e56d7f5021
Spotted by eslint. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/607
2016 lines
71 KiB
JavaScript
2016 lines
71 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const { Atk, Clutter, GLib, GObject, Meta, Pango, Shell, St } = imports.gi;
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const Mainloop = imports.mainloop;
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const Signals = imports.signals;
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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 Tweener = imports.ui.tweener;
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var WINDOW_DND_SIZE = 256;
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var WINDOW_CLONE_MAXIMUM_SCALE = 1.0;
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var WINDOW_OVERLAY_IDLE_HIDE_TIMEOUT = 750;
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var WINDOW_OVERLAY_FADE_TIME = 0.1;
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var WINDOW_REPOSITIONING_DELAY = 750;
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var DRAGGING_WINDOW_OPACITY = 100;
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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 WindowCloneLayout = GObject.registerClass(
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class WindowCloneLayout extends Clutter.LayoutManager {
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_init(boundingBox) {
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super._init();
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this._boundingBox = boundingBox;
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}
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get boundingBox() {
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return this._boundingBox;
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}
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set boundingBox(b) {
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this._boundingBox = b;
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this.layout_changed();
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}
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_makeBoxForWindow(window) {
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// We need to adjust the position of the actor because of the
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// consequences of invisible borders -- in reality, the texture
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// has an extra set of "padding" around it that we need to trim
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// down.
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// The outer rect (from which we compute the bounding box)
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// paradoxically is the smaller rectangle, containing the positions
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// of the visible frame. The input rect contains everything,
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// including the invisible border padding.
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let inputRect = window.get_buffer_rect();
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let box = new Clutter.ActorBox();
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box.set_origin(inputRect.x - this._boundingBox.x,
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inputRect.y - this._boundingBox.y);
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box.set_size(inputRect.width, inputRect.height);
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return box;
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}
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vfunc_get_preferred_height(container, forWidth) {
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return [this._boundingBox.height, this._boundingBox.height];
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}
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vfunc_get_preferred_width(container, forHeight) {
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return [this._boundingBox.width, this._boundingBox.width];
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}
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vfunc_allocate(container, box, flags) {
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container.get_children().forEach(child => {
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let realWindow;
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if (child == container._delegate._windowClone)
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realWindow = container._delegate.realWindow;
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else
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realWindow = child.source;
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child.allocate(this._makeBoxForWindow(realWindow.meta_window),
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flags);
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});
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}
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});
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var WindowClone = class {
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constructor(realWindow, workspace) {
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this.realWindow = realWindow;
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this.metaWindow = realWindow.meta_window;
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this.metaWindow._delegate = this;
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this._workspace = workspace;
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this._windowClone = new Clutter.Clone({ source: realWindow });
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// We expect this.actor to be used for all interaction rather than
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// this._windowClone; as the former is reactive and the latter
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// is not, this just works for most cases. However, for DND all
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// actors are picked, so DND operations would operate on the clone.
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// To avoid this, we hide it from pick.
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Shell.util_set_hidden_from_pick(this._windowClone, true);
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// The MetaShapedTexture that we clone has a size that includes
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// the invisible border; this is inconvenient; rather than trying
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// to compensate all over the place we insert a ClutterActor into
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// the hierarchy that is sized to only the visible portion.
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this.actor = new St.Widget({ reactive: true,
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can_focus: true,
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accessible_role: Atk.Role.PUSH_BUTTON,
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layout_manager: new WindowCloneLayout() });
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this.actor.add_child(this._windowClone);
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this.actor._delegate = this;
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this.slotId = 0;
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this._slot = [0, 0, 0, 0];
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this._dragSlot = [0, 0, 0, 0];
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this._stackAbove = null;
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this._windowClone._sizeChangedId = this.metaWindow.connect('size-changed',
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this._onMetaWindowSizeChanged.bind(this));
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this._windowClone._posChangedId = this.metaWindow.connect('position-changed',
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this._computeBoundingBox.bind(this));
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this._windowClone._destroyId =
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this.realWindow.connect('destroy', () => {
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// First destroy the clone and then destroy everything
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// This will ensure that we never see it in the
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// _disconnectSignals loop
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this._windowClone.destroy();
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this.destroy();
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});
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this._updateAttachedDialogs();
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this._computeBoundingBox();
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this.actor.x = this._boundingBox.x;
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this.actor.y = this._boundingBox.y;
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let clickAction = new Clutter.ClickAction();
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clickAction.connect('clicked', this._onClicked.bind(this));
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clickAction.connect('long-press', this._onLongPress.bind(this));
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this.actor.add_action(clickAction);
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this.actor.connect('destroy', this._onDestroy.bind(this));
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this.actor.connect('key-press-event', this._onKeyPress.bind(this));
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this.actor.connect('enter-event', () => { this.emit('show-chrome'); });
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this.actor.connect('key-focus-in', () => { this.emit('show-chrome'); });
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this.actor.connect('leave-event', () => { this.emit('hide-chrome'); });
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this.actor.connect('key-focus-out', () => { this.emit('hide-chrome'); });
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this._draggable = DND.makeDraggable(this.actor,
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{ restoreOnSuccess: true,
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manualMode: true,
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dragActorMaxSize: WINDOW_DND_SIZE,
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dragActorOpacity: DRAGGING_WINDOW_OPACITY });
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this._draggable.connect('drag-begin', this._onDragBegin.bind(this));
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this._draggable.connect('drag-cancelled', this._onDragCancelled.bind(this));
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this._draggable.connect('drag-end', this._onDragEnd.bind(this));
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this.inDrag = false;
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this._selected = false;
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this._closeRequested = false;
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}
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set slot(slot) {
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this._slot = slot;
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}
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get slot() {
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if (this.inDrag)
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return this._dragSlot;
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else
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return this._slot;
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}
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deleteAll() {
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// Delete all windows, starting from the bottom-most (most-modal) one
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let windows = this.actor.get_children();
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for (let i = windows.length - 1; i >= 1; i--) {
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let realWindow = windows[i].source;
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let metaWindow = realWindow.meta_window;
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metaWindow.delete(global.get_current_time());
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}
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this.metaWindow.delete(global.get_current_time());
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this._closeRequested = true;
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}
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addDialog(win) {
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let parent = win.get_transient_for();
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while (parent.is_attached_dialog())
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parent = parent.get_transient_for();
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// Display dialog if it is attached to our metaWindow
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if (win.is_attached_dialog() && parent == this.metaWindow) {
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this._doAddAttachedDialog(win, win.get_compositor_private());
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this._onMetaWindowSizeChanged();
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}
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// The dialog popped up after the user tried to close the window,
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// assume it's a close confirmation and leave the overview
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if (this._closeRequested)
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this._activate();
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}
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hasAttachedDialogs() {
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return this.actor.get_n_children() > 1;
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}
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_doAddAttachedDialog(metaWin, realWin) {
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let clone = new Clutter.Clone({ source: realWin });
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clone._sizeChangedId = metaWin.connect('size-changed',
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this._onMetaWindowSizeChanged.bind(this));
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clone._posChangedId = metaWin.connect('position-changed',
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this._onMetaWindowSizeChanged.bind(this));
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clone._destroyId = realWin.connect('destroy', () => {
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clone.destroy();
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this._onMetaWindowSizeChanged();
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});
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this.actor.add_child(clone);
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}
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_updateAttachedDialogs() {
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let iter = win => {
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let actor = win.get_compositor_private();
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if (!actor)
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return false;
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if (!win.is_attached_dialog())
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return false;
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this._doAddAttachedDialog(win, actor);
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win.foreach_transient(iter);
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return true;
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};
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this.metaWindow.foreach_transient(iter);
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}
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get boundingBox() {
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return this._boundingBox;
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}
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get width() {
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return this._boundingBox.width;
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}
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get height() {
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return this._boundingBox.height;
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}
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getOriginalPosition() {
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return [this._boundingBox.x, this._boundingBox.y];
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}
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_computeBoundingBox() {
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let rect = this.metaWindow.get_frame_rect();
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this.actor.get_children().forEach(child => {
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let realWindow;
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if (child == this._windowClone)
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realWindow = this.realWindow;
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else
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realWindow = child.source;
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let metaWindow = realWindow.meta_window;
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rect = rect.union(metaWindow.get_frame_rect());
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});
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// Convert from a MetaRectangle to a native JS object
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this._boundingBox = { x: rect.x, y: rect.y, width: rect.width, height: rect.height };
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this.actor.layout_manager.boundingBox = rect;
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}
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// Find the actor just below us, respecting reparenting done by DND code
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getActualStackAbove() {
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if (this._stackAbove == null)
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return null;
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if (this.inDrag) {
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if (this._stackAbove._delegate)
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return this._stackAbove._delegate.getActualStackAbove();
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else
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return null;
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} else {
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return this._stackAbove;
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}
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}
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setStackAbove(actor) {
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this._stackAbove = actor;
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if (this.inDrag)
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// We'll fix up the stack after the drag
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return;
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let actualAbove = this.getActualStackAbove();
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if (actualAbove == null)
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this.actor.lower_bottom();
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else
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this.actor.raise(actualAbove);
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}
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destroy() {
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this.actor.destroy();
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}
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_disconnectSignals() {
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this.actor.get_children().forEach(child => {
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let realWindow;
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if (child == this._windowClone)
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realWindow = this.realWindow;
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else
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realWindow = child.source;
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realWindow.meta_window.disconnect(child._sizeChangedId);
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realWindow.meta_window.disconnect(child._posChangedId);
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realWindow.disconnect(child._destroyId);
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});
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}
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_onMetaWindowSizeChanged() {
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this._computeBoundingBox();
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this.emit('size-changed');
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}
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_onDestroy() {
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this._disconnectSignals();
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this.metaWindow._delegate = null;
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this.actor._delegate = null;
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if (this.inDrag) {
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this.emit('drag-end');
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this.inDrag = false;
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}
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this.disconnectAll();
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}
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_activate() {
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this._selected = true;
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this.emit('selected', global.get_current_time());
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}
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_onKeyPress(actor, event) {
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let symbol = event.get_key_symbol();
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let isEnter = (symbol == Clutter.KEY_Return || symbol == Clutter.KEY_KP_Enter);
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if (isEnter) {
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this._activate();
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return true;
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}
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return false;
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}
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_onClicked(action, actor) {
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this._activate();
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}
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_onLongPress(action, actor, state) {
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// Take advantage of the Clutter policy to consider
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// a long-press canceled when the pointer movement
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// exceeds dnd-drag-threshold to manually start the drag
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if (state == Clutter.LongPressState.CANCEL) {
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let event = Clutter.get_current_event();
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this._dragTouchSequence = event.get_event_sequence();
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// A click cancels a long-press before any click handler is
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// run - make sure to not start a drag in that case
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Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
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if (this._selected)
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return;
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let [x, y] = action.get_coords();
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action.release();
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this._draggable.startDrag(x, y, global.get_current_time(), this._dragTouchSequence);
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});
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} else {
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this.emit('show-chrome');
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}
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return true;
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}
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_onDragBegin(draggable, time) {
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this._dragSlot = this._slot;
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[this.dragOrigX, this.dragOrigY] = this.actor.get_position();
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this.dragOrigScale = this.actor.scale_x;
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this.inDrag = true;
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this.emit('drag-begin');
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}
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handleDragOver(source, actor, x, y, time) {
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return this._workspace.handleDragOver(source, actor, x, y, time);
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}
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acceptDrop(source, actor, x, y, time) {
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this._workspace.acceptDrop(source, actor, x, y, time);
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}
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_onDragCancelled(draggable, time) {
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this.emit('drag-cancelled');
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}
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_onDragEnd(draggable, time, snapback) {
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this.inDrag = false;
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// We may not have a parent if DnD completed successfully, in
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// which case our clone will shortly be destroyed and replaced
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// with a new one on the target workspace.
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if (this.actor.get_parent() != null) {
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if (this._stackAbove == null)
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this.actor.lower_bottom();
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else
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this.actor.raise(this._stackAbove);
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}
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this.emit('drag-end');
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}
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};
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Signals.addSignalMethods(WindowClone.prototype);
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/**
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* @windowClone: Corresponding window clone
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* @parentActor: The actor which will be the parent of all overlay items
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* such as the close button and window caption
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*/
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var WindowOverlay = class {
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constructor(windowClone, parentActor) {
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let metaWindow = windowClone.metaWindow;
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this._windowClone = windowClone;
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this._parentActor = parentActor;
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this._hidden = false;
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this._idleHideOverlayId = 0;
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this.borderSize = 0;
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this.border = new St.Bin({ style_class: 'window-clone-border' });
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this.title = new St.Label({ style_class: 'window-caption',
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text: this._getCaption() });
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this.title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
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windowClone.actor.label_actor = this.title;
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this._maxTitleWidth = -1;
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this._updateCaptionId = metaWindow.connect('notify::title', w => {
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this.title.text = this._getCaption();
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this.relayout(false);
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});
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this.closeButton = new St.Button({ style_class: 'window-close' });
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this.closeButton.add_actor(new St.Icon({ icon_name: 'window-close-symbolic' }));
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this.closeButton._overlap = 0;
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this.closeButton.connect('clicked', () => this._windowClone.deleteAll());
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windowClone.actor.connect('destroy', this._onDestroy.bind(this));
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windowClone.connect('show-chrome', this._onShowChrome.bind(this));
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windowClone.connect('hide-chrome', this._onHideChrome.bind(this));
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this.title.hide();
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this.closeButton.hide();
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// Don't block drop targets
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Shell.util_set_hidden_from_pick(this.title, true);
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Shell.util_set_hidden_from_pick(this.border, true);
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parentActor.add_actor(this.border);
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parentActor.add_actor(this.title);
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parentActor.add_actor(this.closeButton);
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this.title.connect('style-changed',
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this._onStyleChanged.bind(this));
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this.closeButton.connect('style-changed',
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this._onStyleChanged.bind(this));
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this.border.connect('style-changed',
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this._onStyleChanged.bind(this));
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// Force a style change if we are already on a stage - otherwise
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// the signal will be emitted normally when we are added
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if (parentActor.get_stage())
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this._onStyleChanged();
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}
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hide() {
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this._hidden = true;
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this.hideOverlay();
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}
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show() {
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this._hidden = false;
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if (this._windowClone.actor['has-pointer'])
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this._animateVisible();
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}
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chromeHeights() {
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return [Math.max(this.borderSize, this.closeButton.height - this.closeButton._overlap),
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(this.title.height - this.borderSize) / 2];
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}
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chromeWidths() {
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return [this.borderSize,
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Math.max(this.borderSize, this.closeButton.width - this.closeButton._overlap)];
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}
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setMaxChromeWidth(max) {
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if (this._maxTitleWidth == max)
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return;
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this._maxTitleWidth = max;
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}
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relayout(animate) {
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let button = this.closeButton;
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let title = this.title;
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let border = this.border;
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Tweener.removeTweens(button);
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Tweener.removeTweens(border);
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Tweener.removeTweens(title);
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let [cloneX, cloneY, cloneWidth, cloneHeight] = this._windowClone.slot;
|
|
|
|
let layout = Meta.prefs_get_button_layout();
|
|
let side = layout.left_buttons.includes(Meta.ButtonFunction.CLOSE) ? 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);
|
|
|
|
if (animate)
|
|
this._animateOverlayActor(button, Math.floor(buttonX), Math.floor(buttonY), button.width);
|
|
else
|
|
button.set_position(Math.floor(buttonX), Math.floor(buttonY));
|
|
|
|
// Clutter.Actor.get_preferred_width() will return the fixed width if
|
|
// one is set, so we need to reset the width by calling set_width(-1),
|
|
// to forward the call down to StLabel.
|
|
// We also need to save and restore the current width, otherwise the
|
|
// animation starts from the wrong point.
|
|
let prevTitleWidth = title.width;
|
|
title.set_width(-1);
|
|
|
|
let [titleMinWidth, titleNatWidth] = title.get_preferred_width(-1);
|
|
let titleWidth = Math.max(titleMinWidth,
|
|
Math.min(titleNatWidth, this._maxTitleWidth));
|
|
title.width = prevTitleWidth;
|
|
|
|
let titleX = cloneX + (cloneWidth - titleWidth) / 2;
|
|
let titleY = cloneY + cloneHeight - (title.height - this.borderSize) / 2;
|
|
|
|
if (animate) {
|
|
this._animateOverlayActor(title, Math.floor(titleX), Math.floor(titleY), titleWidth);
|
|
} else {
|
|
title.width = titleWidth;
|
|
title.set_position(Math.floor(titleX), Math.floor(titleY));
|
|
}
|
|
|
|
let borderX = cloneX - this.borderSize;
|
|
let borderY = cloneY - this.borderSize;
|
|
let borderWidth = cloneWidth + 2 * this.borderSize;
|
|
let borderHeight = cloneHeight + 2 * this.borderSize;
|
|
|
|
if (animate) {
|
|
this._animateOverlayActor(this.border, borderX, borderY,
|
|
borderWidth, borderHeight);
|
|
} else {
|
|
this.border.set_position(borderX, borderY);
|
|
this.border.set_size(borderWidth, borderHeight);
|
|
}
|
|
}
|
|
|
|
_getCaption() {
|
|
let metaWindow = this._windowClone.metaWindow;
|
|
if (metaWindow.title)
|
|
return metaWindow.title;
|
|
|
|
let tracker = Shell.WindowTracker.get_default();
|
|
let app = tracker.get_window_app(metaWindow);
|
|
return app.get_name();
|
|
}
|
|
|
|
_animateOverlayActor(actor, x, y, width, height) {
|
|
let params = { x: x,
|
|
y: y,
|
|
width: width,
|
|
time: Overview.ANIMATION_TIME,
|
|
transition: 'easeOutQuad' };
|
|
|
|
if (height !== undefined)
|
|
params.height = height;
|
|
|
|
Tweener.addTween(actor, params);
|
|
}
|
|
|
|
_windowCanClose() {
|
|
return this._windowClone.metaWindow.can_close() &&
|
|
!this._windowClone.hasAttachedDialogs();
|
|
}
|
|
|
|
_onDestroy() {
|
|
if (this._idleHideOverlayId > 0) {
|
|
Mainloop.source_remove(this._idleHideOverlayId);
|
|
this._idleHideOverlayId = 0;
|
|
}
|
|
this._windowClone.metaWindow.disconnect(this._updateCaptionId);
|
|
this.title.destroy();
|
|
this.closeButton.destroy();
|
|
this.border.destroy();
|
|
}
|
|
|
|
_animateVisible() {
|
|
this._parentActor.raise_top();
|
|
|
|
let toAnimate = [this.border, this.title];
|
|
if (this._windowCanClose())
|
|
toAnimate.push(this.closeButton);
|
|
|
|
toAnimate.forEach(a => {
|
|
a.show();
|
|
a.opacity = 0;
|
|
Tweener.addTween(a,
|
|
{ opacity: 255,
|
|
time: WINDOW_OVERLAY_FADE_TIME,
|
|
transition: 'easeOutQuad' });
|
|
});
|
|
}
|
|
|
|
_animateInvisible() {
|
|
[this.closeButton, this.border, this.title].forEach(a => {
|
|
a.opacity = 255;
|
|
Tweener.addTween(a,
|
|
{ opacity: 0,
|
|
time: WINDOW_OVERLAY_FADE_TIME,
|
|
transition: 'easeInQuad' });
|
|
});
|
|
}
|
|
|
|
_onShowChrome() {
|
|
// 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._animateVisible();
|
|
this.emit('chrome-visible');
|
|
}
|
|
|
|
_onHideChrome() {
|
|
if (this._idleHideOverlayId == 0) {
|
|
this._idleHideOverlayId = Mainloop.timeout_add(WINDOW_OVERLAY_IDLE_HIDE_TIMEOUT, this._idleHideOverlay.bind(this));
|
|
GLib.Source.set_name_by_id(this._idleHideOverlayId, '[gnome-shell] this._idleHideOverlay');
|
|
}
|
|
}
|
|
|
|
_idleHideOverlay() {
|
|
this._idleHideOverlayId = 0;
|
|
|
|
if (!this._windowClone.actor['has-pointer'] &&
|
|
!this.closeButton['has-pointer'])
|
|
this._animateInvisible();
|
|
|
|
return GLib.SOURCE_REMOVE;
|
|
}
|
|
|
|
hideOverlay() {
|
|
if (this._idleHideOverlayId > 0) {
|
|
Mainloop.source_remove(this._idleHideOverlayId);
|
|
this._idleHideOverlayId = 0;
|
|
}
|
|
this.closeButton.hide();
|
|
this.border.hide();
|
|
this.title.hide();
|
|
}
|
|
|
|
_onStyleChanged() {
|
|
let closeNode = this.closeButton.get_theme_node();
|
|
this.closeButton._overlap = closeNode.get_length('-shell-close-overlap');
|
|
|
|
let borderNode = this.border.get_theme_node();
|
|
this.borderSize = borderNode.get_border_width(St.Side.TOP);
|
|
|
|
this._parentActor.queue_relayout();
|
|
}
|
|
};
|
|
Signals.addSignalMethods(WindowOverlay.prototype);
|
|
|
|
var WindowPositionFlags = {
|
|
NONE: 0,
|
|
INITIAL: 1 << 0,
|
|
ANIMATE: 1 << 1
|
|
};
|
|
|
|
// Window Thumbnail Layout Algorithm
|
|
// =================================
|
|
//
|
|
// General overview
|
|
// ----------------
|
|
//
|
|
// The window thumbnail layout algorithm calculates some optimal layout
|
|
// by computing layouts with some number of rows, calculating how good
|
|
// each layout is, and stopping iterating when it finds one that is worse
|
|
// than the previous layout. A layout consists of which windows are in
|
|
// which rows, row sizes and other general state tracking that would make
|
|
// calculating window positions from this information fairly easy.
|
|
//
|
|
// We don't compute some global order of windows right now for optimal
|
|
// travel when animating into the overview; windows are assumed to be
|
|
// in some stable order.
|
|
//
|
|
// After a layout is computed that's considered the best layout, we
|
|
// compute the layout scale to fit it in the area, and then compute
|
|
// slots (sizes and positions) for each thumbnail.
|
|
//
|
|
// Layout generation
|
|
// -----------------
|
|
//
|
|
// Layout generation is naive and simple: we simply add windows to a row
|
|
// until we've added too many windows to a row, and then make a new row,
|
|
// until we have our required N rows. The potential issue with this strategy
|
|
// is that we may have too many windows at the bottom in some pathological
|
|
// cases, which tends to make the thumbnails have the shape of a pile of
|
|
// sand with a peak, with one window at the top.
|
|
//
|
|
// Scaling factors
|
|
// ---------------
|
|
//
|
|
// Thumbnail position is mostly straightforward -- the main issue is
|
|
// computing an optimal scale for each window that fits the constraints,
|
|
// and doesn't make the thumbnail too small to see. There are two factors
|
|
// involved in thumbnail scale to make sure that these two goals are met:
|
|
// the window scale (calculated by _computeWindowScale) and the layout
|
|
// scale (calculated by computeSizeAndScale).
|
|
//
|
|
// The calculation logic becomes slightly more complicated because row
|
|
// and column spacing are not scaled, they're constant, so we can't
|
|
// simply generate a bunch of window positions and then scale it. In
|
|
// practice, it's not too bad -- we can simply try to fit the layout
|
|
// in the input area minus whatever spacing we have, and then add
|
|
// it back afterwards.
|
|
//
|
|
// The window scale is constant for the window's size regardless of the
|
|
// input area or the layout scale or rows or anything else, and right
|
|
// now just enlarges the window if it's too small. The fact that this
|
|
// factor is stable makes it easy to calculate, so there's no sense
|
|
// in not applying it in most calculations.
|
|
//
|
|
// The layout scale depends on the input area, the rows, etc, but is the
|
|
// same for the entire layout, rather than being per-window. After
|
|
// generating the rows of windows, we basically do some basic math to
|
|
// fit the full, unscaled layout to the input area, as described above.
|
|
//
|
|
// With these two factors combined, the final scale of each thumbnail is
|
|
// simply windowScale * layoutScale... almost.
|
|
//
|
|
// There's one additional constraint: the thumbnail scale must never be
|
|
// larger than WINDOW_CLONE_MAXIMUM_SCALE, which means that the inequality:
|
|
//
|
|
// windowScale * layoutScale <= WINDOW_CLONE_MAXIMUM_SCALE
|
|
//
|
|
// must always be true. This is for each individual window -- while we
|
|
// could adjust layoutScale to make the largest thumbnail smaller than
|
|
// WINDOW_CLONE_MAXIMUM_SCALE, it would shrink windows which are already
|
|
// under the inequality. To solve this, we simply cheat: we simply keep
|
|
// each window's "cell" area to be the same, but we shrink the thumbnail
|
|
// and center it horizontally, and align it to the bottom vertically.
|
|
|
|
var LayoutStrategy = class {
|
|
constructor(monitor, rowSpacing, columnSpacing) {
|
|
if (this.constructor === LayoutStrategy)
|
|
throw new TypeError(`Cannot instantiate abstract type ${this.constructor.name}`);
|
|
|
|
this._monitor = monitor;
|
|
this._rowSpacing = rowSpacing;
|
|
this._columnSpacing = columnSpacing;
|
|
}
|
|
|
|
_newRow() {
|
|
// Row properties:
|
|
//
|
|
// * x, y are the position of row, relative to area
|
|
//
|
|
// * width, height are the scaled versions of fullWidth, fullHeight
|
|
//
|
|
// * width also has the spacing in between windows. It's not in
|
|
// fullWidth, as the spacing is constant, whereas fullWidth is
|
|
// meant to be scaled
|
|
//
|
|
// * neither height/fullHeight have any sort of spacing or padding
|
|
return { x: 0, y: 0,
|
|
width: 0, height: 0,
|
|
fullWidth: 0, fullHeight: 0,
|
|
windows: [] };
|
|
}
|
|
|
|
// Computes and returns an individual scaling factor for @window,
|
|
// to be applied in addition to the overall layout scale.
|
|
_computeWindowScale(window) {
|
|
// Since we align windows next to each other, the height of the
|
|
// thumbnails is much more important to preserve than the width of
|
|
// them, so two windows with equal height, but maybe differering
|
|
// widths line up.
|
|
let ratio = window.height / this._monitor.height;
|
|
|
|
// The purpose of this manipulation here is to prevent windows
|
|
// from getting too small. For something like a calculator window,
|
|
// we need to bump up the size just a bit to make sure it looks
|
|
// good. We'll use a multiplier of 1.5 for this.
|
|
|
|
// Map from [0, 1] to [1.5, 1]
|
|
return _interpolate(1.5, 1, ratio);
|
|
}
|
|
|
|
// Compute the size of each row, by assigning to the properties
|
|
// row.width, row.height, row.fullWidth, row.fullHeight, and
|
|
// (optionally) for each row in @layout.rows. This method is
|
|
// intended to be called by subclasses.
|
|
_computeRowSizes(layout) {
|
|
throw new GObject.NotImplementedError(`_computeRowSizes in ${this.constructor.name}`);
|
|
}
|
|
|
|
// Compute strategy-specific window slots for each window in
|
|
// @windows, given the @layout. The strategy may also use @layout
|
|
// as strategy-specific storage.
|
|
//
|
|
// This must calculate:
|
|
// * maxColumns - The maximum number of columns used by the layout.
|
|
// * gridWidth - The total width used by the grid, unscaled, unspaced.
|
|
// * gridHeight - The totial height used by the grid, unscaled, unspaced.
|
|
// * rows - A list of rows, which should be instantiated by _newRow.
|
|
computeLayout(windows, layout) {
|
|
throw new GObject.NotImplementedError(`computeLayout in ${this.constructor.name}`);
|
|
}
|
|
|
|
// Given @layout, compute the overall scale and space of the layout.
|
|
// The scale is the individual, non-fancy scale of each window, and
|
|
// the space is the percentage of the available area eventually
|
|
// used by the layout.
|
|
|
|
// This method does not return anything, but instead installs
|
|
// the properties "scale" and "space" on @layout directly.
|
|
//
|
|
// Make sure to call this methods before calling computeWindowSlots(),
|
|
// as it depends on the scale property installed in @layout here.
|
|
computeScaleAndSpace(layout) {
|
|
let area = layout.area;
|
|
|
|
let hspacing = (layout.maxColumns - 1) * this._columnSpacing;
|
|
let vspacing = (layout.numRows - 1) * this._rowSpacing;
|
|
|
|
let spacedWidth = area.width - hspacing;
|
|
let spacedHeight = area.height - vspacing;
|
|
|
|
let horizontalScale = spacedWidth / layout.gridWidth;
|
|
let verticalScale = spacedHeight / layout.gridHeight;
|
|
|
|
// Thumbnails should be less than 70% of the original size
|
|
let scale = Math.min(horizontalScale, verticalScale, WINDOW_CLONE_MAXIMUM_SCALE);
|
|
|
|
let scaledLayoutWidth = layout.gridWidth * scale + hspacing;
|
|
let scaledLayoutHeight = layout.gridHeight * scale + vspacing;
|
|
let space = (scaledLayoutWidth * scaledLayoutHeight) / (area.width * area.height);
|
|
|
|
layout.scale = scale;
|
|
layout.space = space;
|
|
}
|
|
|
|
computeWindowSlots(layout, area) {
|
|
this._computeRowSizes(layout);
|
|
|
|
let { rows: rows, scale: scale } = layout;
|
|
|
|
let slots = [];
|
|
|
|
// Do this in three parts.
|
|
let heightWithoutSpacing = 0;
|
|
for (let i = 0; i < rows.length; i++) {
|
|
let row = rows[i];
|
|
heightWithoutSpacing += row.height;
|
|
}
|
|
|
|
let verticalSpacing = (rows.length - 1) * this._rowSpacing;
|
|
let additionalVerticalScale = Math.min(1, (area.height - verticalSpacing) / heightWithoutSpacing);
|
|
|
|
// keep track how much smaller the grid becomes due to scaling
|
|
// so it can be centered again
|
|
let compensation = 0
|
|
let y = 0;
|
|
|
|
for (let i = 0; i < rows.length; i++) {
|
|
let row = rows[i];
|
|
|
|
// If this window layout row doesn't fit in the actual
|
|
// geometry, then apply an additional scale to it.
|
|
let horizontalSpacing = (row.windows.length - 1) * this._columnSpacing;
|
|
let widthWithoutSpacing = row.width - horizontalSpacing;
|
|
let additionalHorizontalScale = Math.min(1, (area.width - horizontalSpacing) / widthWithoutSpacing);
|
|
|
|
if (additionalHorizontalScale < additionalVerticalScale) {
|
|
row.additionalScale = additionalHorizontalScale;
|
|
// Only consider the scaling in addition to the vertical scaling for centering.
|
|
compensation += (additionalVerticalScale - additionalHorizontalScale) * row.height;
|
|
} else {
|
|
row.additionalScale = additionalVerticalScale;
|
|
// No compensation when scaling vertically since centering based on a too large
|
|
// height would undo what vertical scaling is trying to achieve.
|
|
}
|
|
|
|
row.x = area.x + (Math.max(area.width - (widthWithoutSpacing * row.additionalScale + horizontalSpacing), 0) / 2)
|
|
row.y = area.y + (Math.max(area.height - (heightWithoutSpacing + verticalSpacing), 0) / 2) + y;
|
|
y += row.height * row.additionalScale + this._rowSpacing;
|
|
}
|
|
|
|
compensation = compensation / 2;
|
|
|
|
for (let i = 0; i < rows.length; i++) {
|
|
let row = rows[i];
|
|
let x = row.x;
|
|
for (let j = 0; j < row.windows.length; j++) {
|
|
let window = row.windows[j];
|
|
|
|
let s = scale * this._computeWindowScale(window) * row.additionalScale;
|
|
let cellWidth = window.width * s;
|
|
let cellHeight = window.height * s;
|
|
|
|
s = Math.min(s, WINDOW_CLONE_MAXIMUM_SCALE);
|
|
let cloneWidth = window.width * s;
|
|
|
|
let cloneX = x + (cellWidth - cloneWidth) / 2;
|
|
let cloneY = row.y + row.height * row.additionalScale - cellHeight + compensation;
|
|
|
|
// Align with the pixel grid to prevent blurry windows at scale = 1
|
|
cloneX = Math.floor(cloneX);
|
|
cloneY = Math.floor(cloneY);
|
|
|
|
slots.push([cloneX, cloneY, s, window]);
|
|
x += cellWidth + this._columnSpacing;
|
|
}
|
|
}
|
|
return slots;
|
|
}
|
|
};
|
|
|
|
var UnalignedLayoutStrategy = class extends LayoutStrategy {
|
|
_computeRowSizes(layout) {
|
|
let { rows: rows, scale: scale } = layout;
|
|
for (let i = 0; i < rows.length; i++) {
|
|
let row = rows[i];
|
|
row.width = row.fullWidth * scale + (row.windows.length - 1) * this._columnSpacing;
|
|
row.height = row.fullHeight * scale;
|
|
}
|
|
}
|
|
|
|
_keepSameRow(row, window, width, idealRowWidth) {
|
|
if (row.fullWidth + width <= idealRowWidth)
|
|
return true;
|
|
|
|
let oldRatio = row.fullWidth / idealRowWidth;
|
|
let newRatio = (row.fullWidth + width) / idealRowWidth;
|
|
|
|
if (Math.abs(1 - newRatio) < Math.abs(1 - oldRatio))
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
_sortRow(row) {
|
|
// Sort windows horizontally to minimize travel distance
|
|
row.windows.sort((a, b) => a.realWindow.x - b.realWindow.x);
|
|
}
|
|
|
|
computeLayout(windows, layout) {
|
|
let numRows = layout.numRows;
|
|
|
|
let rows = [];
|
|
let totalWidth = 0;
|
|
for (let i = 0; i < windows.length; i++) {
|
|
let window = windows[i];
|
|
let s = this._computeWindowScale(window);
|
|
totalWidth += window.width * s;
|
|
}
|
|
|
|
let idealRowWidth = totalWidth / numRows;
|
|
let windowIdx = 0;
|
|
for (let i = 0; i < numRows; i++) {
|
|
let row = this._newRow();
|
|
rows.push(row);
|
|
|
|
for (; windowIdx < windows.length; windowIdx++) {
|
|
let window = windows[windowIdx];
|
|
let s = this._computeWindowScale(window);
|
|
let width = window.width * s;
|
|
let height = window.height * s;
|
|
row.fullHeight = Math.max(row.fullHeight, height);
|
|
|
|
// either new width is < idealWidth or new width is nearer from idealWidth then oldWidth
|
|
if (this._keepSameRow(row, window, width, idealRowWidth) || (i == numRows - 1)) {
|
|
row.windows.push(window);
|
|
row.fullWidth += width;
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
let gridHeight = 0;
|
|
let maxRow;
|
|
for (let i = 0; i < numRows; i++) {
|
|
let row = rows[i];
|
|
this._sortRow(row);
|
|
|
|
if (!maxRow || row.fullWidth > maxRow.fullWidth)
|
|
maxRow = row;
|
|
gridHeight += row.fullHeight;
|
|
}
|
|
|
|
layout.rows = rows;
|
|
layout.maxColumns = maxRow.windows.length;
|
|
layout.gridWidth = maxRow.fullWidth;
|
|
layout.gridHeight = gridHeight;
|
|
}
|
|
};
|
|
|
|
function padArea(area, padding) {
|
|
return {
|
|
x: area.x + padding.left,
|
|
y: area.y + padding.top,
|
|
width: area.width - padding.left - padding.right,
|
|
height: area.height - padding.top - padding.bottom,
|
|
};
|
|
}
|
|
|
|
function rectEqual(one, two) {
|
|
if (one == two)
|
|
return true;
|
|
|
|
if (!one || !two)
|
|
return false;
|
|
|
|
return (one.x == two.x &&
|
|
one.y == two.y &&
|
|
one.width == two.width &&
|
|
one.height == two.height);
|
|
}
|
|
|
|
const WorkspaceActor = GObject.registerClass(
|
|
class WorkspaceActor extends St.Widget {
|
|
vfunc_get_focus_chain() {
|
|
return this.get_children().filter(c => c.visible).sort((a,b) => {
|
|
let cloneA = (a._delegate && a._delegate instanceof WindowClone) ? a._delegate: null;
|
|
let cloneB = (b._delegate && b._delegate instanceof WindowClone) ? b._delegate: null;
|
|
if (cloneA && cloneB)
|
|
return cloneA.slotId - cloneB.slotId;
|
|
|
|
return 0;
|
|
});
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @metaWorkspace: a #Meta.Workspace, or null
|
|
*/
|
|
var Workspace = class {
|
|
constructor(metaWorkspace, monitorIndex) {
|
|
// When dragging a window, we use this slot for reserve space.
|
|
this._reservedSlot = null;
|
|
this._reservedSlotWindow = null;
|
|
this.metaWorkspace = metaWorkspace;
|
|
|
|
// The full geometry is the geometry we should try and position
|
|
// windows for. The actual geometry we allocate may be less than
|
|
// this, like if the workspace switcher is slid out.
|
|
this._fullGeometry = null;
|
|
|
|
// The actual geometry is the geometry we need to arrange windows
|
|
// in. If this is a smaller area than the full geometry, we'll
|
|
// do some simple aspect ratio like math to fit the layout calculated
|
|
// for the full geometry into this area.
|
|
this._actualGeometry = null;
|
|
this._actualGeometryLater = 0;
|
|
|
|
this._currentLayout = null;
|
|
|
|
this.monitorIndex = monitorIndex;
|
|
this._monitor = Main.layoutManager.monitors[this.monitorIndex];
|
|
this._windowOverlaysGroup = new Clutter.Actor();
|
|
// Without this the drop area will be overlapped.
|
|
this._windowOverlaysGroup.set_size(0, 0);
|
|
|
|
this.actor = new WorkspaceActor({ style_class: 'window-picker' });
|
|
if (monitorIndex != Main.layoutManager.primaryIndex)
|
|
this.actor.add_style_class_name('external-monitor');
|
|
this.actor.set_size(0, 0);
|
|
|
|
this._dropRect = new Clutter.Actor({ opacity: 0 });
|
|
this._dropRect._delegate = this;
|
|
|
|
this.actor.add_actor(this._dropRect);
|
|
this.actor.add_actor(this._windowOverlaysGroup);
|
|
|
|
this.actor.connect('destroy', this._onDestroy.bind(this));
|
|
|
|
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], true);
|
|
}
|
|
|
|
// Track window changes
|
|
if (this.metaWorkspace) {
|
|
this._windowAddedId = this.metaWorkspace.connect('window-added',
|
|
this._windowAdded.bind(this));
|
|
this._windowRemovedId = this.metaWorkspace.connect('window-removed',
|
|
this._windowRemoved.bind(this));
|
|
}
|
|
this._windowEnteredMonitorId = global.display.connect('window-entered-monitor',
|
|
this._windowEnteredMonitor.bind(this));
|
|
this._windowLeftMonitorId = global.display.connect('window-left-monitor',
|
|
this._windowLeftMonitor.bind(this));
|
|
this._repositionWindowsId = 0;
|
|
|
|
this.leavingOverview = false;
|
|
|
|
this._positionWindowsFlags = 0;
|
|
this._positionWindowsId = 0;
|
|
|
|
this.actor.connect('notify::mapped', () => {
|
|
if (this.actor.mapped)
|
|
this._syncActualGeometry();
|
|
});
|
|
}
|
|
|
|
setFullGeometry(geom) {
|
|
if (rectEqual(this._fullGeometry, geom))
|
|
return;
|
|
|
|
this._fullGeometry = geom;
|
|
|
|
if (this.actor.mapped)
|
|
this._recalculateWindowPositions(WindowPositionFlags.NONE);
|
|
}
|
|
|
|
setActualGeometry(geom) {
|
|
if (rectEqual(this._actualGeometry, geom))
|
|
return;
|
|
|
|
this._actualGeometry = geom;
|
|
this._actualGeometryDirty = true;
|
|
|
|
if (this.actor.mapped)
|
|
this._syncActualGeometry();
|
|
}
|
|
|
|
_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.actor.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) {
|
|
Mainloop.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];
|
|
let [x, y, scale, 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;
|
|
|
|
let cloneWidth = clone.actor.width * scale;
|
|
let cloneHeight = clone.actor.height * scale;
|
|
clone.slot = [x, y, cloneWidth, cloneHeight];
|
|
|
|
let cloneCenter = x + cloneWidth / 2;
|
|
let maxChromeWidth = 2 * Math.min(
|
|
cloneCenter - area.x,
|
|
area.x + area.width - cloneCenter);
|
|
clone.overlay.setMaxChromeWidth(Math.round(maxChromeWidth));
|
|
|
|
if (clone.overlay && (initialPositioning || !clone.positioned))
|
|
clone.overlay.hide();
|
|
|
|
if (!clone.positioned) {
|
|
// This window appeared after the overview was already up
|
|
// Grow the clone from the center of the slot
|
|
clone.actor.x = x + cloneWidth / 2;
|
|
clone.actor.y = y + cloneHeight / 2;
|
|
clone.actor.scale_x = 0;
|
|
clone.actor.scale_y = 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.actor.opacity = 0;
|
|
clone.actor.scale_x = 0;
|
|
clone.actor.scale_y = 0;
|
|
clone.actor.x = x;
|
|
clone.actor.y = y;
|
|
}
|
|
|
|
Tweener.addTween(clone.actor,
|
|
{ opacity: 255,
|
|
time: Overview.ANIMATION_TIME,
|
|
transition: 'easeInQuad'
|
|
});
|
|
}
|
|
|
|
this._animateClone(clone, clone.overlay, x, y, scale);
|
|
} else {
|
|
// cancel any active tweens (otherwise they might override our changes)
|
|
Tweener.removeTweens(clone.actor);
|
|
clone.actor.set_position(x, y);
|
|
clone.actor.set_scale(scale, scale);
|
|
clone.actor.set_opacity(255);
|
|
clone.overlay.relayout(false);
|
|
this._showWindowOverlay(clone, clone.overlay);
|
|
}
|
|
}
|
|
}
|
|
|
|
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.actor);
|
|
}
|
|
}
|
|
}
|
|
|
|
_animateClone(clone, overlay, x, y, scale) {
|
|
Tweener.addTween(clone.actor,
|
|
{ x: x,
|
|
y: y,
|
|
scale_x: scale,
|
|
scale_y: scale,
|
|
time: Overview.ANIMATION_TIME,
|
|
transition: 'easeOutQuad',
|
|
onComplete: () => {
|
|
this._showWindowOverlay(clone, overlay);
|
|
}
|
|
});
|
|
|
|
clone.overlay.relayout(true);
|
|
}
|
|
|
|
_showWindowOverlay(clone, overlay) {
|
|
if (clone.inDrag)
|
|
return;
|
|
|
|
if (overlay && overlay._hidden)
|
|
overlay.show();
|
|
}
|
|
|
|
_delayedWindowRepositioning() {
|
|
let [x, y, mask] = 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].actor == 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.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._currentLayout = null;
|
|
this._repositionWindowsId = Mainloop.timeout_add(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 = Mainloop.idle_add(() => {
|
|
if (this.actor &&
|
|
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(win))
|
|
return;
|
|
|
|
if (!this._isOverviewWindow(win)) {
|
|
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, overlay] = this._addWindowClone(win, false);
|
|
|
|
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.slot = [x, y, clone.actor.width * scale, clone.actor.height * scale];
|
|
clone.positioned = true;
|
|
|
|
clone.actor.set_position(x, y);
|
|
clone.actor.set_scale(scale, scale);
|
|
clone.overlay.relayout(false);
|
|
}
|
|
|
|
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
|
|
let overlay = this._windowOverlays[i];
|
|
if (overlay)
|
|
overlay.hide();
|
|
this._windows[i].actor.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].actor.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++) {
|
|
let clone = this._windows[i];
|
|
Tweener.removeTweens(clone.actor);
|
|
}
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
Mainloop.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
|
|
let overlay = this._windowOverlays[i];
|
|
if (overlay)
|
|
overlay.hide();
|
|
this._windows[i].actor.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].actor.opacity = 0;
|
|
this._fadeWindow(i, time, 255);
|
|
}
|
|
}
|
|
}
|
|
|
|
_fadeWindow(index, time, opacity) {
|
|
let clone = this._windows[index];
|
|
let overlay = this._windowOverlays[index];
|
|
|
|
if (overlay)
|
|
overlay.hide();
|
|
|
|
if (clone.metaWindow.showing_on_its_workspace()) {
|
|
let [origX, origY] = clone.getOriginalPosition();
|
|
clone.actor.scale_x = 1;
|
|
clone.actor.scale_y = 1;
|
|
clone.actor.x = origX;
|
|
clone.actor.y = origY;
|
|
Tweener.addTween(clone.actor,
|
|
{ time: time,
|
|
opacity: opacity,
|
|
transition: 'easeOutQuad'
|
|
});
|
|
} else {
|
|
// The window is hidden
|
|
clone.actor.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++) {
|
|
let clone = this._windows[i];
|
|
Tweener.removeTweens(clone.actor);
|
|
}
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
Mainloop.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];
|
|
let overlay = this._windowOverlays[index];
|
|
|
|
if (overlay)
|
|
overlay.hide();
|
|
|
|
if (clone.metaWindow.showing_on_its_workspace()) {
|
|
let [origX, origY] = clone.getOriginalPosition();
|
|
Tweener.addTween(clone.actor,
|
|
{ x: origX,
|
|
y: 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() {
|
|
this.actor.destroy();
|
|
}
|
|
|
|
_onDestroy(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.display.disconnect(this._windowEnteredMonitorId);
|
|
global.display.disconnect(this._windowLeftMonitorId);
|
|
|
|
if (this._repositionWindowsId > 0) {
|
|
Mainloop.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);
|
|
}
|
|
|
|
// Tests if @actor belongs to this workspaces and monitor
|
|
_isMyWindow(actor) {
|
|
let win = actor.meta_window;
|
|
return (this.metaWorkspace == null || win.located_on_workspace(this.metaWorkspace)) &&
|
|
(win.get_monitor() == this.monitorIndex);
|
|
}
|
|
|
|
// Tests if @win should be shown in the Overview
|
|
_isOverviewWindow(win) {
|
|
return !win.get_meta_window().skip_taskbar;
|
|
}
|
|
|
|
// Create a clone of a (non-desktop) window and add it to the window list
|
|
_addWindowClone(win, positioned) {
|
|
let clone = new WindowClone(win, this);
|
|
let overlay = new WindowOverlay(clone, this._windowOverlaysGroup);
|
|
clone.overlay = overlay;
|
|
clone.positioned = positioned;
|
|
|
|
clone.connect('selected',
|
|
this._onCloneSelected.bind(this));
|
|
clone.connect('drag-begin', () => {
|
|
Main.overview.beginWindowDrag(clone.metaWindow);
|
|
overlay.hide();
|
|
});
|
|
clone.connect('drag-cancelled', () => {
|
|
Main.overview.cancelledWindowDrag(clone.metaWindow);
|
|
});
|
|
clone.connect('drag-end', () => {
|
|
Main.overview.endWindowDrag(clone.metaWindow);
|
|
overlay.show();
|
|
});
|
|
clone.connect('size-changed', () => {
|
|
this._recalculateWindowPositions(WindowPositionFlags.NONE);
|
|
});
|
|
clone.actor.connect('destroy', () => {
|
|
this._removeWindowClone(clone.metaWindow);
|
|
});
|
|
|
|
this.actor.add_actor(clone.actor);
|
|
|
|
overlay.connect('chrome-visible', () => {
|
|
let focus = global.stage.key_focus;
|
|
if (focus == null || this.actor.contains(focus))
|
|
clone.actor.grab_key_focus();
|
|
|
|
this._windowOverlays.forEach(o => {
|
|
if (o != overlay)
|
|
o.hideOverlay();
|
|
});
|
|
});
|
|
|
|
if (this._windows.length == 0)
|
|
clone.setStackAbove(null);
|
|
else
|
|
clone.setStackAbove(this._windows[this._windows.length - 1].actor);
|
|
|
|
this._windows.push(clone);
|
|
this._windowOverlays.push(overlay);
|
|
|
|
return [clone, overlay];
|
|
}
|
|
|
|
_removeWindowClone(metaWin) {
|
|
// find the position of the window in our list
|
|
let index = this._lookupIndex(metaWin);
|
|
|
|
if (index == -1)
|
|
return null;
|
|
|
|
this._windowOverlays.splice(index, 1);
|
|
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: area, strategy: strategy, numRows: numRows, numColumns: numColumns };
|
|
strategy.computeLayout(windows, layout);
|
|
strategy.computeScaleAndSpace(layout);
|
|
|
|
if (!this._isBetterLayout(lastLayout, layout))
|
|
break;
|
|
|
|
lastLayout = layout;
|
|
}
|
|
|
|
return lastLayout;
|
|
}
|
|
|
|
_getSpacingAndPadding() {
|
|
let node = this.actor.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 overlay = this._windowOverlays[0];
|
|
let [topBorder, bottomBorder] = overlay.chromeHeights();
|
|
let [leftBorder, rightBorder] = overlay.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 = undefined;
|
|
if (this.metaWorkspace)
|
|
wsIndex = this.metaWorkspace.index();
|
|
Main.activateWindow(clone.metaWindow, time, wsIndex);
|
|
}
|
|
|
|
// Draggable target interface
|
|
handleDragOver(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(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 workspaceManager = global.workspace_manager;
|
|
let index = this.metaWorkspace ? this.metaWorkspace.index() : workspaceManager.get_active_workspace_index();
|
|
metaWindow.change_workspace_by_index(index, false);
|
|
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);
|