gnome-shell/js/ui/layout.js
Owen W. Taylor a6b4d49454 Use Mutter fullscreen window tracking for hiding chrome and auto-minimize
Getting fullscreen window tracking right in GNOME Shell turned out to
be very hard, because it depended on details both how Mutter handled
fullscreen windows and the exact timing of that. Fullscreen tracking
and auto-minimization of fullscreen windows that lose their fullscreen
status has thus been implemented in Mutter: use that.

https://bugzilla.gnome.org/show_bug.cgi?id=649748
2013-03-18 14:44:10 -04:00

1367 lines
50 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const GLib = imports.gi.GLib;
const GObject = imports.gi.GObject;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const St = imports.gi.St;
const Background = imports.ui.background;
const BackgroundMenu = imports.ui.backgroundMenu;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Params = imports.misc.params;
const Tweener = imports.ui.tweener;
const STARTUP_ANIMATION_TIME = 0.5;
const KEYBOARD_ANIMATION_TIME = 0.15;
const BACKGROUND_FADE_ANIMATION_TIME = 1.0;
const DEFAULT_BACKGROUND_COLOR = Clutter.Color.from_pixel(0x2e3436ff);
// The message tray takes this much pressure
// in the pressure barrier at once to release it.
const MESSAGE_TRAY_PRESSURE_THRESHOLD = 250; // pixels
const MESSAGE_TRAY_PRESSURE_TIMEOUT = 1000; // ms
const HOT_CORNER_PRESSURE_THRESHOLD = 100; // pixels
const HOT_CORNER_PRESSURE_TIMEOUT = 1000; // ms
function isPopupMetaWindow(actor) {
switch(actor.meta_window.get_window_type()) {
case Meta.WindowType.DROPDOWN_MENU:
case Meta.WindowType.POPUP_MENU:
case Meta.WindowType.COMBO:
return true;
default:
return false;
}
}
const MonitorConstraint = new Lang.Class({
Name: 'MonitorConstraint',
Extends: Clutter.Constraint,
Properties: {'primary': GObject.ParamSpec.boolean('primary',
'Primary', 'Track primary monitor',
GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
false),
'index': GObject.ParamSpec.int('index',
'Monitor index', 'Track specific monitor',
GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
-1, 64, -1)},
_init: function(props) {
this._primary = false;
this._index = -1;
this.parent(props);
},
get primary() {
return this._primary;
},
set primary(v) {
if (v)
this._index = -1;
this._primary = v;
if (this.actor)
this.actor.queue_relayout();
this.notify('primary');
},
get index() {
return this._index;
},
set index(v) {
this._primary = false;
this._index = v;
if (this.actor)
this.actor.queue_relayout();
this.notify('index');
},
vfunc_set_actor: function(actor) {
if (actor) {
if (!this._monitorsChangedId) {
this._monitorsChangedId = Main.layoutManager.connect('monitors-changed', Lang.bind(this, function() {
this.actor.queue_relayout();
}));
}
} else {
if (this._monitorsChangedId)
Main.layoutManager.disconnect(this._monitorsChangedId);
this._monitorsChangedId = 0;
}
this.parent(actor);
},
vfunc_update_allocation: function(actor, actorBox) {
if (!this._primary && this._index < 0)
return;
let monitor;
if (this._primary) {
monitor = Main.layoutManager.primaryMonitor;
} else {
let index = Math.min(this._index, Main.layoutManager.monitors.length - 1);
monitor = Main.layoutManager.monitors[index];
}
actorBox.init_rect(monitor.x, monitor.y, monitor.width, monitor.height);
}
});
const defaultParams = {
trackFullscreen: false,
affectsStruts: false,
affectsInputRegion: true
};
const LayoutManager = new Lang.Class({
Name: 'LayoutManager',
_init: function () {
this._rtl = (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL);
this.monitors = [];
this.primaryMonitor = null;
this.primaryIndex = -1;
this.hotCorners = [];
this._keyboardIndex = -1;
this._rightPanelBarrier = null;
this._trayBarrier = null;
this._inOverview = false;
this._updateRegionIdle = 0;
this._trackedActors = [];
this._topActors = [];
this._isPopupWindowVisible = false;
this._startingUp = true;
// Normally, the stage is always covered so Clutter doesn't need to clear
// it; however it becomes visible during the startup animation
// See the comment below for a longer explanation
global.stage.color = DEFAULT_BACKGROUND_COLOR;
// Set up stage hierarchy to group all UI actors under one container.
this.uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
this.uiGroup.connect('allocate',
function (actor, box, flags) {
let children = actor.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
});
this.uiGroup.connect('get-preferred-width',
function(actor, forHeight, alloc) {
let width = global.stage.width;
[alloc.min_size, alloc.natural_size] = [width, width];
});
this.uiGroup.connect('get-preferred-height',
function(actor, forWidth, alloc) {
let height = global.stage.height;
[alloc.min_size, alloc.natural_size] = [height, height];
});
global.stage.remove_actor(global.window_group);
this.uiGroup.add_actor(global.window_group);
global.stage.remove_actor(global.overlay_group);
this.uiGroup.add_actor(global.overlay_group);
global.stage.add_child(this.uiGroup);
this.screenShieldGroup = new St.Widget({ name: 'screenShieldGroup',
visible: false,
clip_to_allocation: true,
layout_manager: new Clutter.BinLayout(),
});
this.addChrome(this.screenShieldGroup);
this.panelBox = new St.BoxLayout({ name: 'panelBox',
vertical: true });
this.addChrome(this.panelBox, { affectsStruts: true,
trackFullscreen: true });
this.panelBox.connect('allocation-changed',
Lang.bind(this, this._panelBoxChanged));
this.trayBox = new St.Widget({ name: 'trayBox',
layout_manager: new Clutter.BinLayout() });
this.addChrome(this.trayBox);
this._setupTrayPressure();
this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
reactive: true,
track_hover: true });
this.addChrome(this.keyboardBox);
this._keyboardHeightNotifyId = 0;
global.stage.remove_actor(global.top_window_group);
this.uiGroup.add_actor(global.top_window_group);
this._backgroundGroup = new Meta.BackgroundGroup();
global.window_group.add_child(this._backgroundGroup);
this._backgroundGroup.lower_bottom();
this._bgManagers = [];
// This blocks the XDND picks from finding the activities button
// and we never attempt to pick anything from it anyway so make
// it invisible from picks
Shell.util_set_hidden_from_pick(global.top_window_group, true);
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
global.screen.connect('monitors-changed',
Lang.bind(this, this._monitorsChanged));
global.screen.connect('in-fullscreen-changed',
Lang.bind(this, this._updateFullscreen));
this._monitorsChanged();
},
// This is called by Main after everything else is constructed;
// it needs access to Main.overview, which didn't exist
// yet when the LayoutManager was constructed.
init: function() {
Main.overview.connect('showing', Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden', Lang.bind(this, this._overviewHidden));
Main.sessionMode.connect('updated', Lang.bind(this, this._sessionUpdated));
this._prepareStartupAnimation();
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_sessionUpdated: function() {
this._updateVisibility();
this._queueUpdateRegions();
},
_updateMonitors: function() {
let screen = global.screen;
this.monitors = [];
let nMonitors = screen.get_n_monitors();
for (let i = 0; i < nMonitors; i++)
this.monitors.push(screen.get_monitor_geometry(i));
if (nMonitors == 1) {
this.primaryIndex = this.bottomIndex = 0;
} else {
// If there are monitors below the primary, then we need
// to split primary from bottom.
this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (this._isAboveOrBelowPrimary(monitor)) {
if (monitor.y > this.monitors[this.bottomIndex].y)
this.bottomIndex = i;
}
}
}
this.primaryMonitor = this.monitors[this.primaryIndex];
this.bottomMonitor = this.monitors[this.bottomIndex];
},
_updateHotCorners: function() {
// destroy old hot corners
for (let i = 0; i < this.hotCorners.length; i++)
this.hotCorners[i].destroy();
this.hotCorners = [];
let size = this.panelBox.height;
// build new hot corners
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
let cornerY = monitor.y;
if (i != this.primaryIndex) {
let haveTopLeftCorner = true;
// Check if we have a top left (right for RTL) corner.
// I.e. if there is no monitor directly above or to the left(right)
let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
let besideY = cornerY;
let aboveX = cornerX;
let aboveY = cornerY - 1;
for (let j = 0; j < this.monitors.length; j++) {
if (i == j)
continue;
let otherMonitor = this.monitors[j];
if (besideX >= otherMonitor.x &&
besideX < otherMonitor.x + otherMonitor.width &&
besideY >= otherMonitor.y &&
besideY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
if (aboveX >= otherMonitor.x &&
aboveX < otherMonitor.x + otherMonitor.width &&
aboveY >= otherMonitor.y &&
aboveY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
}
if (!haveTopLeftCorner)
continue;
}
let corner = new HotCorner(this, monitor, cornerX, cornerY);
corner.setBarrierSize(size);
this.hotCorners.push(corner);
}
this.emit('hot-corners-changed');
},
_createBackground: function(monitorIndex) {
let bgManager = new Background.BackgroundManager({ container: this._backgroundGroup,
layoutManager: this,
monitorIndex: monitorIndex });
BackgroundMenu.addBackgroundMenu(bgManager.background.actor);
bgManager.connect('changed', Lang.bind(this, function() {
BackgroundMenu.addBackgroundMenu(bgManager.background.actor);
}));
this._bgManagers.push(bgManager);
return bgManager.background;
},
_createSecondaryBackgrounds: function() {
for (let i = 0; i < this.monitors.length; i++) {
if (i != this.primaryIndex) {
let background = this._createBackground(i);
background.actor.opacity = 0;
Tweener.addTween(background.actor,
{ opacity: 255,
time: BACKGROUND_FADE_ANIMATION_TIME,
transition: 'easeOutQuad' });
}
}
},
_createPrimaryBackground: function() {
this._createBackground(this.primaryIndex);
},
_updateBackgrounds: function() {
let i;
for (i = 0; i < this._bgManagers.length; i++)
this._bgManagers[i].destroy();
this._bgManagers = [];
if (Main.sessionMode.isGreeter)
return;
if (this._startingUp)
return;
for (let i = 0; i < this.monitors.length; i++) {
this._createBackground(i);
}
},
_updateBoxes: function() {
this.screenShieldGroup.set_position(0, 0);
this.screenShieldGroup.set_size(global.screen_width, global.screen_height);
this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
this.panelBox.set_size(this.primaryMonitor.width, -1);
if (this.keyboardIndex < 0)
this.keyboardIndex = this.primaryIndex;
this.trayBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.trayBox.set_size(this.bottomMonitor.width, -1);
},
_panelBoxChanged: function() {
this._updatePanelBarrier();
let size = this.panelBox.height;
this.hotCorners.forEach(function(corner) {
corner.setBarrierSize(size);
});
},
_updatePanelBarrier: function() {
if (this._rightPanelBarrier) {
this._rightPanelBarrier.destroy();
this._rightPanelBarrier = null;
}
if (this.panelBox.height) {
let primary = this.primaryMonitor;
this._rightPanelBarrier = new Meta.Barrier({ display: global.display,
x1: primary.x + primary.width, y1: primary.y,
x2: primary.x + primary.width, y2: primary.y + this.panelBox.height,
directions: Meta.BarrierDirection.NEGATIVE_X });
}
},
_setupTrayPressure: function() {
this._trayPressure = new PressureBarrier(MESSAGE_TRAY_PRESSURE_THRESHOLD,
MESSAGE_TRAY_PRESSURE_TIMEOUT,
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW);
this._trayPressure.setEventFilter(this._trayBarrierEventFilter);
this._trayPressure.connect('trigger', function(barrier) {
if (Main.layoutManager.bottomMonitor.inFullscreen)
return;
Main.messageTray.openTray();
});
},
_updateTrayBarrier: function() {
let monitor = this.bottomMonitor;
if (this._trayBarrier) {
this._trayPressure.removeBarrier(this._trayBarrier);
this._trayBarrier.destroy();
this._trayBarrier = null;
}
this._trayBarrier = new Meta.Barrier({ display: global.display,
x1: monitor.x, x2: monitor.x + monitor.width,
y1: monitor.y + monitor.height, y2: monitor.y + monitor.height,
directions: Meta.BarrierDirection.NEGATIVE_Y });
this._trayPressure.addBarrier(this._trayBarrier);
},
_trayBarrierEventFilter: function(event) {
// Throw out all events where the pointer was grabbed by another
// client, as the client that grabbed the pointer expects to have
// complete control over it
if (event.grabbed && Main.modalCount == 0)
return true;
return false;
},
_monitorsChanged: function() {
this._updateMonitors();
this._updateBoxes();
this._updateTrayBarrier();
this._updateHotCorners();
this._updateBackgrounds();
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
this.emit('monitors-changed');
},
_isAboveOrBelowPrimary: function(monitor) {
let primary = this.monitors[this.primaryIndex];
let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
if ((monitorLeft >= primaryLeft && monitorLeft < primaryRight) ||
(monitorRight > primaryLeft && monitorRight <= primaryRight) ||
(primaryLeft >= monitorLeft && primaryLeft < monitorRight) ||
(primaryRight > monitorLeft && primaryRight <= monitorRight))
return true;
return false;
},
get currentMonitor() {
let index = global.screen.get_current_monitor();
return this.monitors[index];
},
get keyboardMonitor() {
return this.monitors[this.keyboardIndex];
},
get focusIndex() {
let i = Main.layoutManager.primaryIndex;
if (global.stage_input_mode == Shell.StageInputMode.FOCUSED ||
global.stage_input_mode == Shell.StageInputMode.FULLSCREEN) {
let focusActor = global.stage.key_focus;
if (focusActor)
i = this.findIndexForActor(focusActor);
} else {
let focusWindow = global.display.focus_window;
if (focusWindow)
i = focusWindow.get_monitor();
}
return i;
},
get focusMonitor() {
return this.monitors[this.focusIndex];
},
set keyboardIndex(v) {
this._keyboardIndex = v;
this.keyboardBox.set_position(this.keyboardMonitor.x,
this.keyboardMonitor.y + this.keyboardMonitor.height);
this.keyboardBox.set_size(this.keyboardMonitor.width, -1);
},
get keyboardIndex() {
return this._keyboardIndex;
},
// Startup Animations
//
// We have two different animations, depending on whether we're a greeter
// or a normal session.
//
// In the greeter, we want to animate the panel from the top, and smoothly
// fade the login dialog on top of whatever plymouth left on screen which
// we get as a still frame background before drawing anything else.
//
// Here we just have the code to animate the panel, and fade up the background.
// The login dialog animation is handled by modalDialog.js
//
// When starting a normal user session, we want to grow it out of the middle
// of the screen.
//
// Usually, we don't want to paint the stage background color because the
// MetaBackgroundActor inside global.window_group covers the entirety of the
// screen. So, we set no_clear_hint at the end of the animation.
_prepareStartupAnimation: function() {
// Set ourselves to FULLSCREEN input mode while the animation is running
// so events don't get delivered to X11 windows (which are distorted by the animation)
global.stage_input_mode = Shell.StageInputMode.FULLSCREEN;
if (Main.sessionMode.isGreeter) {
this.panelBox.translation_y = -this.panelBox.height;
} else {
// We need to force an update of the regions now before we scale
// the UI group to get the coorect allocation for the struts.
this._updateRegions();
this.trayBox.hide();
this.keyboardBox.hide();
let monitor = this.primaryMonitor;
let x = monitor.x + monitor.width / 2.0;
let y = monitor.y + monitor.height / 2.0;
this.uiGroup.set_pivot_point(x / global.screen_width,
y / global.screen_height);
this.uiGroup.scale_x = this.uiGroup.scale_y = 0.5;
this.uiGroup.opacity = 0;
}
this._systemBackground = new Background.SystemBackground();
this._systemBackground.actor.hide();
global.stage.insert_child_below(this._systemBackground.actor, null);
let constraint = new Clutter.BindConstraint({ source: global.stage,
coordinate: Clutter.BindCoordinate.ALL });
this._systemBackground.actor.add_constraint(constraint);
let signalId = this._systemBackground.connect('loaded',
Lang.bind(this, function() {
this._systemBackground.disconnect(signalId);
this._systemBackground.actor.show();
global.stage.show();
this.emit('startup-prepared');
// We're mostly prepared for the startup animation
// now, but since a lot is going on asynchronously
// during startup, let's defer the startup animation
// until the event loop is uncontended and idle.
// This helps to prevent us from running the animation
// when the system is bogged down
GLib.idle_add(GLib.PRIORITY_LOW,
Lang.bind(this, function() {
this._startupAnimation();
return false;
}));
}));
},
_startupAnimation: function() {
if (Main.sessionMode.isGreeter)
this._startupAnimationGreeter();
else
this._startupAnimationSession();
},
_startupAnimationGreeter: function() {
Tweener.addTween(this.panelBox,
{ translation_y: 0,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this });
},
_startupAnimationSession: function() {
this._createPrimaryBackground();
Tweener.addTween(this.uiGroup,
{ scale_x: 1,
scale_y: 1,
opacity: 255,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this });
},
_startupAnimationComplete: function() {
// At this point, the UI group is covering everything, so
// we no longer need to clear the stage
global.stage.no_clear_hint = true;
global.stage_input_mode = Shell.StageInputMode.NORMAL;
this._systemBackground.actor.destroy();
this._systemBackground = null;
this._startingUp = false;
this.trayBox.show();
this.keyboardBox.show();
if (!Main.sessionMode.isGreeter)
this._createSecondaryBackgrounds();
this._queueUpdateRegions();
this.emit('startup-complete');
},
showKeyboard: function () {
this.keyboardBox.raise_top();
Tweener.addTween(this.keyboardBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._showKeyboardComplete,
onCompleteScope: this
});
this.emit('keyboard-visible-changed', true);
},
_showKeyboardComplete: function() {
// Poke Chrome to update the input shape; it doesn't notice
// anchor point changes
this._updateRegions();
this._keyboardHeightNotifyId = this.keyboardBox.connect('notify::height', Lang.bind(this, function () {
this.keyboardBox.anchor_y = this.keyboardBox.height;
}));
},
hideKeyboard: function (immediate) {
if (this._keyboardHeightNotifyId) {
this.keyboardBox.disconnect(this._keyboardHeightNotifyId);
this._keyboardHeightNotifyId = 0;
}
Tweener.addTween(this.keyboardBox,
{ anchor_y: 0,
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
transition: 'easeInQuad',
onComplete: this._hideKeyboardComplete,
onCompleteScope: this
});
this.emit('keyboard-visible-changed', false);
},
_hideKeyboardComplete: function() {
this._updateRegions();
},
// addChrome:
// @actor: an actor to add to the chrome
// @params: (optional) additional params
//
// Adds @actor to the chrome, and (unless %affectsInputRegion in
// @params is %false) extends the input region to include it.
// Changes in @actor's size, position, and visibility will
// automatically result in appropriate changes to the input
// region.
//
// If %affectsStruts in @params is %true (and @actor is along a
// screen edge), then @actor's size and position will also affect
// the window manager struts. Changes to @actor's visibility will
// NOT affect whether or not the strut is present, however.
//
// If %trackFullscreen in @params is %true, the actor's visibility
// will be bound to the presence of fullscreen windows on the same
// monitor (it will be hidden whenever a fullscreen window is visible,
// and shown otherwise)
addChrome: function(actor, params) {
this.uiGroup.add_actor(actor);
this._trackActor(actor, params);
},
// trackChrome:
// @actor: a descendant of the chrome to begin tracking
// @params: parameters describing how to track @actor
//
// Tells the chrome to track @actor, which must be a descendant
// of an actor added via addChrome(). This can be used to extend the
// struts or input region to cover specific children.
//
// @params can have any of the same values as in addChrome(),
// though some possibilities don't make sense. By default, @actor has
// the same params as its chrome ancestor.
trackChrome: function(actor, params) {
let ancestor = actor.get_parent();
let index = this._findActor(ancestor);
while (ancestor && index == -1) {
ancestor = ancestor.get_parent();
index = this._findActor(ancestor);
}
if (!ancestor)
throw new Error('actor is not a descendent of a chrome actor');
let ancestorData = this._trackedActors[index];
if (!params)
params = {};
// We can't use Params.parse here because we want to drop
// the extra values like ancestorData.actor
for (let prop in defaultParams) {
if (!params.hasOwnProperty(prop))
params[prop] = ancestorData[prop];
}
this._trackActor(actor, params);
},
// untrackChrome:
// @actor: an actor previously tracked via trackChrome()
//
// Undoes the effect of trackChrome()
untrackChrome: function(actor) {
this._untrackActor(actor);
},
// removeChrome:
// @actor: a chrome actor
//
// Removes @actor from the chrome
removeChrome: function(actor) {
this.uiGroup.remove_actor(actor);
this._untrackActor(actor);
},
_findActor: function(actor) {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (actorData.actor == actor)
return i;
}
return -1;
},
_trackActor: function(actor, params) {
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
let actorData = Params.parse(params, defaultParams);
actorData.actor = actor;
actorData.isToplevel = actor.get_parent() == this.uiGroup;
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(actorData);
this._queueUpdateRegions();
},
_untrackActor: function(actor) {
let i = this._findActor(actor);
if (i == -1)
return;
let actorData = this._trackedActors[i];
this._trackedActors.splice(i, 1);
actor.disconnect(actorData.visibleId);
actor.disconnect(actorData.allocationId);
actor.disconnect(actorData.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
let newParent = actor.get_parent();
if (!newParent) {
this._untrackActor(actor);
} else {
let i = this._findActor(actor);
let actorData = this._trackedActors[i];
actorData.isToplevel = (newParent == this.uiGroup);
}
},
_updateVisibility: function() {
let windowsVisible = Main.sessionMode.hasWindows && !this._inOverview;
global.window_group.visible = windowsVisible;
global.top_window_group.visible = windowsVisible;
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i], visible;
if (!actorData.trackFullscreen)
continue;
if (!actorData.isToplevel)
continue;
if (!windowsVisible)
visible = true;
else if (this.findMonitorForActor(actorData.actor).inFullscreen)
visible = false;
else
visible = true;
actorData.actor.visible = visible;
}
},
getWorkAreaForMonitor: function(monitorIndex) {
// Assume that all workspaces will have the same
// struts and pick the first one.
let ws = global.screen.get_workspace_by_index(0);
return ws.get_work_area_for_monitor(monitorIndex);
},
// This call guarantees that we return some monitor to simplify usage of it
// In practice all tracked actors should be visible on some monitor anyway
findIndexForActor: function(actor) {
let [x, y] = actor.get_transformed_position();
let [w, h] = actor.get_transformed_size();
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h });
return global.screen.get_monitor_index_for_rect(rect);
},
findMonitorForActor: function(actor) {
return this.monitors[this.findIndexForActor(actor)];
},
_queueUpdateRegions: function() {
if (Main.sessionMode.isGreeter)
return;
if (this._startingUp)
return;
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_getWindowActorsForWorkspace: function(workspace) {
return global.get_window_actors().filter(function (actor) {
let win = actor.meta_window;
return win.located_on_workspace(workspace);
});
},
_updateFullscreen: function() {
for (let i = 0; i < this.monitors.length; i++)
this.monitors[i].inFullscreen = global.screen.get_monitor_in_fullscreen (i);
this._updateVisibility();
this._queueUpdateRegions();
this.emit('fullscreen-changed');
},
_windowsRestacked: function() {
let changed = false;
if (this._isPopupWindowVisible != global.top_window_group.get_children().some(isPopupMetaWindow))
changed = true;
if (changed) {
this._updateVisibility();
this._queueUpdateRegions();
}
},
_updateRegions: function() {
let rects = [], struts = [], i;
if (this._updateRegionIdle) {
Mainloop.source_remove(this._updateRegionIdle);
delete this._updateRegionIdle;
}
let isPopupMenuVisible = global.top_window_group.get_children().some(isPopupMetaWindow);
let wantsInputRegion = !isPopupMenuVisible;
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!(actorData.affectsInputRegion && wantsInputRegion) && !actorData.affectsStruts)
continue;
let [x, y] = actorData.actor.get_transformed_position();
let [w, h] = actorData.actor.get_transformed_size();
x = Math.round(x);
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
if (actorData.affectsInputRegion && wantsInputRegion) {
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.actor.get_paint_visibility() &&
!this.uiGroup.get_skip_paint(actorData.actor))
rects.push(rect);
}
if (actorData.affectsStruts) {
// Limit struts to the size of the screen
let x1 = Math.max(x, 0);
let x2 = Math.min(x + w, global.screen_width);
let y1 = Math.max(y, 0);
let y2 = Math.min(y + h, global.screen_height);
// NetWM struts are not really powerful enought to handle
// a multi-monitor scenario, they only describe what happens
// around the outer sides of the full display region. However
// it can describe a partial region along each side, so
// we can support having the struts only affect the
// primary monitor. This should be enough as we only have
// chrome affecting the struts on the primary monitor so
// far.
//
// Metacity wants to know what side of the screen the
// strut is considered to be attached to. If the actor is
// only touching one edge, or is touching the entire
// border of the primary monitor, then it's obvious which
// side to call it. If it's in a corner, we pick a side
// arbitrarily. If it doesn't touch any edges, or it spans
// the width/height across the middle of the screen, then
// we don't create a strut for it at all.
let side;
let primary = this.primaryMonitor;
if (x1 <= primary.x && x2 >= primary.x + primary.width) {
if (y1 <= primary.y)
side = Meta.Side.TOP;
else if (y2 >= primary.y + primary.height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
if (x1 <= 0)
side = Meta.Side.LEFT;
else if (x2 >= primary.x + primary.width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x1 <= 0)
side = Meta.Side.LEFT;
else if (y1 <= 0)
side = Meta.Side.TOP;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y2 >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
// Ensure that the strut rects goes all the way to the screen edge,
// as this really what mutter expects.
switch (side) {
case Meta.Side.TOP:
y1 = 0;
break;
case Meta.Side.BOTTOM:
y2 = global.screen_height;
break;
case Meta.Side.LEFT:
x1 = 0;
break;
case Meta.Side.RIGHT:
x2 = global.screen_width;
break;
}
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
let strut = new Meta.Strut({ rect: strutRect, side: side });
struts.push(strut);
}
}
global.set_stage_input_region(rects);
this._isPopupWindowVisible = isPopupMenuVisible;
let screen = global.screen;
for (let w = 0; w < screen.n_workspaces; w++) {
let workspace = screen.get_workspace_by_index(w);
workspace.set_builtin_struts(struts);
}
return false;
}
});
Signals.addSignalMethods(LayoutManager.prototype);
// HotCorner:
//
// This class manages a "hot corner" that can toggle switching to
// overview.
const HotCorner = new Lang.Class({
Name: 'HotCorner',
_init : function(layoutManager, monitor, x, y) {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this._monitor = monitor;
this._x = x;
this._y = y;
this._setupFallbackCornerIfNeeded(layoutManager);
this._pressureBarrier = new PressureBarrier(HOT_CORNER_PRESSURE_THRESHOLD,
HOT_CORNER_PRESSURE_TIMEOUT,
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW);
this._pressureBarrier.connect('trigger', Lang.bind(this, this._toggleOverview));
// Cache the three ripples instead of dynamically creating and destroying them.
this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
layoutManager.uiGroup.add_actor(this._ripple1);
layoutManager.uiGroup.add_actor(this._ripple2);
layoutManager.uiGroup.add_actor(this._ripple3);
},
setBarrierSize: function(size) {
if (this._verticalBarrier) {
this._pressureBarrier.removeBarrier(this._verticalBarrier);
this._verticalBarrier.destroy();
this._verticalBarrier = null;
}
if (this._horizontalBarrier) {
this._pressureBarrier.removeBarrier(this._horizontalBarrier);
this._horizontalBarrier.destroy();
this._horizontalBarrier = null;
}
if (size > 0) {
this._verticalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x, x2: this._x, y1: this._y, y2: this._y + size,
directions: Meta.BarrierDirection.POSITIVE_X });
this._horizontalBarrier = new Meta.Barrier({ display: global.display,
x1: this._x, x2: this._x + size, y1: this._y, y2: this._y,
directions: Meta.BarrierDirection.POSITIVE_Y });
this._pressureBarrier.addBarrier(this._verticalBarrier);
this._pressureBarrier.addBarrier(this._horizontalBarrier);
}
},
_setupFallbackCornerIfNeeded: function(layoutManager) {
if (!global.display.supports_extended_barriers()) {
this.actor = new Clutter.Actor({ name: 'hot-corner-environs',
x: this._x, y: this._y,
width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ name: 'hot-corner',
width: 1,
height: 1,
opacity: 0,
reactive: true });
this._corner._delegate = this;
this.actor.add_child(this._corner);
layoutManager.addChrome(this.actor);
if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
}
},
destroy: function() {
this.setBarrierSize(0);
this._pressureBarrier.destroy();
this._pressureBarrier = null;
if (this.actor)
this.actor.destroy();
},
_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
ripple._opacity = startOpacity;
if (ripple.get_text_direction() == Clutter.TextDirection.RTL)
ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
ripple.visible = true;
ripple.opacity = 255 * Math.sqrt(startOpacity);
ripple.scale_x = ripple.scale_y = startScale;
ripple.x = this._x;
ripple.y = this._y;
Tweener.addTween(ripple, { _opacity: 0,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.visible = false; } });
},
_rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale
this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
},
_toggleOverview: function() {
if (this._monitor.inFullscreen)
return;
if (Main.overview.shouldToggleByCornerOrButton()) {
this._rippleAnimation();
Main.overview.toggle();
}
},
handleDragOver: function(source, actor, x, y, time) {
if (source != Main.xdndHandler)
return DND.DragMotionResult.CONTINUE;
return DND.DragMotionResult.CONTINUE;
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
this._toggleOverview();
}
return false;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
}
});
const PressureBarrier = new Lang.Class({
Name: 'PressureBarrier',
_init: function(threshold, timeout, keybindingMode) {
this._threshold = threshold;
this._timeout = timeout;
this._keybindingMode = keybindingMode;
this._barriers = [];
this._eventFilter = null;
this._isTriggered = false;
this._reset();
},
addBarrier: function(barrier) {
barrier._pressureHitId = barrier.connect('hit', Lang.bind(this, this._onBarrierHit));
barrier._pressureLeftId = barrier.connect('left', Lang.bind(this, this._onBarrierLeft));
this._barriers.push(barrier);
},
_disconnectBarrier: function(barrier) {
barrier.disconnect(barrier._pressureHitId);
barrier.disconnect(barrier._pressureLeftId);
},
removeBarrier: function(barrier) {
this._disconnectBarrier(barrier);
this._barriers.splice(this._barriers.indexOf(barrier), 1);
},
destroy: function() {
this._barriers.forEach(Lang.bind(this, this._disconnectBarrier));
this._barriers = [];
},
setEventFilter: function(filter) {
this._eventFilter = filter;
},
_reset: function() {
this._barrierEvents = [];
this._currentPressure = 0;
this._lastTime = 0;
},
_isHorizontal: function(barrier) {
return barrier.y1 == barrier.y2;
},
_getDistanceAcrossBarrier: function(barrier, event) {
if (this._isHorizontal(barrier))
return Math.abs(event.dy);
else
return Math.abs(event.dx);
},
_getDistanceAlongBarrier: function(barrier, event) {
if (this._isHorizontal(barrier))
return Math.abs(event.dx);
else
return Math.abs(event.dy);
},
_trimBarrierEvents: function() {
// Events are guaranteed to be sorted in time order from
// oldest to newest, so just look for the first old event,
// and then chop events after that off.
let i = 0;
let threshold = this._lastTime - this._timeout;
while (i < this._barrierEvents.length) {
let [time, distance] = this._barrierEvents[i];
if (time >= threshold)
break;
i++;
}
let firstNewEvent = i;
for (i = 0; i < firstNewEvent; i++) {
let [time, distance] = this._barrierEvents[i];
this._currentPressure -= distance;
}
this._barrierEvents = this._barrierEvents.slice(firstNewEvent);
},
_onBarrierLeft: function(barrier, event) {
this._reset();
this._isTriggered = false;
},
_trigger: function() {
this._isTriggered = true;
this.emit('trigger');
this._reset();
},
_onBarrierHit: function(barrier, event) {
// If we've triggered the barrier, wait until the pointer has the
// left the barrier hitbox until we trigger it again.
if (this._isTriggered)
return;
if (this._eventFilter && this._eventFilter(event))
return;
// Throw out all events not in the proper keybinding mode
if (!(this._keybindingMode & Main.keybindingMode))
return;
let slide = this._getDistanceAlongBarrier(barrier, event);
let distance = this._getDistanceAcrossBarrier(barrier, event);
if (distance >= this._threshold) {
this._trigger();
return;
}
// Throw out events where the cursor is move more
// along the axis of the barrier than moving with
// the barrier.
if (slide > distance)
return;
this._lastTime = event.time;
this._trimBarrierEvents();
distance = Math.min(15, distance);
this._barrierEvents.push([event.time, distance]);
this._currentPressure += distance;
if (this._currentPressure >= this._threshold)
this._trigger();
}
});
Signals.addSignalMethods(PressureBarrier.prototype);