows below in the stack
|
|
let topMaximizedWindow;
|
|
// It is ok to treat the case where there is no maximized
|
|
// window as if the bottom-most window was maximized given that
|
|
// it won't affect the result of the animation
|
|
for (topMaximizedWindow = this._windows.length - 1; topMaximizedWindow > 0; topMaximizedWindow--) {
|
|
let metaWindow = this._windows[topMaximizedWindow].metaWindow;
|
|
if (metaWindow.maximized_horizontally && metaWindow.maximized_vertically)
|
|
break;
|
|
}
|
|
|
|
let nTimeSlots = Math.min(WINDOW_ANIMATION_MAX_NUMBER_BLENDING + 1, this._windows.length - topMaximizedWindow);
|
|
let windowBaseTime = Overview.ANIMATION_TIME / nTimeSlots;
|
|
|
|
let topIndex = this._windows.length - 1;
|
|
for (let i = 0; i < this._windows.length; i++) {
|
|
if (i < topMaximizedWindow) {
|
|
// below top-most maximized window, don't animate
|
|
this._windows[i].hideOverlay(false);
|
|
this._windows[i].opacity = 0;
|
|
} else {
|
|
let fromTop = topIndex - i;
|
|
let time;
|
|
if (fromTop < nTimeSlots) // animate top-most windows gradually
|
|
time = windowBaseTime * (nTimeSlots - fromTop);
|
|
else
|
|
time = windowBaseTime;
|
|
|
|
this._windows[i].opacity = 255;
|
|
this._fadeWindow(i, time, 0);
|
|
}
|
|
}
|
|
}
|
|
|
|
fadeFromOverview() {
|
|
this.leavingOverview = true;
|
|
this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this));
|
|
if (this._windows.length == 0)
|
|
return;
|
|
|
|
for (let i = 0; i < this._windows.length; i++)
|
|
this._windows[i].remove_all_transitions();
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
GLib.source_remove(this._repositionWindowsId);
|
|
this._repositionWindowsId = 0;
|
|
}
|
|
|
|
let workspaceManager = global.workspace_manager;
|
|
let activeWorkspace = workspaceManager.get_active_workspace();
|
|
if (this.metaWorkspace != null && this.metaWorkspace != activeWorkspace)
|
|
return;
|
|
|
|
// Special case maximized windows, since it doesn't make sense
|
|
// to animate windows below in the stack
|
|
let topMaximizedWindow;
|
|
// It is ok to treat the case where there is no maximized
|
|
// window as if the bottom-most window was maximized given that
|
|
// it won't affect the result of the animation
|
|
for (topMaximizedWindow = this._windows.length - 1; topMaximizedWindow > 0; topMaximizedWindow--) {
|
|
let metaWindow = this._windows[topMaximizedWindow].metaWindow;
|
|
if (metaWindow.maximized_horizontally && metaWindow.maximized_vertically)
|
|
break;
|
|
}
|
|
|
|
let nTimeSlots = Math.min(WINDOW_ANIMATION_MAX_NUMBER_BLENDING + 1, this._windows.length - topMaximizedWindow);
|
|
let windowBaseTime = Overview.ANIMATION_TIME / nTimeSlots;
|
|
|
|
let topIndex = this._windows.length - 1;
|
|
for (let i = 0; i < this._windows.length; i++) {
|
|
if (i < topMaximizedWindow) {
|
|
// below top-most maximized window, don't animate
|
|
this._windows[i].hideOverlay(false);
|
|
this._windows[i].opacity = 0;
|
|
} else {
|
|
let fromTop = topIndex - i;
|
|
let time;
|
|
if (fromTop < nTimeSlots) // animate top-most windows gradually
|
|
time = windowBaseTime * (fromTop + 1);
|
|
else
|
|
time = windowBaseTime * nTimeSlots;
|
|
|
|
this._windows[i].opacity = 0;
|
|
this._fadeWindow(i, time, 255);
|
|
}
|
|
}
|
|
}
|
|
|
|
_fadeWindow(index, duration, opacity) {
|
|
let clone = this._windows[index];
|
|
clone.hideOverlay(false);
|
|
|
|
if (clone.metaWindow.showing_on_its_workspace()) {
|
|
clone.x = clone.boundingBox.x;
|
|
clone.y = clone.boundingBox.y;
|
|
clone.width = clone.boundingBox.width;
|
|
clone.height = clone.boundingBox.height;
|
|
clone.ease({
|
|
opacity,
|
|
duration,
|
|
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
|
|
});
|
|
} else {
|
|
// The window is hidden
|
|
clone.opacity = 0;
|
|
}
|
|
}
|
|
|
|
zoomToOverview() {
|
|
// Position and scale the windows.
|
|
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL);
|
|
}
|
|
|
|
zoomFromOverview() {
|
|
let workspaceManager = global.workspace_manager;
|
|
let currentWorkspace = workspaceManager.get_active_workspace();
|
|
|
|
this.leavingOverview = true;
|
|
|
|
for (let i = 0; i < this._windows.length; i++)
|
|
this._windows[i].remove_all_transitions();
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
GLib.source_remove(this._repositionWindowsId);
|
|
this._repositionWindowsId = 0;
|
|
}
|
|
this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this));
|
|
|
|
if (this.metaWorkspace != null && this.metaWorkspace != currentWorkspace)
|
|
return;
|
|
|
|
// Position and scale the windows.
|
|
for (let i = 0; i < this._windows.length; i++)
|
|
this._zoomWindowFromOverview(i);
|
|
}
|
|
|
|
_zoomWindowFromOverview(index) {
|
|
let clone = this._windows[index];
|
|
clone.hideOverlay(false);
|
|
|
|
if (clone.metaWindow.showing_on_its_workspace()) {
|
|
clone.ease({
|
|
x: clone.boundingBox.x,
|
|
y: clone.boundingBox.y,
|
|
width: clone.boundingBox.width,
|
|
height: clone.boundingBox.height,
|
|
opacity: 255,
|
|
duration: Overview.ANIMATION_TIME,
|
|
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
|
|
});
|
|
} else {
|
|
// The window is hidden, make it shrink and fade it out
|
|
clone.ease({
|
|
width: 0,
|
|
height: 0,
|
|
opacity: 0,
|
|
duration: Overview.ANIMATION_TIME,
|
|
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
|
|
});
|
|
}
|
|
}
|
|
|
|
_onDestroy() {
|
|
if (this._overviewHiddenId) {
|
|
Main.overview.disconnect(this._overviewHiddenId);
|
|
this._overviewHiddenId = 0;
|
|
}
|
|
|
|
if (this.metaWorkspace) {
|
|
this.metaWorkspace.disconnect(this._windowAddedId);
|
|
this.metaWorkspace.disconnect(this._windowRemovedId);
|
|
}
|
|
global.display.disconnect(this._windowEnteredMonitorId);
|
|
global.display.disconnect(this._windowLeftMonitorId);
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
GLib.source_remove(this._repositionWindowsId);
|
|
this._repositionWindowsId = 0;
|
|
}
|
|
|
|
if (this._positionWindowsId > 0) {
|
|
Meta.later_remove(this._positionWindowsId);
|
|
this._positionWindowsId = 0;
|
|
}
|
|
|
|
if (this._actualGeometryLater > 0) {
|
|
Meta.later_remove(this._actualGeometryLater);
|
|
this._actualGeometryLater = 0;
|
|
}
|
|
|
|
this._windows = [];
|
|
}
|
|
|
|
// Sets this.leavingOverview flag to false.
|
|
_doneLeavingOverview() {
|
|
this.leavingOverview = false;
|
|
}
|
|
|
|
_doneShowingOverview() {
|
|
this._animatingWindowsFade = false;
|
|
this._recalculateWindowPositions(WindowPositionFlags.INITIAL);
|
|
}
|
|
|
|
_isMyWindow(window) {
|
|
const isOnWorkspace = this.metaWorkspace === null ||
|
|
window.located_on_workspace(this.metaWorkspace);
|
|
const isOnMonitor = window.get_monitor() === this.monitorIndex;
|
|
|
|
return isOnWorkspace && isOnMonitor;
|
|
}
|
|
|
|
_isOverviewWindow(window) {
|
|
return !window.skip_taskbar;
|
|
}
|
|
|
|
// Create a clone of a (non-desktop) window and add it to the window list
|
|
_addWindowClone(metaWindow, positioned) {
|
|
let clone = new WindowPreview(metaWindow, this);
|
|
clone.positioned = positioned;
|
|
|
|
clone.connect('selected',
|
|
this._onCloneSelected.bind(this));
|
|
clone.connect('drag-begin', () => {
|
|
Main.overview.beginWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('drag-cancelled', () => {
|
|
Main.overview.cancelledWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('drag-end', () => {
|
|
Main.overview.endWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('size-changed', () => {
|
|
this._recalculateWindowPositions(WindowPositionFlags.NONE);
|
|
});
|
|
clone.connect('show-chrome', () => {
|
|
let focus = global.stage.key_focus;
|
|
if (focus == null || this.contains(focus))
|
|
clone.grab_key_focus();
|
|
|
|
this._windows.forEach(c => {
|
|
if (c !== clone)
|
|
c.hideOverlay(true);
|
|
});
|
|
});
|
|
clone.connect('destroy', () => {
|
|
this._removeWindowClone(metaWindow);
|
|
});
|
|
|
|
this.add_child(clone);
|
|
|
|
if (this._windows.length == 0)
|
|
clone.setStackAbove(null);
|
|
else
|
|
clone.setStackAbove(this._windows[this._windows.length - 1]);
|
|
|
|
this._windows.push(clone);
|
|
|
|
return clone;
|
|
}
|
|
|
|
_removeWindowClone(metaWin) {
|
|
// find the position of the window in our list
|
|
let index = this._lookupIndex(metaWin);
|
|
|
|
if (index == -1)
|
|
return null;
|
|
|
|
return this._windows.splice(index, 1).pop();
|
|
}
|
|
|
|
_isBetterLayout(oldLayout, newLayout) {
|
|
if (oldLayout.scale === undefined)
|
|
return true;
|
|
|
|
let spacePower = (newLayout.space - oldLayout.space) * LAYOUT_SPACE_WEIGHT;
|
|
let scalePower = (newLayout.scale - oldLayout.scale) * LAYOUT_SCALE_WEIGHT;
|
|
|
|
if (newLayout.scale > oldLayout.scale && newLayout.space > oldLayout.space) {
|
|
// Win win -- better scale and better space
|
|
return true;
|
|
} else if (newLayout.scale > oldLayout.scale && newLayout.space <= oldLayout.space) {
|
|
// Keep new layout only if scale gain outweighs aspect space loss
|
|
return scalePower > spacePower;
|
|
} else if (newLayout.scale <= oldLayout.scale && newLayout.space > oldLayout.space) {
|
|
// Keep new layout only if aspect space gain outweighs scale loss
|
|
return spacePower > scalePower;
|
|
} else {
|
|
// Lose -- worse scale and space
|
|
return false;
|
|
}
|
|
}
|
|
|
|
_getBestLayout(windows, area, rowSpacing, columnSpacing) {
|
|
// We look for the largest scale that allows us to fit the
|
|
// largest row/tallest column on the workspace.
|
|
|
|
let lastLayout = {};
|
|
|
|
let strategy = new UnalignedLayoutStrategy(this._monitor, rowSpacing, columnSpacing);
|
|
|
|
for (let numRows = 1; ; numRows++) {
|
|
let numColumns = Math.ceil(windows.length / numRows);
|
|
|
|
// If adding a new row does not change column count just stop
|
|
// (for instance: 9 windows, with 3 rows -> 3 columns, 4 rows ->
|
|
// 3 columns as well => just use 3 rows then)
|
|
if (numColumns == lastLayout.numColumns)
|
|
break;
|
|
|
|
let layout = { area, strategy, numRows, numColumns };
|
|
strategy.computeLayout(windows, layout);
|
|
strategy.computeScaleAndSpace(layout);
|
|
|
|
if (!this._isBetterLayout(lastLayout, layout))
|
|
break;
|
|
|
|
lastLayout = layout;
|
|
}
|
|
|
|
return lastLayout;
|
|
}
|
|
|
|
_getSpacingAndPadding() {
|
|
let node = this.get_theme_node();
|
|
|
|
// Window grid spacing
|
|
let columnSpacing = node.get_length('-horizontal-spacing');
|
|
let rowSpacing = node.get_length('-vertical-spacing');
|
|
let padding = {
|
|
left: node.get_padding(St.Side.LEFT),
|
|
top: node.get_padding(St.Side.TOP),
|
|
bottom: node.get_padding(St.Side.BOTTOM),
|
|
right: node.get_padding(St.Side.RIGHT),
|
|
};
|
|
|
|
// All of the overlays have the same chrome sizes,
|
|
// so just pick the first one.
|
|
let clone = this._windows[0];
|
|
let [topBorder, bottomBorder] = clone.chromeHeights();
|
|
let [leftBorder, rightBorder] = clone.chromeWidths();
|
|
|
|
rowSpacing += (topBorder + bottomBorder) / 2;
|
|
columnSpacing += (rightBorder + leftBorder) / 2;
|
|
padding.top += topBorder;
|
|
padding.bottom += bottomBorder;
|
|
padding.left += leftBorder;
|
|
padding.right += rightBorder;
|
|
|
|
return [rowSpacing, columnSpacing, padding];
|
|
}
|
|
|
|
_computeLayout(windows) {
|
|
let [rowSpacing, columnSpacing, padding] = this._getSpacingAndPadding();
|
|
let area = padArea(this._fullGeometry, padding);
|
|
return this._getBestLayout(windows, area, rowSpacing, columnSpacing);
|
|
}
|
|
|
|
_onCloneSelected(clone, time) {
|
|
let wsIndex;
|
|
if (this.metaWorkspace)
|
|
wsIndex = this.metaWorkspace.index();
|
|
Main.activateWindow(clone.metaWindow, time, wsIndex);
|
|
}
|
|
|
|
// Draggable target interface
|
|
handleDragOver(source, _actor, _x, _y, _time) {
|
|
if (source.metaWindow && !this._isMyWindow(source.metaWindow))
|
|
return DND.DragMotionResult.MOVE_DROP;
|
|
if (source.app && source.app.can_open_new_window())
|
|
return DND.DragMotionResult.COPY_DROP;
|
|
if (!source.app && source.shellWorkspaceLaunch)
|
|
return DND.DragMotionResult.COPY_DROP;
|
|
|
|
return DND.DragMotionResult.CONTINUE;
|
|
}
|
|
|
|
acceptDrop(source, actor, x, y, time) {
|
|
let workspaceManager = global.workspace_manager;
|
|
let workspaceIndex = this.metaWorkspace
|
|
? this.metaWorkspace.index()
|
|
: workspaceManager.get_active_workspace_index();
|
|
|
|
if (source.metaWindow) {
|
|
const window = source.metaWindow;
|
|
if (this._isMyWindow(window))
|
|
return false;
|
|
|
|
// Set a hint on the Mutter.Window so its initial position
|
|
// in the new workspace will be correct
|
|
window._overviewHint = {
|
|
x: actor.x,
|
|
y: actor.y,
|
|
width: actor.width,
|
|
heigth: actor.height,
|
|
};
|
|
|
|
// 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 (window.get_monitor() != this.monitorIndex)
|
|
window.move_to_monitor(this.monitorIndex);
|
|
|
|
window.change_workspace_by_index(workspaceIndex, false);
|
|
return true;
|
|
} else if (source.app && source.app.can_open_new_window()) {
|
|
if (source.animateLaunchAtPos)
|
|
source.animateLaunchAtPos(actor.x, actor.y);
|
|
|
|
source.app.open_new_window(workspaceIndex);
|
|
return true;
|
|
} else if (!source.app && source.shellWorkspaceLaunch) {
|
|
// While unused in our own drag sources, shellWorkspaceLaunch allows
|
|
// extensions to define custom actions for their drag sources.
|
|
source.shellWorkspaceLaunch({ workspace: workspaceIndex,
|
|
timestamp: time });
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
});
|