gnome-shell/js/ui/overlay.js

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/* -*- mode: js2; js2-basic-offset: 4; -*- */
const Clutter = imports.gi.Clutter;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Tweener = imports.tweener.tweener;
const Main = imports.ui.main;
const Panel = imports.ui.panel;
const OVERLAY_BACKGROUND_COLOR = new Clutter.Color();
OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff);
// Time for initial animation going into overlay mode
const ANIMATION_TIME = 0.3;
// How much to scale the desktop down by in overlay mode
const DESKTOP_SCALE = 0.75;
// Windows are slightly translucent in the overlay mode
const WINDOW_OPACITY = 0.9 * 255;
// Define a layout scheme for small window counts. For larger
// counts we fall back to an algorithm. We need more schemes here
// unless we have a really good algorithm.
//
// Each triplet is [x_center, y_center, scale] where the scale
// is relative to the width of the desktop.
const POSITIONS = {
1: [[0.5, 0.5, 0.8]],
2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
3: [[0.2, 0.33, 0.3], [0.5, 0.67, 0.3], [0.8, 0.33, 0.3]],
4: [[0.25, 0.25, 0.3], [0.75, 0.25, 0.3], [0.75, 0.75, 0.3], [0.25, 0.75, 0.3]]
};
function Overlay() {
this._init();
};
Overlay.prototype = {
_init : function() {
let global = Shell.global_get();
this._group = new Clutter.Group();
this.visible = false;
let background = new Clutter.Rectangle({ color: OVERLAY_BACKGROUND_COLOR,
reactive: true,
x: 0,
y: Panel.PANEL_HEIGHT,
width: global.screen_width,
height: global.screen_width - Panel.PANEL_HEIGHT });
this._group.add_actor(background);
this._group.hide();
global.overlay_group.add_actor(this._group);
this._window_clones = []
},
show : function() {
if (!this.visible) {
this.visible = true;
let global = Shell.global_get();
let windows = global.get_windows();
let desktop_window = null;
let screen_width = global.screen_width
let screen_height = global.screen_height
for (let i = 0; i < windows.length; i++)
if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
desktop_window = windows[i];
// The desktop windows are shown on top of a scaled down version of the
// desktop. This is positioned at the right side of the screen
this._desktop_width = screen_width * DESKTOP_SCALE;
this._desktop_height = screen_height * DESKTOP_SCALE;
this._desktop_x = screen_width - this._desktop_width - 10;
this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
// If a file manager is displaying desktop icons, there will be a desktop window.
// This window will have the size of the whole desktop. When such window is not present
// (e.g. when the preference for showing icons on the desktop is disabled by the user
// or we are running inside a Xephyr window), we should create a desktop rectangle
// to serve as the background.
if (desktop_window)
this._createDesktopClone(desktop_window);
else
this._createDesktopRectangle();
// Count the total number of windows so we know what layout scheme to use
let n_windows = 0;
for (let i = 0; i < windows.length; i++) {
let w = windows[i];
if (w == desktop_window || w.is_override_redirect())
continue;
n_windows++;
}
// Now create actors for all the desktop windows. Do it in
// reverse order so that the active actor ends up on top
let window_index = 0;
for (let i = windows.length - 1; i >= 0; i--) {
let w = windows[i];
if (w == desktop_window || w.is_override_redirect())
continue;
this._createWindowClone(w, n_windows - window_index - 1, n_windows);
window_index++;
}
// All the the actors in the window group are completely obscured,
// hiding the group holding them while the overlay is displayed greatly
// increases performance of the overlay especially when there are many
// windows visible.
//
// If we switched to displaying the actors in the overlay rather than
// clones of them, this would obviously no longer be necessary.
global.window_group.hide()
this._group.show();
}
},
hide : function() {
if (this.visible) {
let global = Shell.global_get();
this.visible = false;
global.window_group.show()
this._group.hide();
for (let i = 0; i < this._window_clones.length; i++) {
this._window_clones[i].destroy();
}
this._window_clones = [];
}
},
_createDesktopClone : function(w) {
let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
reactive: true,
x: 0,
y: 0 });
this._addDesktop(clone);
},
_createDesktopRectangle : function() {
let global = Shell.global_get();
// In the case when we have a desktop window from the file manager, its height is
// full-screen, i.e. it includes the height of the panel, so we should not subtract
// the height of the panel from global.screen_height here either to have them show
// up identically.
// We are also using (0,0) coordinates in both cases which makes the background
// window animate out from behind the panel.
let desktop_rectangle = new Clutter.Rectangle({ color: global.stage.color,
reactive: true,
x: 0,
y: 0,
width: global.screen_width,
height: global.screen_height });
this._addDesktop(desktop_rectangle);
},
_addDesktop : function(desktop) {
this._window_clones.push(desktop);
this._group.add_actor(desktop);
Tweener.addTween(desktop,
{ x: this._desktop_x,
y: this._desktop_y,
scale_x: DESKTOP_SCALE,
scale_y: DESKTOP_SCALE,
time: ANIMATION_TIME,
transition: "linear"
});
let me = this;
desktop.connect("button-press-event",
function() {
me._deactivate();
});
},
// window_index == 0 => top in stacking order
_computeWindowPosition : function(window_index, n_windows) {
if (n_windows in POSITIONS)
return POSITIONS[n_windows][window_index];
// If we don't have a predefined scheme for this window count, overlap the windows
// along the diagonal of the desktop (improve this!)
let fraction = Math.sqrt(1/n_windows);
// The top window goes at the lower right - this is different from the
// fixed position schemes where the windows are in "reading order"
// and the top window goes at the upper left.
let pos = (n_windows - window_index - 1) / (n_windows - 1);
let x_center = (fraction / 2) + (1 - fraction) * pos;
let y_center = x_center;
return [x_center, y_center, fraction];
},
_createWindowClone : function(w, window_index, n_windows) {
// We show the window using "clones" of the texture .. separate
// actors that mirror the original actors for the window. For
// animation purposes, it may be better to actually move the
// original actors about instead.
let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
reactive: true,
x: w.x,
y: w.y });
let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
let desired_size = this._desktop_width * fraction;
x_center = this._desktop_x + x_center * this._desktop_width;
y_center = this._desktop_y + y_center * this._desktop_height;
let size = clone.width;
if (clone.height > size)
size = clone.height;
// Never scale up
let scale = desired_size / size;
if (scale > 1)
scale = 1;
this._group.add_actor(clone);
this._window_clones.push(clone);
Tweener.addTween(clone,
{ x: x_center - 0.5 * scale * w.width,
y: y_center - 0.5 * scale * w.height,
scale_x: scale,
scale_y: scale,
time: ANIMATION_TIME,
opacity: WINDOW_OPACITY,
transition: "linear"
});
let me = this;
clone.connect("button-press-event",
function(clone, event) {
me._activateWindow(w, event.get_time());
});
},
_activateWindow : function(w, time) {
this._deactivate();
w.get_meta_window().activate(time);
},
_deactivate : function() {
Main.hide_overlay();
}
};