gnome-shell/js/ui/workspace.js

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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
/* exported Workspace */
const { Atk, Clutter, GLib, GObject, Meta, Pango, Shell, St } = imports.gi;
const Mainloop = imports.mainloop;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
var WINDOW_DND_SIZE = 256;
var WINDOW_CLONE_MAXIMUM_SCALE = 1.0;
var WINDOW_OVERLAY_IDLE_HIDE_TIMEOUT = 750;
var WINDOW_OVERLAY_FADE_TIME = 100;
var WINDOW_REPOSITIONING_DELAY = 750;
var DRAGGING_WINDOW_OPACITY = 100;
// When calculating a layout, we calculate the scale of windows and the percent
// of the available area the new layout uses. If the values for the new layout,
// when weighted with the values as below, are worse than the previous layout's,
// we stop looking for a new layout and use the previous layout.
// Otherwise, we keep looking for a new layout.
var LAYOUT_SCALE_WEIGHT = 1;
var LAYOUT_SPACE_WEIGHT = 0.1;
var WINDOW_ANIMATION_MAX_NUMBER_BLENDING = 3;
function _interpolate(start, end, step) {
return start + (end - start) * step;
}
var WindowCloneLayout = GObject.registerClass(
class WindowCloneLayout extends Clutter.LayoutManager {
_init(boundingBox) {
super._init();
this._boundingBox = boundingBox;
}
get boundingBox() {
return this._boundingBox;
}
set boundingBox(b) {
this._boundingBox = b;
this.layout_changed();
}
_makeBoxForWindow(window) {
// We need to adjust the position of the actor because of the
// consequences of invisible borders -- in reality, the texture
// has an extra set of "padding" around it that we need to trim
// down.
// The bounding box is based on the (visible) frame rect, while
// the buffer rect contains everything, including the invisible
// border padding.
let bufferRect = window.get_buffer_rect();
let box = new Clutter.ActorBox();
box.set_origin(bufferRect.x - this._boundingBox.x,
bufferRect.y - this._boundingBox.y);
box.set_size(bufferRect.width, bufferRect.height);
return box;
}
vfunc_get_preferred_height(_container, _forWidth) {
return [this._boundingBox.height, this._boundingBox.height];
}
vfunc_get_preferred_width(_container, _forHeight) {
return [this._boundingBox.width, this._boundingBox.width];
}
vfunc_allocate(container, box, flags) {
container.get_children().forEach(child => {
let realWindow;
if (child == container._windowClone)
realWindow = container.realWindow;
else
realWindow = child.source;
child.allocate(this._makeBoxForWindow(realWindow.meta_window),
flags);
});
2014-07-17 22:59:06 +00:00
}
});
var WindowClone = GObject.registerClass({
Signals: {
'drag-begin': {},
'drag-cancelled': {},
'drag-end': {},
'hide-chrome': {},
'selected': { param_types: [GObject.TYPE_UINT] },
'show-chrome': {},
'size-changed': {}
},
}, class WorkspaceWindowClone extends St.Widget {
_init(realWindow, workspace) {
this.realWindow = realWindow;
this.metaWindow = realWindow.meta_window;
this.metaWindow._delegate = this;
this._workspace = workspace;
this._windowClone = new Clutter.Clone({ source: realWindow });
// We expect this to be used for all interaction rather than
// this._windowClone; as the former is reactive and the latter
// is not, this just works for most cases. However, for DND all
// actors are picked, so DND operations would operate on the clone.
// To avoid this, we hide it from pick.
Shell.util_set_hidden_from_pick(this._windowClone, true);
// The MetaShapedTexture that we clone has a size that includes
// the invisible border; this is inconvenient; rather than trying
// to compensate all over the place we insert a ClutterActor into
// the hierarchy that is sized to only the visible portion.
super._init({
reactive: true,
can_focus: true,
accessible_role: Atk.Role.PUSH_BUTTON,
layout_manager: new WindowCloneLayout()
});
this.set_offscreen_redirect(Clutter.OffscreenRedirect.AUTOMATIC_FOR_OPACITY);
this.add_child(this._windowClone);
this._delegate = this;
this.slotId = 0;
this._slot = [0, 0, 0, 0];
this._dragSlot = [0, 0, 0, 0];
this._stackAbove = null;
this._windowClone._sizeChangedId = this.metaWindow.connect('size-changed',
this._onMetaWindowSizeChanged.bind(this));
this._windowClone._posChangedId = this.metaWindow.connect('position-changed',
this._computeBoundingBox.bind(this));
this._windowClone._destroyId =
this.realWindow.connect('destroy', () => {
// First destroy the clone and then destroy everything
// This will ensure that we never see it in the
// _disconnectSignals loop
this._windowClone.destroy();
this.destroy();
});
this._updateAttachedDialogs();
this._computeBoundingBox();
this.x = this._boundingBox.x;
this.y = this._boundingBox.y;
let clickAction = new Clutter.ClickAction();
clickAction.connect('clicked', this._onClicked.bind(this));
clickAction.connect('long-press', this._onLongPress.bind(this));
this.add_action(clickAction);
this.connect('destroy', this._onDestroy.bind(this));
this.connect('key-press-event', this._onKeyPress.bind(this));
this.connect('enter-event', () => this.emit('show-chrome'));
this.connect('key-focus-in', () => this.emit('show-chrome'));
this.connect('leave-event', () => this.emit('hide-chrome'));
this.connect('key-focus-out', () => this.emit('hide-chrome'));
this._draggable = DND.makeDraggable(this,
{ restoreOnSuccess: true,
manualMode: true,
dragActorMaxSize: WINDOW_DND_SIZE,
dragActorOpacity: DRAGGING_WINDOW_OPACITY });
this._draggable.connect('drag-begin', this._onDragBegin.bind(this));
this._draggable.connect('drag-cancelled', this._onDragCancelled.bind(this));
this._draggable.connect('drag-end', this._onDragEnd.bind(this));
this.inDrag = false;
this._selected = false;
this._closeRequested = false;
}
vfunc_has_overlaps() {
return this.hasAttachedDialogs();
}
set slot(slot) {
this._slot = slot;
}
get slot() {
if (this.inDrag)
return this._dragSlot;
else
return this._slot;
}
deleteAll() {
// Delete all windows, starting from the bottom-most (most-modal) one
let windows = this.get_children();
for (let i = windows.length - 1; i >= 1; i--) {
let realWindow = windows[i].source;
let metaWindow = realWindow.meta_window;
metaWindow.delete(global.get_current_time());
}
this.metaWindow.delete(global.get_current_time());
this._closeRequested = true;
}
addDialog(win) {
let parent = win.get_transient_for();
while (parent.is_attached_dialog())
parent = parent.get_transient_for();
// Display dialog if it is attached to our metaWindow
if (win.is_attached_dialog() && parent == this.metaWindow) {
this._doAddAttachedDialog(win, win.get_compositor_private());
this._onMetaWindowSizeChanged();
}
// The dialog popped up after the user tried to close the window,
// assume it's a close confirmation and leave the overview
if (this._closeRequested)
this._activate();
}
hasAttachedDialogs() {
return this.get_n_children() > 1;
}
_doAddAttachedDialog(metaWin, realWin) {
let clone = new Clutter.Clone({ source: realWin });
clone._sizeChangedId = metaWin.connect('size-changed',
this._onMetaWindowSizeChanged.bind(this));
clone._posChangedId = metaWin.connect('position-changed',
this._onMetaWindowSizeChanged.bind(this));
clone._destroyId = realWin.connect('destroy', () => {
clone.destroy();
this._onMetaWindowSizeChanged();
});
this.add_child(clone);
}
_updateAttachedDialogs() {
let iter = win => {
let actor = win.get_compositor_private();
if (!actor)
return false;
if (!win.is_attached_dialog())
return false;
this._doAddAttachedDialog(win, actor);
win.foreach_transient(iter);
return true;
};
this.metaWindow.foreach_transient(iter);
}
get boundingBox() {
return this._boundingBox;
}
get width() {
return this._boundingBox.width;
}
get height() {
return this._boundingBox.height;
}
getOriginalPosition() {
return [this._boundingBox.x, this._boundingBox.y];
}
_computeBoundingBox() {
let rect = this.metaWindow.get_frame_rect();
this.get_children().forEach(child => {
let realWindow;
if (child == this._windowClone)
realWindow = this.realWindow;
else
realWindow = child.source;
let metaWindow = realWindow.meta_window;
rect = rect.union(metaWindow.get_frame_rect());
});
// Convert from a MetaRectangle to a native JS object
this._boundingBox = { x: rect.x, y: rect.y, width: rect.width, height: rect.height };
this.layout_manager.boundingBox = rect;
}
// Find the actor just below us, respecting reparenting done by DND code
getActualStackAbove() {
if (this._stackAbove == null)
return null;
if (this.inDrag) {
if (this._stackAbove._delegate)
return this._stackAbove._delegate.getActualStackAbove();
else
return null;
} else {
return this._stackAbove;
}
}
setStackAbove(actor) {
this._stackAbove = actor;
if (this.inDrag)
// We'll fix up the stack after the drag
return;
let actualAbove = this.getActualStackAbove();
if (actualAbove == null)
this.lower_bottom();
else
this.raise(actualAbove);
}
_disconnectSignals() {
this.get_children().forEach(child => {
let realWindow;
if (child == this._windowClone)
realWindow = this.realWindow;
else
realWindow = child.source;
realWindow.meta_window.disconnect(child._sizeChangedId);
realWindow.meta_window.disconnect(child._posChangedId);
realWindow.disconnect(child._destroyId);
});
}
_onMetaWindowSizeChanged() {
this._computeBoundingBox();
this.emit('size-changed');
}
_onDestroy() {
this._disconnectSignals();
this.metaWindow._delegate = null;
this._delegate = null;
if (this._longPressLater) {
Meta.later_remove(this._longPressLater);
delete this._longPressLater;
}
if (this.inDrag) {
this.emit('drag-end');
this.inDrag = false;
}
}
_activate() {
this._selected = true;
this.emit('selected', global.get_current_time());
}
_onKeyPress(actor, event) {
let symbol = event.get_key_symbol();
let isEnter = (symbol == Clutter.KEY_Return || symbol == Clutter.KEY_KP_Enter);
if (isEnter) {
this._activate();
return true;
}
return false;
}
_onClicked() {
this._activate();
}
_onLongPress(action, actor, state) {
// Take advantage of the Clutter policy to consider
// a long-press canceled when the pointer movement
// exceeds dnd-drag-threshold to manually start the drag
if (state == Clutter.LongPressState.CANCEL) {
let event = Clutter.get_current_event();
this._dragTouchSequence = event.get_event_sequence();
if (this._longPressLater)
return true;
// A click cancels a long-press before any click handler is
// run - make sure to not start a drag in that case
this._longPressLater = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
delete this._longPressLater;
if (this._selected)
return;
let [x, y] = action.get_coords();
action.release();
this._draggable.startDrag(x, y, global.get_current_time(), this._dragTouchSequence);
});
} else {
this.emit('show-chrome');
}
return true;
}
_onDragBegin(_draggable, _time) {
this._dragSlot = this._slot;
[this.dragOrigX, this.dragOrigY] = this.get_position();
this.dragOrigScale = this.scale_x;
this.inDrag = true;
this.emit('drag-begin');
}
handleDragOver(source, actor, x, y, time) {
return this._workspace.handleDragOver(source, actor, x, y, time);
}
acceptDrop(source, actor, x, y, time) {
this._workspace.acceptDrop(source, actor, x, y, time);
}
_onDragCancelled(_draggable, _time) {
this.emit('drag-cancelled');
}
_onDragEnd(_draggable, _time, _snapback) {
this.inDrag = false;
// We may not have a parent if DnD completed successfully, in
// which case our clone will shortly be destroyed and replaced
// with a new one on the target workspace.
if (this.get_parent() != null) {
if (this._stackAbove == null)
this.lower_bottom();
else
this.raise(this._stackAbove);
}
this.emit('drag-end');
}
});
/**
* @windowClone: Corresponding window clone
* @parentActor: The actor which will be the parent of all overlay items
* such as the close button and window caption
*/
var WindowOverlay = class {
constructor(windowClone, parentActor) {
let metaWindow = windowClone.metaWindow;
this._windowClone = windowClone;
this._parentActor = parentActor;
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 16:04:03 +00:00
this._hidden = false;
this._idleHideOverlayId = 0;
this.borderSize = 0;
this.border = new St.Bin({ style_class: 'window-clone-border' });
this.title = new St.Label({ style_class: 'window-caption',
text: this._getCaption() });
this.title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
windowClone.label_actor = this.title;
this._maxTitleWidth = -1;
this._updateCaptionId = metaWindow.connect('notify::title', () => {
this.title.text = this._getCaption();
this.relayout(false);
});
this.closeButton = new St.Button({ style_class: 'window-close' });
this.closeButton.add_actor(new St.Icon({ icon_name: 'window-close-symbolic' }));
this.closeButton._overlap = 0;
this.closeButton.connect('clicked', () => this._windowClone.deleteAll());
windowClone.connect('destroy', this._onDestroy.bind(this));
windowClone.connect('show-chrome', this._onShowChrome.bind(this));
windowClone.connect('hide-chrome', this._onHideChrome.bind(this));
this.title.hide();
this.closeButton.hide();
// Don't block drop targets
Shell.util_set_hidden_from_pick(this.title, true);
Shell.util_set_hidden_from_pick(this.border, true);
parentActor.add_actor(this.border);
parentActor.add_actor(this.title);
parentActor.add_actor(this.closeButton);
this.title.connect('style-changed',
this._onStyleChanged.bind(this));
this.closeButton.connect('style-changed',
this._onStyleChanged.bind(this));
this.border.connect('style-changed',
this._onStyleChanged.bind(this));
// Force a style change if we are already on a stage - otherwise
// the signal will be emitted normally when we are added
if (parentActor.get_stage())
this._onStyleChanged();
}
hide() {
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 16:04:03 +00:00
this._hidden = true;
this.hideOverlay();
}
show() {
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 16:04:03 +00:00
this._hidden = false;
if (this._windowClone['has-pointer'])
this._animateVisible();
}
chromeHeights() {
return [Math.max(this.borderSize, this.closeButton.height - this.closeButton._overlap),
(this.title.height - this.borderSize) / 2];
}
chromeWidths() {
return [this.borderSize,
Math.max(this.borderSize, this.closeButton.width - this.closeButton._overlap)];
}
setMaxChromeWidth(max) {
if (this._maxTitleWidth == max)
return;
this._maxTitleWidth = max;
}
relayout(animate) {
let button = this.closeButton;
let title = this.title;
let border = this.border;
button.remove_all_transitions();
border.remove_all_transitions();
title.remove_all_transitions();
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, y, width,
duration: Overview.ANIMATION_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
};
if (height !== undefined)
params.height = height;
actor.ease(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;
a.ease({
opacity: 255,
duration: WINDOW_OVERLAY_FADE_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
});
}
_animateInvisible() {
[this.closeButton, this.border, this.title].forEach(a => {
a.opacity = 255;
a.ease({
opacity: 0,
duration: WINDOW_OVERLAY_FADE_TIME,
mode: Clutter.AnimationMode.EASE_IN_QUAD
});
});
}
_onShowChrome() {
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 16:04:03 +00:00
// 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['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,
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 16:04:03 +00:00
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.
//
// 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 /= 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) {
workspace: Sort windows to minimize travel distance When transitioning to or from the overview, windows travel a certain distance between their real desktop position and their place in the overview window grid. The less this travel distance is, the smoother, more polished, and less jarring the overall transition looks. This is why it makes sense to try reordering and repositioning windows to minimize their travel distance. That being said, there are other factors that impact the quality of the overview layout, such as how much the windows get scaled and what portion of the overall available space they take up. The existing code tries to minimize the travel distance by sorting the windows in each row by their horizontal position. There are, however, two problems with this implementation. First, it compares the coordinates of windows' left edges as opposed to their centers, which means it yields unexpected results when a small window is positioned next to the left edge of a large window. Second, it completely disregards vertical coordinates, instead assigning windows to the grid rows using their monotonically increasing window numbers, effectively vertically sorting them by the order they were created in. This commit changes both vertical and horizontal ordering to work based on the coordinates of the geometric centers of the windows. That is to say, windows are first assigned to grid rows based on the vertical coordinates of their centers, and subsequently sorted inside each row based on the horizontal coordinates of said centers. In my testing, this leads to a much more intuitive and visually pleasing window placement. Signed-off-by: Sergey Bugaev <bugaevc@gmail.com> https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/267
2018-10-20 13:28:05 +00:00
// Sort windows horizontally to minimize travel distance.
// This affects in what order the windows end up in a row.
row.windows.sort((a, b) => {
let aCenter = a.realWindow.x + a.realWindow.width / 2;
let bCenter = b.realWindow.x + b.realWindow.width / 2;
return aCenter - bCenter;
});
}
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;
workspace: Sort windows to minimize travel distance When transitioning to or from the overview, windows travel a certain distance between their real desktop position and their place in the overview window grid. The less this travel distance is, the smoother, more polished, and less jarring the overall transition looks. This is why it makes sense to try reordering and repositioning windows to minimize their travel distance. That being said, there are other factors that impact the quality of the overview layout, such as how much the windows get scaled and what portion of the overall available space they take up. The existing code tries to minimize the travel distance by sorting the windows in each row by their horizontal position. There are, however, two problems with this implementation. First, it compares the coordinates of windows' left edges as opposed to their centers, which means it yields unexpected results when a small window is positioned next to the left edge of a large window. Second, it completely disregards vertical coordinates, instead assigning windows to the grid rows using their monotonically increasing window numbers, effectively vertically sorting them by the order they were created in. This commit changes both vertical and horizontal ordering to work based on the coordinates of the geometric centers of the windows. That is to say, windows are first assigned to grid rows based on the vertical coordinates of their centers, and subsequently sorted inside each row based on the horizontal coordinates of said centers. In my testing, this leads to a much more intuitive and visually pleasing window placement. Signed-off-by: Sergey Bugaev <bugaevc@gmail.com> https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/267
2018-10-20 13:28:05 +00:00
// Sort windows vertically to minimize travel distance.
// This affects what rows the windows get placed in.
let sortedWindows = windows.slice();
sortedWindows.sort((a, b) => {
let aCenter = a.realWindow.y + a.realWindow.height / 2;
let bCenter = b.realWindow.y + b.realWindow.height / 2;
return aCenter - bCenter;
});
let windowIdx = 0;
for (let i = 0; i < numRows; i++) {
let row = this._newRow();
rows.push(row);
workspace: Sort windows to minimize travel distance When transitioning to or from the overview, windows travel a certain distance between their real desktop position and their place in the overview window grid. The less this travel distance is, the smoother, more polished, and less jarring the overall transition looks. This is why it makes sense to try reordering and repositioning windows to minimize their travel distance. That being said, there are other factors that impact the quality of the overview layout, such as how much the windows get scaled and what portion of the overall available space they take up. The existing code tries to minimize the travel distance by sorting the windows in each row by their horizontal position. There are, however, two problems with this implementation. First, it compares the coordinates of windows' left edges as opposed to their centers, which means it yields unexpected results when a small window is positioned next to the left edge of a large window. Second, it completely disregards vertical coordinates, instead assigning windows to the grid rows using their monotonically increasing window numbers, effectively vertically sorting them by the order they were created in. This commit changes both vertical and horizontal ordering to work based on the coordinates of the geometric centers of the windows. That is to say, windows are first assigned to grid rows based on the vertical coordinates of their centers, and subsequently sorted inside each row based on the horizontal coordinates of said centers. In my testing, this leads to a much more intuitive and visually pleasing window placement. Signed-off-by: Sergey Bugaev <bugaevc@gmail.com> https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/267
2018-10-20 13:28:05 +00:00
for (; windowIdx < sortedWindows.length; windowIdx++) {
let window = sortedWindows[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) => {
if (a instanceof WindowClone && b instanceof WindowClone)
return a.slotId - b.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;
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 16:04:03 +00:00
// 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');
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 16:04:03 +00:00
this.actor.set_size(0, 0);
this._dropRect = new Clutter.Actor({ opacity: 0 });
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 16:04:03 +00:00
this._dropRect._delegate = 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 16:04:03 +00:00
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();
}
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 16:04:03 +00:00
_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;
});
}
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 16:04:03 +00:00
_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;
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 16:04:03 +00:00
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.width * scale;
let cloneHeight = clone.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.x = x + cloneWidth / 2;
clone.y = y + cloneHeight / 2;
clone.scale_x = 0;
clone.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.opacity = 0;
clone.scale_x = 0;
clone.scale_y = 0;
clone.x = x;
clone.y = y;
}
clone.ease({
opacity: 255,
mode: Clutter.AnimationMode.EASE_IN_QUAD,
duration: Overview.ANIMATION_TIME
});
}
this._animateClone(clone, clone.overlay, x, y, scale);
} else {
// cancel any active tweens (otherwise they might override our changes)
clone.remove_all_transitions();
clone.set_position(x, y);
clone.set_scale(scale, scale);
clone.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) {
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 16:04:03 +00:00
clone.setStackAbove(this._dropRect);
} else {
let previousClone = clones[i - 1];
clone.setStackAbove(previousClone);
}
}
}
_animateClone(clone, overlay, x, y, scale) {
clone.ease({
x, y,
scale_x: scale,
scale_y: scale,
duration: Overview.ANIMATION_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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] = global.get_pointer();
let pointerHasMoved = (this._cursorX != x && this._cursorY != y);
let inWorkspace = (this._fullGeometry.x < x && x < this._fullGeometry.x + this._fullGeometry.width &&
this._fullGeometry.y < y && y < this._fullGeometry.y + this._fullGeometry.height);
if (pointerHasMoved && inWorkspace) {
// store current cursor position
this._cursorX = x;
this._cursorY = y;
return GLib.SOURCE_CONTINUE;
}
let actorUnderPointer = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i] == actorUnderPointer)
return GLib.SOURCE_CONTINUE;
}
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
this._repositionWindowsId = 0;
return GLib.SOURCE_REMOVE;
}
_doRemoveWindow(metaWin) {
let win = metaWin.get_compositor_private();
let clone = this._removeWindowClone(metaWin);
if (clone) {
// If metaWin.get_compositor_private() returned non-NULL, that
// means the window still exists (and is just being moved to
// another workspace or something), so set its overviewHint
// accordingly. (If it returned NULL, then the window is being
// destroyed; we'd like to animate this, but it's too late at
// this point.)
if (win) {
let [stageX, stageY] = clone.get_transformed_position();
let [stageWidth] = clone.get_transformed_size();
win._overviewHint = {
x: stageX,
y: stageY,
scale: stageWidth / clone.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] = 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) {
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 16:04:03 +00:00
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.width * scale, clone.height * scale];
clone.positioned = true;
clone.set_position(x, y);
clone.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].opacity = 0;
} else {
let fromTop = topIndex - i;
let time;
if (fromTop < nTimeSlots) // animate top-most windows gradually
time = windowBaseTime * (nTimeSlots - fromTop);
else
time = windowBaseTime;
this._windows[i].opacity = 255;
this._fadeWindow(i, time, 0);
}
}
}
fadeFromOverview() {
this.leavingOverview = true;
this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this));
if (this._windows.length == 0)
return;
for (let i = 0; i < this._windows.length; i++)
this._windows[i].remove_all_transitions();
if (this._repositionWindowsId > 0) {
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].opacity = 0;
} else {
let fromTop = topIndex - i;
let time;
if (fromTop < nTimeSlots) // animate top-most windows gradually
time = windowBaseTime * (fromTop + 1);
else
time = windowBaseTime * nTimeSlots;
this._windows[i].opacity = 0;
this._fadeWindow(i, time, 255);
}
}
}
_fadeWindow(index, duration, opacity) {
let clone = this._windows[index];
let overlay = this._windowOverlays[index];
if (overlay)
overlay.hide();
if (clone.metaWindow.showing_on_its_workspace()) {
let [origX, origY] = clone.getOriginalPosition();
clone.scale_x = 1;
clone.scale_y = 1;
clone.x = origX;
clone.y = origY;
clone.ease({
opacity,
duration,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
} else {
// The window is hidden
clone.opacity = 0;
}
}
zoomToOverview() {
// Position and scale the windows.
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL);
}
zoomFromOverview() {
let workspaceManager = global.workspace_manager;
let currentWorkspace = workspaceManager.get_active_workspace();
this.leavingOverview = true;
for (let i = 0; i < this._windows.length; i++)
this._windows[i].remove_all_transitions();
if (this._repositionWindowsId > 0) {
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();
clone.ease({
x: origX,
y: origY,
scale_x: 1,
scale_y: 1,
opacity: 255,
duration: Overview.ANIMATION_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
} else {
// The window is hidden, make it shrink and fade it out
clone.ease({
scale_x: 0,
scale_y: 0,
opacity: 0,
duration: Overview.ANIMATION_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
}
}
destroy() {
this.actor.destroy();
}
_onDestroy() {
if (this._overviewHiddenId) {
Main.overview.disconnect(this._overviewHiddenId);
this._overviewHiddenId = 0;
}
if (this.metaWorkspace) {
this.metaWorkspace.disconnect(this._windowAddedId);
this.metaWorkspace.disconnect(this._windowRemovedId);
}
global.display.disconnect(this._windowEnteredMonitorId);
global.display.disconnect(this._windowLeftMonitorId);
if (this._repositionWindowsId > 0) {
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.connect('destroy', () => {
this._removeWindowClone(clone.metaWindow);
});
this.actor.add_actor(clone);
overlay.connect('chrome-visible', () => {
let focus = global.stage.key_focus;
if (focus == null || this.actor.contains(focus))
clone.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]);
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;
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();
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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);