gnome-shell/js/ui/overview.js

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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Gtk = imports.gi.Gtk;
const Meta = imports.gi.Meta;
const Mainloop = imports.mainloop;
const Signals = imports.signals;
const Lang = imports.lang;
const St = imports.gi.St;
const Shell = imports.gi.Shell;
const Gdk = imports.gi.Gdk;
const AppDisplay = imports.ui.appDisplay;
const Dash = imports.ui.dash;
const DND = imports.ui.dnd;
const DocDisplay = imports.ui.docDisplay;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const MessageTray = imports.ui.messageTray;
const Panel = imports.ui.panel;
const PlaceDisplay = imports.ui.placeDisplay;
const Tweener = imports.ui.tweener;
const ViewSelector = imports.ui.viewSelector;
const WorkspacesView = imports.ui.workspacesView;
const WorkspaceThumbnail = imports.ui.workspaceThumbnail;
// Time for initial animation going into Overview mode
const ANIMATION_TIME = 0.25;
// We split the screen vertically between the dash and the view selector.
const DASH_SPLIT_FRACTION = 0.1;
const DND_WINDOW_SWITCH_TIMEOUT = 1250;
const SwipeScrollDirection = {
NONE: 0,
HORIZONTAL: 1,
VERTICAL: 2
};
const SwipeScrollResult = {
CANCEL: 0,
SWIPE: 1,
CLICK: 2
};
function ShellInfo() {
this._init();
}
ShellInfo.prototype = {
_init: function() {
this._source = null;
this._undoCallback = null;
},
_onUndoClicked: function() {
if (this._undoCallback)
this._undoCallback();
this._undoCallback = null;
if (this._source)
this._source.destroy();
},
setMessage: function(text, undoCallback, undoLabel) {
if (this._source == null) {
this._source = new MessageTray.SystemNotificationSource();
this._source.connect('destroy', Lang.bind(this,
function() {
this._source = null;
}));
Main.messageTray.add(this._source);
}
let notification = null;
if (this._source.notifications.length == 0) {
notification = new MessageTray.Notification(this._source, text, null);
} else {
notification = this._source.notifications[0];
notification.update(text, null, { clear: true });
}
notification.setTransient(true);
this._undoCallback = undoCallback;
if (undoCallback) {
notification.addButton('system-undo',
undoLabel ? undoLabel : _("Undo"));
notification.connect('action-invoked',
Lang.bind(this, this._onUndoClicked));
}
this._source.notify(notification);
}
};
function Overview() {
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
this._init();
}
Overview.prototype = {
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
_init : function() {
// The actual global.background_actor is inside global.window_group,
// which is hidden when displaying the overview, so we display a clone.
this._background = new Clutter.Clone({ source: global.background_actor });
this._background.hide();
global.overlay_group.add_actor(this._background);
this._desktopFade = new St.Bin();
global.overlay_group.add_actor(this._desktopFade);
this._spacing = 0;
this._group = new St.Group({ name: 'overview',
reactive: true });
this._group._delegate = this;
this._group.connect('style-changed',
Lang.bind(this, function() {
let node = this._group.get_theme_node();
let spacing = node.get_length('spacing');
if (spacing != this._spacing) {
this._spacing = spacing;
this._relayout();
}
}));
this._scrollDirection = SwipeScrollDirection.NONE;
this._scrollAdjustment = null;
this._capturedEventId = 0;
this._buttonPressId = 0;
this._workspacesDisplay = null;
this.visible = false; // animating to overview, in overview, animating out
this._shown = false; // show() and not hide()
this._shownTemporarily = false; // showTemporarily() and not hideTemporarily()
this._modal = false; // have a modal grab
this.animationInProgress = false;
this._hideInProgress = false;
// During transitions, we raise this to the top to avoid having the overview
// area be reactive; it causes too many issues such as double clicks on
// Dash elements, or mouseover handlers in the workspaces.
this._coverPane = new Clutter.Rectangle({ opacity: 0,
reactive: true });
this._group.add_actor(this._coverPane);
this._coverPane.connect('event', Lang.bind(this, function (actor, event) { return true; }));
this._group.hide();
global.overlay_group.add_actor(this._group);
this._coverPane.hide();
// XDND
this._dragMonitor = {
dragMotion: Lang.bind(this, this._onDragMotion)
};
Main.xdndHandler.connect('drag-begin', Lang.bind(this, this._onDragBegin));
Main.xdndHandler.connect('drag-end', Lang.bind(this, this._onDragEnd));
this._windowSwitchTimeoutId = 0;
this._windowSwitchTimestamp = 0;
this._lastActiveWorkspaceIndex = -1;
this._lastHoveredWindow = null;
this._needsFakePointerEvent = false;
this.workspaces = null;
},
// The members we construct that are implemented in JS might
// want to access the overview as Main.overview to connect
// signal handlers and so forth. So we create them after
// construction in this init() method.
init: function() {
this.shellInfo = new ShellInfo();
this.viewSelector = new ViewSelector.ViewSelector();
this._group.add_actor(this.viewSelector.actor);
this._workspacesDisplay = new WorkspacesView.WorkspacesDisplay();
this.viewSelector.addViewTab('windows', _("Windows"), this._workspacesDisplay.actor, 'text-x-generic');
let appView = new AppDisplay.AllAppDisplay();
this.viewSelector.addViewTab('applications', _("Applications"), appView.actor, 'system-run');
// Default search providers
this.viewSelector.addSearchProvider(new AppDisplay.AppSearchProvider());
this.viewSelector.addSearchProvider(new AppDisplay.PrefsSearchProvider());
this.viewSelector.addSearchProvider(new PlaceDisplay.PlaceSearchProvider());
this.viewSelector.addSearchProvider(new DocDisplay.DocSearchProvider());
// TODO - recalculate everything when desktop size changes
this.dash = new Dash.Dash();
this._group.add_actor(this.dash.actor);
this.dash.actor.add_constraint(this.viewSelector.constrainY);
this.dash.actor.add_constraint(this.viewSelector.constrainHeight);
// Translators: this is the name of the dock/favorites area on
// the left of the overview
Main.ctrlAltTabManager.addGroup(this.dash.actor, _("Dash"), 'user-bookmarks');
Main.layoutManager.connect('monitors-changed', Lang.bind(this, this._relayout));
this._relayout();
},
_onDragBegin: function() {
DND.addDragMonitor(this._dragMonitor);
// Remember the workspace we started from
this._lastActiveWorkspaceIndex = global.screen.get_active_workspace_index();
},
_onDragEnd: function(time) {
// In case the drag was canceled while in the overview
// we have to go back to where we started and hide
// the overview
if (this._shownTemporarily) {
global.screen.get_workspace_by_index(this._lastActiveWorkspaceIndex).activate(time);
this.hideTemporarily();
}
this._resetWindowSwitchTimeout();
this._lastHoveredWindow = null;
DND.removeDragMonitor(this._dragMonitor);
this.endItemDrag();
},
_resetWindowSwitchTimeout: function() {
if (this._windowSwitchTimeoutId != 0) {
Mainloop.source_remove(this._windowSwitchTimeoutId);
this._windowSwitchTimeoutId = 0;
this._needsFakePointerEvent = false;
}
},
_fakePointerEvent: function() {
let display = Gdk.Display.get_default();
let deviceManager = display.get_device_manager();
let pointer = deviceManager.get_client_pointer();
let [screen, pointerX, pointerY] = pointer.get_position();
pointer.warp(screen, pointerX, pointerY);
},
_onDragMotion: function(dragEvent) {
let targetIsWindow = dragEvent.targetActor &&
dragEvent.targetActor._delegate &&
dragEvent.targetActor._delegate.metaWindow &&
!(dragEvent.targetActor._delegate instanceof WorkspaceThumbnail.WindowClone);
this._windowSwitchTimestamp = global.get_current_time();
if (targetIsWindow &&
dragEvent.targetActor._delegate.metaWindow == this._lastHoveredWindow)
return DND.DragMotionResult.CONTINUE;
this._lastHoveredWindow = null;
this._resetWindowSwitchTimeout();
if (targetIsWindow) {
this._lastHoveredWindow = dragEvent.targetActor._delegate.metaWindow;
this._windowSwitchTimeoutId = Mainloop.timeout_add(DND_WINDOW_SWITCH_TIMEOUT,
Lang.bind(this, function() {
this._needsFakePointerEvent = true;
Main.activateWindow(dragEvent.targetActor._delegate.metaWindow,
this._windowSwitchTimestamp);
this.hideTemporarily();
this._lastHoveredWindow = null;
}));
}
return DND.DragMotionResult.CONTINUE;
},
setScrollAdjustment: function(adjustment, direction) {
this._scrollAdjustment = adjustment;
if (this._scrollAdjustment == null)
this._scrollDirection = SwipeScrollDirection.NONE;
else
this._scrollDirection = direction;
},
_onButtonPress: function(actor, event) {
if (this._scrollDirection == SwipeScrollDirection.NONE
|| event.get_button() != 1)
return;
let [stageX, stageY] = event.get_coords();
this._dragStartX = this._dragX = stageX;
this._dragStartY = this._dragY = stageY;
this._dragStartValue = this._scrollAdjustment.value;
this._lastMotionTime = -1; // used to track "stopping" while swipe-scrolling
this._capturedEventId = global.stage.connect('captured-event',
Lang.bind(this, this._onCapturedEvent));
this.emit('swipe-scroll-begin');
},
_onCapturedEvent: function(actor, event) {
let stageX, stageY;
let threshold = Gtk.Settings.get_default().gtk_dnd_drag_threshold;
switch(event.type()) {
case Clutter.EventType.BUTTON_RELEASE:
[stageX, stageY] = event.get_coords();
// default to snapping back to the original value
let newValue = this._dragStartValue;
let minValue = this._scrollAdjustment.lower;
let maxValue = this._scrollAdjustment.upper - this._scrollAdjustment.page_size;
let direction;
if (this._scrollDirection == SwipeScrollDirection.HORIZONTAL) {
direction = stageX > this._dragStartX ? -1 : 1;
if (St.Widget.get_default_direction() == St.TextDirection.RTL)
direction *= -1;
} else {
direction = stageY > this._dragStartY ? -1 : 1;
}
// We default to scroll a full page size; both the first
// and the last page may be smaller though, so we need to
// adjust difference in those cases.
let difference = direction * this._scrollAdjustment.page_size;
if (this._dragStartValue + difference > maxValue)
difference = maxValue - this._dragStartValue;
else if (this._dragStartValue + difference < minValue)
difference = minValue - this._dragStartValue;
// If the user has moved more than half the scroll
// difference, we want to "settle" to the new value
// even if the user stops dragging rather "throws" by
// releasing during the drag.
let distance = this._dragStartValue - this._scrollAdjustment.value;
let noStop = Math.abs(distance / difference) > 0.5;
// We detect if the user is stopped by comparing the
// timestamp of the button release with the timestamp of
// the last motion. Experimentally, a difference of 0 or 1
// millisecond indicates that the mouse is in motion, a
// larger difference indicates that the mouse is stopped.
if ((this._lastMotionTime > 0 &&
this._lastMotionTime > event.get_time() - 2) ||
noStop) {
if (this._dragStartValue + difference >= minValue &&
this._dragStartValue + difference <= maxValue)
newValue += difference;
}
let result;
// See if the user has moved the mouse enough to trigger
// a drag
if (Math.abs(stageX - this._dragStartX) < threshold &&
Math.abs(stageY - this._dragStartY) < threshold) {
// no motion? It's a click!
result = SwipeScrollResult.CLICK;
this.emit('swipe-scroll-end', result);
} else {
if (newValue == this._dragStartValue)
result = SwipeScrollResult.CANCEL;
else
result = SwipeScrollResult.SWIPE;
// The event capture handler is disconnected
// while scrolling to the final position, so
// to avoid undesired prelights we raise
// the cover pane.
this._coverPane.raise_top();
this._coverPane.show();
Tweener.addTween(this._scrollAdjustment,
{ value: newValue,
time: ANIMATION_TIME,
transition: 'easeOutQuad',
onCompleteScope: this,
onComplete: function() {
this._coverPane.hide();
this.emit('swipe-scroll-end',
result);
}
});
}
global.stage.disconnect(this._capturedEventId);
this._capturedEventId = 0;
return result != SwipeScrollResult.CLICK;
case Clutter.EventType.MOTION:
[stageX, stageY] = event.get_coords();
let dx = this._dragX - stageX;
let dy = this._dragY - stageY;
let primary = Main.layoutManager.primaryMonitor;
this._dragX = stageX;
this._dragY = stageY;
this._lastMotionTime = event.get_time();
// See if the user has moved the mouse enough to trigger
// a drag
if (Math.abs(stageX - this._dragStartX) < threshold &&
Math.abs(stageY - this._dragStartY) < threshold)
return true;
if (this._scrollDirection == SwipeScrollDirection.HORIZONTAL) {
if (St.Widget.get_default_direction() == St.TextDirection.RTL)
this._scrollAdjustment.value -= (dx / primary.width) * this._scrollAdjustment.page_size;
else
this._scrollAdjustment.value += (dx / primary.width) * this._scrollAdjustment.page_size;
} else {
this._scrollAdjustment.value += (dy / primary.height) * this._scrollAdjustment.page_size;
}
return true;
// Block enter/leave events to avoid prelights
// during swipe-scroll
case Clutter.EventType.ENTER:
case Clutter.EventType.LEAVE:
return true;
}
return false;
},
_getDesktopClone: function() {
let windows = global.get_window_actors().filter(function(w) {
return w.meta_window.get_window_type() == Meta.WindowType.DESKTOP;
});
if (windows.length == 0)
return null;
let clone = new Clutter.Clone({ source: windows[0].get_texture() });
clone.source.connect('destroy', Lang.bind(this, function() {
clone.destroy();
}));
return clone;
},
_relayout: function () {
// To avoid updating the position and size of the workspaces
// we just hide the overview. The positions will be updated
// when it is next shown.
this.hide();
let primary = Main.layoutManager.primaryMonitor;
let rtl = (St.Widget.get_default_direction () == St.TextDirection.RTL);
let contentY = Main.panel.actor.height;
let contentHeight = primary.height - contentY - Main.messageTray.actor.height;
this._group.set_position(primary.x, primary.y);
this._group.set_size(primary.width, primary.height);
this._coverPane.set_position(0, contentY);
this._coverPane.set_size(primary.width, contentHeight);
let dashWidth = Math.round(DASH_SPLIT_FRACTION * primary.width);
let viewWidth = primary.width - dashWidth - this._spacing;
let viewHeight = contentHeight - 2 * this._spacing;
let viewY = contentY + this._spacing;
let viewX = rtl ? 0 : dashWidth + this._spacing;
// Set the dash's x position - y is handled by a constraint
let dashX;
if (rtl) {
this.dash.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
dashX = primary.width;
} else {
dashX = 0;
}
this.dash.actor.set_x(dashX);
this.viewSelector.actor.set_position(viewX, viewY);
this.viewSelector.actor.set_size(viewWidth, viewHeight);
},
//// Public methods ////
beginItemDrag: function(source) {
this.emit('item-drag-begin');
},
cancelledItemDrag: function(source) {
this.emit('item-drag-cancelled');
},
endItemDrag: function(source) {
this.emit('item-drag-end');
},
beginWindowDrag: function(source) {
this.emit('window-drag-begin');
},
cancelledWindowDrag: function(source) {
this.emit('window-drag-cancelled');
},
endWindowDrag: function(source) {
this.emit('window-drag-end');
},
// show:
//
// Animates the overview visible and grabs mouse and keyboard input
show : function() {
if (this._shown)
return;
// Do this manually instead of using _syncInputMode, to handle failure
if (!Main.pushModal(this._group))
return;
this._modal = true;
this._animateVisible();
this._shown = true;
this._buttonPressId = this._group.connect('button-press-event',
Lang.bind(this, this._onButtonPress));
},
_animateVisible: function() {
if (this.visible || this.animationInProgress)
return;
this.visible = true;
this.animationInProgress = true;
// All the the actors in the window group are completely obscured,
// hiding the group holding them while the Overview is displayed greatly
// increases performance of the Overview especially when there are many
// windows visible.
//
// If we switched to displaying the actors in the Overview rather than
// clones of them, this would obviously no longer be necessary.
global.window_group.hide();
this._group.show();
this._background.show();
this._workspacesDisplay.show();
this.workspaces = this._workspacesDisplay.workspacesView;
global.overlay_group.add_actor(this.workspaces.actor);
if (!this._desktopFade.child)
this._desktopFade.child = this._getDesktopClone();
if (!this.workspaces.getActiveWorkspace().hasMaximizedWindows()) {
this._desktopFade.opacity = 255;
this._desktopFade.show();
Tweener.addTween(this._desktopFade,
{ opacity: 0,
time: ANIMATION_TIME,
transition: 'easeOutQuad'
});
}
this._group.opacity = 0;
Tweener.addTween(this._group,
{ opacity: 255,
transition: 'easeOutQuad',
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
time: ANIMATION_TIME,
onComplete: this._showDone,
onCompleteScope: this
});
this._coverPane.raise_top();
this._coverPane.show();
this.emit('showing');
},
// showTemporarily:
//
// Animates the overview visible without grabbing mouse and keyboard input;
// if show() has already been called, this has no immediate effect, but
// will result in the overview not being hidden until hideTemporarily() is
// called.
showTemporarily: function() {
if (this._shownTemporarily)
return;
this._syncInputMode();
this._animateVisible();
this._shownTemporarily = true;
},
// hide:
//
// Reverses the effect of show()
hide: function() {
if (!this._shown)
return;
if (!this._shownTemporarily)
this._animateNotVisible();
this._shown = false;
this._syncInputMode();
if (this._buttonPressId > 0)
this._group.disconnect(this._buttonPressId);
this._buttonPressId = 0;
},
// hideTemporarily:
//
// Reverses the effect of showTemporarily()
hideTemporarily: function() {
if (!this._shownTemporarily)
return;
if (!this._shown)
this._animateNotVisible();
this._shownTemporarily = false;
this._syncInputMode();
},
toggle: function() {
if (this._shown)
this.hide();
else
this.show();
},
//// Private methods ////
_syncInputMode: function() {
// We delay input mode changes during animation so that when removing the
// overview we don't have a problem with the release of a press/release
// going to an application.
if (this.animationInProgress)
return;
if (this._shown) {
if (!this._modal) {
if (Main.pushModal(this._group))
this._modal = true;
else
this.hide();
}
} else if (this._shownTemporarily) {
if (this._modal) {
Main.popModal(this._group);
this._modal = false;
}
global.stage_input_mode = Shell.StageInputMode.FULLSCREEN;
} else {
if (this._modal) {
Main.popModal(this._group);
this._modal = false;
}
else if (global.stage_input_mode == Shell.StageInputMode.FULLSCREEN)
global.stage_input_mode = Shell.StageInputMode.NORMAL;
}
},
_animateNotVisible: function() {
if (!this.visible || this.animationInProgress)
return;
this.animationInProgress = true;
this._hideInProgress = true;
if (!this.workspaces.getActiveWorkspace().hasMaximizedWindows()) {
this._desktopFade.opacity = 0;
this._desktopFade.show();
Tweener.addTween(this._desktopFade,
{ opacity: 255,
time: ANIMATION_TIME,
transition: 'easeOutQuad' });
}
this.workspaces.hide();
// Make other elements fade out.
Tweener.addTween(this._group,
{ opacity: 0,
transition: 'easeOutQuad',
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
time: ANIMATION_TIME,
onComplete: this._hideDone,
onCompleteScope: this
});
this._coverPane.raise_top();
this._coverPane.show();
this.emit('hiding');
},
_showDone: function() {
this.animationInProgress = false;
this._desktopFade.hide();
this._coverPane.hide();
this.emit('shown');
// Handle any calls to hide* while we were showing
if (!this._shown && !this._shownTemporarily)
this._animateNotVisible();
this._syncInputMode();
global.sync_pointer();
},
_hideDone: function() {
global.window_group.show();
this.workspaces.destroy();
this.workspaces = null;
this._workspacesDisplay.hide();
this._desktopFade.hide();
this._background.hide();
this._group.hide();
this.visible = false;
this.animationInProgress = false;
this._hideInProgress = false;
this._coverPane.hide();
this.emit('hidden');
// Handle any calls to show* while we were hiding
if (this._shown || this._shownTemporarily)
this._animateVisible();
this._syncInputMode();
// Fake a pointer event if requested
if (this._needsFakePointerEvent) {
this._fakePointerEvent();
this._needsFakePointerEvent = false;
}
}
};
Signals.addSignalMethods(Overview.prototype);