gnome-shell/js/ui/workspacesView.js

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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Gio = imports.gi.Gio;
const GObject = imports.gi.GObject;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Tweener = imports.ui.tweener;
const Workspace = imports.ui.workspace;
const WorkspaceThumbnail = imports.ui.workspaceThumbnail;
var WORKSPACE_SWITCH_TIME = 0.25;
var AnimationType = {
ZOOM: 0,
FADE: 1
};
const OVERRIDE_SCHEMA = 'org.gnome.shell.overrides';
var WorkspacesViewBase = new Lang.Class({
Name: 'WorkspacesViewBase',
_init(monitorIndex) {
this.actor = new St.Widget({ style_class: 'workspaces-view',
reactive: true });
this.actor.connect('destroy', this._onDestroy.bind(this));
global.focus_manager.add_group(this.actor);
// The actor itself isn't a drop target, so we don't want to pick on its area
this.actor.set_size(0, 0);
this._monitorIndex = monitorIndex;
this._fullGeometry = null;
this._actualGeometry = null;
this._inDrag = false;
this._windowDragBeginId = Main.overview.connect('window-drag-begin', this._dragBegin.bind(this));
this._windowDragEndId = Main.overview.connect('window-drag-end', this._dragEnd.bind(this));
},
_onDestroy() {
this._dragEnd();
if (this._windowDragBeginId > 0) {
Main.overview.disconnect(this._windowDragBeginId);
this._windowDragBeginId = 0;
}
if (this._windowDragEndId > 0) {
Main.overview.disconnect(this._windowDragEndId);
this._windowDragEndId = 0;
}
},
_dragBegin(overview, window) {
this._inDrag = true;
this._setReservedSlot(window);
},
_dragEnd() {
this._inDrag = false;
this._setReservedSlot(null);
},
destroy() {
this.actor.destroy();
},
setFullGeometry(geom) {
this._fullGeometry = geom;
this._syncFullGeometry();
},
setActualGeometry(geom) {
this._actualGeometry = geom;
this._syncActualGeometry();
},
});
var WorkspacesView = new Lang.Class({
Name: 'WorkspacesView',
Extends: WorkspacesViewBase,
_init(monitorIndex) {
let workspaceManager = global.workspace_manager;
this.parent(monitorIndex);
this._animating = false; // tweening
this._scrolling = false; // swipe-scrolling
this._animatingScroll = false; // programatically updating the adjustment
let activeWorkspaceIndex = workspaceManager.get_active_workspace_index();
this.scrollAdjustment = new St.Adjustment({ value: activeWorkspaceIndex,
lower: 0,
page_increment: 1,
page_size: 1,
step_increment: 0,
upper: workspaceManager.n_workspaces });
this.scrollAdjustment.connect('notify::value',
this._onScroll.bind(this));
this._workspaces = [];
this._updateWorkspaces();
this._updateWorkspacesId =
workspaceManager.connect('notify::n-workspaces',
this._updateWorkspaces.bind(this));
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._overviewShownId =
Main.overview.connect('shown', () => {
this.actor.set_clip(this._fullGeometry.x, this._fullGeometry.y,
this._fullGeometry.width, this._fullGeometry.height);
});
this._switchWorkspaceNotifyId =
global.window_manager.connect('switch-workspace',
this._activeWorkspaceChanged.bind(this));
},
_setReservedSlot(window) {
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setReservedSlot(window);
},
_syncFullGeometry() {
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setFullGeometry(this._fullGeometry);
},
_syncActualGeometry() {
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setActualGeometry(this._actualGeometry);
},
getActiveWorkspace() {
let workspaceManager = global.workspace_manager;
let active = workspaceManager.get_active_workspace_index();
return this._workspaces[active];
},
animateToOverview(animationType) {
for (let w = 0; w < this._workspaces.length; w++) {
if (animationType == AnimationType.ZOOM)
this._workspaces[w].zoomToOverview();
else
this._workspaces[w].fadeToOverview();
}
this._updateWorkspaceActors(false);
},
animateFromOverview(animationType) {
this.actor.remove_clip();
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
for (let w = 0; w < this._workspaces.length; w++) {
if (animationType == AnimationType.ZOOM)
this._workspaces[w].zoomFromOverview();
else
this._workspaces[w].fadeFromOverview();
}
},
syncStacking(stackIndices) {
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].syncStacking(stackIndices);
},
_scrollToActive() {
let workspaceManager = global.workspace_manager;
let active = workspaceManager.get_active_workspace_index();
this._updateWorkspaceActors(true);
this._updateScrollAdjustment(active);
},
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
// Update workspace actors parameters
// @showAnimation: iff %true, transition between states
_updateWorkspaceActors(showAnimation) {
let workspaceManager = global.workspace_manager;
let active = workspaceManager.get_active_workspace_index();
this._animating = showAnimation;
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
Tweener.removeTweens(workspace.actor);
let y = (w - active) * this._fullGeometry.height;
if (showAnimation) {
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let params = { y: y,
time: WORKSPACE_SWITCH_TIME,
transition: 'easeOutQuad'
};
// we have to call _updateVisibility() once before the
// animation and once afterwards - it does not really
// matter which tween we use, so we pick the first one ...
if (w == 0) {
this._updateVisibility();
params.onComplete = () => {
this._animating = false;
this._updateVisibility();
};
}
Tweener.addTween(workspace.actor, params);
} else {
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
workspace.actor.set_position(0, y);
if (w == 0)
this._updateVisibility();
}
}
},
_updateVisibility() {
let workspaceManager = global.workspace_manager;
let active = workspaceManager.get_active_workspace_index();
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
if (this._animating || this._scrolling) {
workspace.actor.show();
} else {
if (this._inDrag)
workspace.actor.visible = (Math.abs(w - active) <= 1);
else
workspace.actor.visible = (w == active);
}
}
},
_updateScrollAdjustment(index) {
if (this._scrolling)
return;
this._animatingScroll = true;
Tweener.addTween(this.scrollAdjustment, {
value: index,
time: WORKSPACE_SWITCH_TIME,
transition: 'easeOutQuad',
onComplete: () => {
this._animatingScroll = false;
}
});
},
_updateWorkspaces() {
let workspaceManager = global.workspace_manager;
let newNumWorkspaces = workspaceManager.n_workspaces;
this.scrollAdjustment.upper = newNumWorkspaces;
let needsUpdate = false;
for (let j = 0; j < newNumWorkspaces; j++) {
let metaWorkspace = workspaceManager.get_workspace_by_index(j);
let workspace;
if (j >= this._workspaces.length) { /* added */
workspace = new Workspace.Workspace(metaWorkspace, this._monitorIndex);
this.actor.add_actor(workspace.actor);
this._workspaces[j] = workspace;
} else {
workspace = this._workspaces[j];
if (workspace.metaWorkspace != metaWorkspace) { /* removed */
workspace.destroy();
this._workspaces.splice(j, 1);
} /* else kept */
}
}
if (this._fullGeometry) {
this._updateWorkspaceActors(false);
this._syncFullGeometry();
}
if (this._actualGeometry)
this._syncActualGeometry();
},
_activeWorkspaceChanged(wm, from, to, direction) {
if (this._scrolling)
return;
this._scrollToActive();
},
_onDestroy() {
this.parent();
this.scrollAdjustment.run_dispose();
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
Main.overview.disconnect(this._overviewShownId);
global.window_manager.disconnect(this._switchWorkspaceNotifyId);
let workspaceManager = global.workspace_manager;
workspaceManager.disconnect(this._updateWorkspacesId);
},
startSwipeScroll() {
this._scrolling = true;
},
endSwipeScroll() {
this._scrolling = false;
// Make sure title captions etc are shown as necessary
this._scrollToActive();
this._updateVisibility();
},
// sync the workspaces' positions to the value of the scroll adjustment
// and change the active workspace if appropriate
_onScroll(adj) {
if (this._animatingScroll)
return;
let workspaceManager = global.workspace_manager;
let active = workspaceManager.get_active_workspace_index();
let current = Math.round(adj.value);
if (active != current) {
if (!this._workspaces[current]) {
// The current workspace was destroyed. This could happen
// when you are on the last empty workspace, and consolidate
// windows using the thumbnail bar.
// In that case, the intended behavior is to stay on the empty
// workspace, which is the last one, so pick it.
current = this._workspaces.length - 1;
}
let metaWorkspace = this._workspaces[current].metaWorkspace;
metaWorkspace.activate(global.get_current_time());
}
let last = this._workspaces.length - 1;
let firstWorkspaceY = this._workspaces[0].actor.y;
let lastWorkspaceY = this._workspaces[last].actor.y;
let workspacesHeight = lastWorkspaceY - firstWorkspaceY;
if (adj.upper == 1)
return;
let currentY = firstWorkspaceY;
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let newY = - adj.value / (adj.upper - 1) * workspacesHeight;
let dy = newY - currentY;
for (let i = 0; i < this._workspaces.length; i++) {
this._workspaces[i].actor.visible = Math.abs(i - adj.value) <= 1;
this._workspaces[i].actor.y += dy;
}
},
});
Signals.addSignalMethods(WorkspacesView.prototype);
var ExtraWorkspaceView = new Lang.Class({
Name: 'ExtraWorkspaceView',
Extends: WorkspacesViewBase,
_init(monitorIndex) {
this.parent(monitorIndex);
this._workspace = new Workspace.Workspace(null, monitorIndex);
this.actor.add_actor(this._workspace.actor);
},
_setReservedSlot(window) {
this._workspace.setReservedSlot(window);
},
_syncFullGeometry() {
this._workspace.setFullGeometry(this._fullGeometry);
},
_syncActualGeometry() {
this._workspace.setActualGeometry(this._actualGeometry);
},
getActiveWorkspace() {
return this._workspace;
},
animateToOverview(animationType) {
if (animationType == AnimationType.ZOOM)
this._workspace.zoomToOverview();
else
this._workspace.fadeToOverview();
},
animateFromOverview(animationType) {
if (animationType == AnimationType.ZOOM)
this._workspace.zoomFromOverview();
else
this._workspace.fadeFromOverview();
},
syncStacking(stackIndices) {
this._workspace.syncStacking(stackIndices);
},
startSwipeScroll() {
},
endSwipeScroll() {
},
});
var DelegateFocusNavigator = new Lang.Class({
Name: 'DelegateFocusNavigator',
Extends: St.Widget,
vfunc_navigate_focus(from, direction) {
return this._delegate.navigateFocus(from, direction);
},
});
var WorkspacesDisplay = new Lang.Class({
Name: 'WorkspacesDisplay',
_init() {
this.actor = new DelegateFocusNavigator({ clip_to_allocation: true });
this.actor._delegate = this;
this.actor.connect('notify::allocation', this._updateWorkspacesActualGeometry.bind(this));
this.actor.connect('parent-set', this._parentSet.bind(this));
2015-03-25 19:05:07 -04:00
let clickAction = new Clutter.ClickAction();
clickAction.connect('clicked', action => {
// Only switch to the workspace when there's no application
// windows open. The problem is that it's too easy to miss
// an app window and get the wrong one focused.
let event = Clutter.get_current_event();
let index = this._getMonitorIndexForEvent(event);
if ((action.get_button() == 1 || action.get_button() == 0) &&
this._workspacesViews[index].getActiveWorkspace().isEmpty())
Main.overview.hide();
});
Main.overview.addAction(clickAction);
this.actor.bind_property('mapped', clickAction, 'enabled', GObject.BindingFlags.SYNC_CREATE);
let panAction = new Clutter.PanAction({ threshold_trigger_edge: Clutter.GestureTriggerEdge.AFTER });
panAction.connect('pan', this._onPan.bind(this));
panAction.connect('gesture-begin', () => {
if (this._workspacesOnlyOnPrimary) {
let event = Clutter.get_current_event();
if (this._getMonitorIndexForEvent(event) != this._primaryIndex)
return false;
}
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].startSwipeScroll();
return true;
});
panAction.connect('gesture-cancel', () => {
clickAction.release();
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].endSwipeScroll();
});
panAction.connect('gesture-end', () => {
clickAction.release();
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].endSwipeScroll();
});
Main.overview.addAction(panAction);
this.actor.bind_property('mapped', panAction, 'enabled', GObject.BindingFlags.SYNC_CREATE);
this._primaryIndex = Main.layoutManager.primaryIndex;
this._workspacesViews = [];
this._primaryScrollAdjustment = null;
this._settings = new Gio.Settings({ schema_id: OVERRIDE_SCHEMA });
this._settings.connect('changed::workspaces-only-on-primary',
this._workspacesOnlyOnPrimaryChanged.bind(this));
this._workspacesOnlyOnPrimaryChanged();
this._switchWorkspaceNotifyId = 0;
this._notifyOpacityId = 0;
this._scrollEventId = 0;
this._keyPressEventId = 0;
this._fullGeometry = null;
},
_onPan(action) {
let [dist, dx, dy] = action.get_motion_delta(0);
let adjustment = this._scrollAdjustment;
adjustment.value -= (dy / this.actor.height) * adjustment.page_size;
return false;
},
navigateFocus(from, direction) {
return this._getPrimaryView().actor.navigate_focus(from, direction, false);
},
show(fadeOnPrimary) {
this._updateWorkspacesViews();
for (let i = 0; i < this._workspacesViews.length; i++) {
let animationType;
if (fadeOnPrimary && i == this._primaryIndex)
animationType = AnimationType.FADE;
else
animationType = AnimationType.ZOOM;
this._workspacesViews[i].animateToOverview(animationType);
}
this._restackedNotifyId =
Main.overview.connect('windows-restacked',
this._onRestacked.bind(this));
if (this._scrollEventId == 0)
this._scrollEventId = Main.overview.connect('scroll-event', this._onScrollEvent.bind(this));
if (this._keyPressEventId == 0)
this._keyPressEventId = global.stage.connect('key-press-event', this._onKeyPressEvent.bind(this));
},
animateFromOverview(fadeOnPrimary) {
for (let i = 0; i < this._workspacesViews.length; i++) {
let animationType;
if (fadeOnPrimary && i == this._primaryIndex)
animationType = AnimationType.FADE;
else
animationType = AnimationType.ZOOM;
this._workspacesViews[i].animateFromOverview(animationType);
}
},
hide() {
if (this._restackedNotifyId > 0){
Main.overview.disconnect(this._restackedNotifyId);
this._restackedNotifyId = 0;
}
if (this._scrollEventId > 0) {
Main.overview.disconnect(this._scrollEventId);
this._scrollEventId = 0;
}
if (this._keyPressEventId > 0) {
global.stage.disconnect(this._keyPressEventId);
this._keyPressEventId = 0;
}
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].destroy();
this._workspacesViews = [];
},
_workspacesOnlyOnPrimaryChanged() {
this._workspacesOnlyOnPrimary = this._settings.get_boolean('workspaces-only-on-primary');
if (!Main.overview.visible)
return;
this._updateWorkspacesViews();
},
_updateWorkspacesViews() {
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].destroy();
this._primaryIndex = Main.layoutManager.primaryIndex;
this._workspacesViews = [];
let monitors = Main.layoutManager.monitors;
for (let i = 0; i < monitors.length; i++) {
let view;
if (this._workspacesOnlyOnPrimary && i != this._primaryIndex)
view = new ExtraWorkspaceView(i);
else
view = new WorkspacesView(i);
view.actor.connect('scroll-event', this._onScrollEvent.bind(this));
if (i == this._primaryIndex) {
this._scrollAdjustment = view.scrollAdjustment;
this._scrollAdjustment.connect('notify::value',
this._scrollValueChanged.bind(this));
}
this._workspacesViews.push(view);
Main.layoutManager.overviewGroup.add_actor(view.actor);
}
this._updateWorkspacesFullGeometry();
this._updateWorkspacesActualGeometry();
},
_scrollValueChanged() {
for (let i = 0; i < this._workspacesViews.length; i++) {
if (i == this._primaryIndex)
continue;
let adjustment = this._workspacesViews[i].scrollAdjustment;
if (!adjustment)
continue;
// the adjustments work in terms of workspaces, so the
// values map directly
adjustment.value = this._scrollAdjustment.value;
}
},
_getMonitorIndexForEvent(event) {
let [x, y] = event.get_coords();
let rect = new Meta.Rectangle({ x: x, y: y, width: 1, height: 1 });
return global.display.get_monitor_index_for_rect(rect);
},
_getPrimaryView() {
if (!this._workspacesViews.length)
return null;
return this._workspacesViews[this._primaryIndex];
},
activeWorkspaceHasMaximizedWindows() {
return this._getPrimaryView().getActiveWorkspace().hasMaximizedWindows();
},
_parentSet(actor, oldParent) {
if (oldParent && this._notifyOpacityId)
oldParent.disconnect(this._notifyOpacityId);
this._notifyOpacityId = 0;
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
let newParent = this.actor.get_parent();
if (!newParent)
return;
// This is kinda hackish - we want the primary view to
// appear as parent of this.actor, though in reality it
// is added directly to Main.layoutManager.overviewGroup
this._notifyOpacityId = newParent.connect('notify::opacity', () => {
let opacity = this.actor.get_parent().opacity;
let primaryView = this._getPrimaryView();
if (!primaryView)
return;
primaryView.actor.opacity = opacity;
primaryView.actor.visible = opacity != 0;
});
});
},
// This geometry should always be the fullest geometry
// the workspaces switcher can ever be allocated, as if
// the sliding controls were never slid in at all.
setWorkspacesFullGeometry(geom) {
this._fullGeometry = geom;
this._updateWorkspacesFullGeometry();
},
_updateWorkspacesFullGeometry() {
if (!this._workspacesViews.length)
return;
let monitors = Main.layoutManager.monitors;
for (let i = 0; i < monitors.length; i++) {
let geometry = (i == this._primaryIndex) ? this._fullGeometry : monitors[i];
this._workspacesViews[i].setFullGeometry(geometry);
}
},
_updateWorkspacesActualGeometry() {
if (!this._workspacesViews.length)
return;
let [x, y] = this.actor.get_transformed_position();
let allocation = this.actor.allocation;
let width = allocation.x2 - allocation.x1;
let height = allocation.y2 - allocation.y1;
let primaryGeometry = { x: x, y: y, width: width, height: height };
let monitors = Main.layoutManager.monitors;
for (let i = 0; i < monitors.length; i++) {
let geometry = (i == this._primaryIndex) ? primaryGeometry : monitors[i];
this._workspacesViews[i].setActualGeometry(geometry);
}
},
_onRestacked(overview, stackIndices) {
for (let i = 0; i < this._workspacesViews.length; i++)
this._workspacesViews[i].syncStacking(stackIndices);
},
_onScrollEvent(actor, event) {
if (!this.actor.mapped)
return Clutter.EVENT_PROPAGATE;
if (this._workspacesOnlyOnPrimary &&
this._getMonitorIndexForEvent(event) != this._primaryIndex)
return Clutter.EVENT_PROPAGATE;
let workspaceManager = global.workspace_manager;
let activeWs = workspaceManager.get_active_workspace();
let ws;
switch (event.get_scroll_direction()) {
case Clutter.ScrollDirection.UP:
ws = activeWs.get_neighbor(Meta.MotionDirection.UP);
break;
case Clutter.ScrollDirection.DOWN:
ws = activeWs.get_neighbor(Meta.MotionDirection.DOWN);
break;
default:
return Clutter.EVENT_PROPAGATE;
}
Main.wm.actionMoveWorkspace(ws);
return Clutter.EVENT_STOP;
},
_onKeyPressEvent(actor, event) {
if (!this.actor.mapped)
return Clutter.EVENT_PROPAGATE;
let workspaceManager = global.workspace_manager;
let activeWs = workspaceManager.get_active_workspace();
let ws;
switch (event.get_key_symbol()) {
case Clutter.KEY_Page_Up:
ws = activeWs.get_neighbor(Meta.MotionDirection.UP);
break;
case Clutter.KEY_Page_Down:
ws = activeWs.get_neighbor(Meta.MotionDirection.DOWN);
break;
default:
return Clutter.EVENT_PROPAGATE;
}
Main.wm.actionMoveWorkspace(ws);
return Clutter.EVENT_STOP;
}
});
Signals.addSignalMethods(WorkspacesDisplay.prototype);