gnome-shell/js/ui/workspacesView.js

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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Tweener = imports.ui.tweener;
const Workspace = imports.ui.workspace;
const WorkspaceThumbnail = imports.ui.workspaceThumbnail;
const WORKSPACE_SWITCH_TIME = 0.25;
// Note that mutter has a compile-time limit of 36
const MAX_WORKSPACES = 16;
const CONTROLS_POP_IN_TIME = 0.1;
const WorkspacesView = new Lang.Class({
Name: 'WorkspacesView',
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
_init: function(workspaces) {
this.actor = new St.Group({ style_class: 'workspaces-view' });
// The actor itself isn't a drop target, so we don't want to pick on its area
this.actor.set_size(0, 0);
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
this.actor.connect('style-changed', Lang.bind(this,
function() {
let node = this.actor.get_theme_node();
this._spacing = node.get_length('spacing');
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._updateWorkspaceActors(false);
}));
this.actor.connect('notify::mapped',
Lang.bind(this, this._onMappedChanged));
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._width = 0;
this._height = 0;
this._x = 0;
this._y = 0;
this._clipX = 0;
this._clipY = 0;
this._clipWidth = 0;
this._clipHeight = 0;
this._workspaceRatioSpacing = 0;
this._spacing = 0;
this._animating = false; // tweening
this._scrolling = false; // swipe-scrolling
this._animatingScroll = false; // programatically updating the adjustment
this._zoomOut = false; // zoom to a larger area
this._inDrag = false; // dragging a window
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
this._workspaces = workspaces;
// Add workspace actors
for (let w = 0; w < global.screen.n_workspaces; w++)
this._workspaces[w].actor.reparent(this.actor);
this._workspaces[activeWorkspaceIndex].actor.raise_top();
this._extraWorkspaces = [];
let monitors = Main.layoutManager.monitors;
let m = 0;
for (let i = 0; i < monitors.length; i++) {
if (i == Main.layoutManager.primaryIndex)
continue;
let ws = new Workspace.Workspace(null, i);
this._extraWorkspaces[m++] = ws;
ws.setGeometry(monitors[i].x, monitors[i].y, monitors[i].width, monitors[i].height);
global.overlay_group.add_actor(ws.actor);
}
// Position/scale the desktop windows and their children after the
// workspaces have been created. This cannot be done first because
// window movement depends on the Workspaces object being accessible
// as an Overview member.
this._overviewShowingId =
Main.overview.connect('showing',
Lang.bind(this, function() {
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].zoomToOverview();
for (let w = 0; w < this._extraWorkspaces.length; w++)
this._extraWorkspaces[w].zoomToOverview();
}));
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._overviewShownId =
Main.overview.connect('shown',
Lang.bind(this, function() {
this.actor.set_clip(this._clipX, this._clipY,
this._clipWidth, this._clipHeight);
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
}));
this._scrollAdjustment = new St.Adjustment({ value: activeWorkspaceIndex,
lower: 0,
page_increment: 1,
page_size: 1,
step_increment: 0,
upper: this._workspaces.length });
this._scrollAdjustment.connect('notify::value',
Lang.bind(this, this._onScroll));
this._switchWorkspaceNotifyId =
global.window_manager.connect('switch-workspace',
Lang.bind(this, this._activeWorkspaceChanged));
this._itemDragBeginId = Main.overview.connect('item-drag-begin',
Lang.bind(this, this._dragBegin));
this._itemDragEndId = Main.overview.connect('item-drag-end',
Lang.bind(this, this._dragEnd));
this._windowDragBeginId = Main.overview.connect('window-drag-begin',
Lang.bind(this, this._dragBegin));
this._windowDragEndId = Main.overview.connect('window-drag-end',
Lang.bind(this, this._dragEnd));
this._swipeScrollBeginId = 0;
this._swipeScrollEndId = 0;
},
setGeometry: function(x, y, width, height, spacing) {
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
if (this._x == x && this._y == y &&
this._width == width && this._height == height)
return;
this._width = width;
this._height = height;
this._x = x;
this._y = y;
this._workspaceRatioSpacing = spacing;
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setGeometry(x, y, width, height);
},
setClipRect: function(x, y, width, height) {
this._clipX = x;
this._clipY = y;
this._clipWidth = width;
this._clipHeight = height;
},
_lookupWorkspaceForMetaWindow: function (metaWindow) {
for (let i = 0; i < this._workspaces.length; i++) {
if (this._workspaces[i].containsMetaWindow(metaWindow))
return this._workspaces[i];
}
return null;
},
getActiveWorkspace: function() {
let active = global.screen.get_active_workspace_index();
return this._workspaces[active];
},
getWorkspaceByIndex: function(index) {
return this._workspaces[index];
},
hide: function() {
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let activeWorkspace = this._workspaces[activeWorkspaceIndex];
activeWorkspace.actor.raise_top();
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this.actor.remove_clip(this._x, this._y, this._width, this._height);
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].zoomFromOverview();
for (let w = 0; w < this._extraWorkspaces.length; w++)
this._extraWorkspaces[w].zoomFromOverview();
},
destroy: function() {
this.actor.destroy();
},
syncStacking: function(stackIndices) {
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].syncStacking(stackIndices);
for (let i = 0; i < this._extraWorkspaces.length; i++)
this._extraWorkspaces[i].syncStacking(stackIndices);
},
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
updateWindowPositions: function() {
for (let w = 0; w < this._workspaces.length; w++)
this._workspaces[w].positionWindows(Workspace.WindowPositionFlags.ANIMATE);
},
_scrollToActive: function(showAnimation) {
let active = global.screen.get_active_workspace_index();
this._updateWorkspaceActors(showAnimation);
this._updateScrollAdjustment(active, showAnimation);
},
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
// Update workspace actors parameters
// @showAnimation: iff %true, transition between states
_updateWorkspaceActors: function(showAnimation) {
let active = global.screen.get_active_workspace_index();
this._animating = showAnimation;
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
Tweener.removeTweens(workspace.actor);
let y = (w - active) * (this._height + this._spacing + this._workspaceRatioSpacing);
if (showAnimation) {
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let params = { y: y,
time: WORKSPACE_SWITCH_TIME,
transition: 'easeOutQuad'
};
// we have to call _updateVisibility() once before the
// animation and once afterwards - it does not really
// matter which tween we use, so we pick the first one ...
if (w == 0) {
this._updateVisibility();
params.onComplete = Lang.bind(this,
function() {
this._animating = false;
this._updateVisibility();
});
}
Tweener.addTween(workspace.actor, params);
} else {
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
workspace.actor.set_position(0, y);
if (w == 0)
this._updateVisibility();
}
}
},
_updateVisibility: function() {
let active = global.screen.get_active_workspace_index();
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
if (this._animating || this._scrolling) {
workspace.hideWindowsOverlays();
workspace.actor.show();
} else {
workspace.showWindowsOverlays();
if (this._inDrag)
workspace.actor.visible = (Math.abs(w - active) <= 1);
else
workspace.actor.visible = (w == active);
}
}
},
_updateScrollAdjustment: function(index, showAnimation) {
if (this._scrolling)
return;
this._animatingScroll = true;
if (showAnimation) {
Tweener.addTween(this._scrollAdjustment, {
value: index,
time: WORKSPACE_SWITCH_TIME,
transition: 'easeOutQuad',
onComplete: Lang.bind(this,
function() {
this._animatingScroll = false;
})
});
} else {
this._scrollAdjustment.value = index;
this._animatingScroll = false;
}
},
updateWorkspaces: function(oldNumWorkspaces, newNumWorkspaces) {
let active = global.screen.get_active_workspace_index();
Tweener.addTween(this._scrollAdjustment,
{ upper: newNumWorkspaces,
time: WORKSPACE_SWITCH_TIME,
transition: 'easeOutQuad'
});
if (newNumWorkspaces > oldNumWorkspaces) {
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
this._workspaces[w].setGeometry(this._x, this._y,
this._width, this._height);
this.actor.add_actor(this._workspaces[w].actor);
}
this._updateWorkspaceActors(false);
}
this._scrollToActive(true);
},
_activeWorkspaceChanged: function(wm, from, to, direction) {
if (this._scrolling)
return;
this._scrollToActive(true);
},
_onDestroy: function() {
for (let i = 0; i < this._extraWorkspaces.length; i++)
this._extraWorkspaces[i].destroy();
this._scrollAdjustment.run_dispose();
Main.overview.disconnect(this._overviewShowingId);
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
Main.overview.disconnect(this._overviewShownId);
global.window_manager.disconnect(this._switchWorkspaceNotifyId);
if (this._inDrag)
this._dragEnd();
if (this._itemDragBeginId > 0) {
Main.overview.disconnect(this._itemDragBeginId);
this._itemDragBeginId = 0;
}
if (this._itemDragEndId > 0) {
Main.overview.disconnect(this._itemDragEndId);
this._itemDragEndId = 0;
}
if (this._windowDragBeginId > 0) {
Main.overview.disconnect(this._windowDragBeginId);
this._windowDragBeginId = 0;
}
if (this._windowDragEndId > 0) {
Main.overview.disconnect(this._windowDragEndId);
this._windowDragEndId = 0;
}
},
_onMappedChanged: function() {
if (this.actor.mapped) {
let direction = Overview.SwipeScrollDirection.VERTICAL;
Main.overview.setScrollAdjustment(this._scrollAdjustment,
direction);
this._swipeScrollBeginId = Main.overview.connect('swipe-scroll-begin',
Lang.bind(this, this._swipeScrollBegin));
this._swipeScrollEndId = Main.overview.connect('swipe-scroll-end',
Lang.bind(this, this._swipeScrollEnd));
} else {
Main.overview.disconnect(this._swipeScrollBeginId);
Main.overview.disconnect(this._swipeScrollEndId);
}
},
_dragBegin: function() {
if (this._scrolling)
return;
this._inDrag = true;
this._firstDragMotion = true;
this._dragMonitor = {
dragMotion: Lang.bind(this, this._onDragMotion)
};
DND.addDragMonitor(this._dragMonitor);
},
_onDragMotion: function(dragEvent) {
if (Main.overview.animationInProgress)
return DND.DragMotionResult.CONTINUE;
if (this._firstDragMotion) {
this._firstDragMotion = false;
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setReservedSlot(dragEvent.dragActor._delegate);
for (let i = 0; i < this._extraWorkspaces.length; i++)
this._extraWorkspaces[i].setReservedSlot(dragEvent.dragActor._delegate);
}
return DND.DragMotionResult.CONTINUE;
},
_dragEnd: function() {
DND.removeDragMonitor(this._dragMonitor);
this._inDrag = false;
for (let i = 0; i < this._workspaces.length; i++)
this._workspaces[i].setReservedSlot(null);
for (let i = 0; i < this._extraWorkspaces.length; i++)
this._extraWorkspaces[i].setReservedSlot(null);
},
_swipeScrollBegin: function() {
this._scrolling = true;
},
_swipeScrollEnd: function(overview, result) {
this._scrolling = false;
if (result == Overview.SwipeScrollResult.CLICK) {
let [x, y, mod] = global.get_pointer();
let actor = global.stage.get_actor_at_pos(Clutter.PickMode.ALL,
x, y);
// Only switch to the workspace when there's no application
// windows open. The problem is that it's too easy to miss
// an app window and get the wrong one focused.
let active = global.screen.get_active_workspace_index();
if (this._workspaces[active].isEmpty() &&
this.actor.contains(actor))
Main.overview.hide();
}
// Make sure title captions etc are shown as necessary
this._updateVisibility();
},
// sync the workspaces' positions to the value of the scroll adjustment
// and change the active workspace if appropriate
_onScroll: function(adj) {
if (this._animatingScroll)
return;
let active = global.screen.get_active_workspace_index();
let current = Math.round(adj.value);
if (active != current) {
let metaWorkspace = this._workspaces[current].metaWorkspace;
metaWorkspace.activate(global.get_current_time());
}
let last = this._workspaces.length - 1;
let firstWorkspaceY = this._workspaces[0].actor.y;
let lastWorkspaceY = this._workspaces[last].actor.y;
let workspacesHeight = lastWorkspaceY - firstWorkspaceY;
if (adj.upper == 1)
return;
let currentY = firstWorkspaceY;
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let newY = - adj.value / (adj.upper - 1) * workspacesHeight;
let dy = newY - currentY;
for (let i = 0; i < this._workspaces.length; i++) {
this._workspaces[i].hideWindowsOverlays();
this._workspaces[i].actor.visible = Math.abs(i - adj.value) <= 1;
this._workspaces[i].actor.y += dy;
}
},
_getWorkspaceIndexToRemove: function() {
return global.screen.get_active_workspace_index();
}
});
Signals.addSignalMethods(WorkspacesView.prototype);
const WorkspacesDisplay = new Lang.Class({
Name: 'WorkspacesDisplay',
_init: function() {
this.actor = new Shell.GenericContainer();
this.actor.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth));
this.actor.connect('get-preferred-height', Lang.bind(this, this._getPreferredHeight));
this.actor.connect('allocate', Lang.bind(this, this._allocate));
this.actor.set_clip_to_allocation(true);
let controls = new St.Bin({ style_class: 'workspace-controls',
request_mode: Clutter.RequestMode.WIDTH_FOR_HEIGHT,
y_align: St.Align.START,
y_fill: true });
this._controls = controls;
this.actor.add_actor(controls);
controls.reactive = true;
controls.track_hover = true;
controls.connect('notify::hover',
Lang.bind(this, this._onControlsHoverChanged));
controls.connect('scroll-event',
Lang.bind(this, this._onScrollEvent));
this._monitorIndex = Main.layoutManager.primaryIndex;
this._thumbnailsBox = new WorkspaceThumbnail.ThumbnailsBox();
controls.add_actor(this._thumbnailsBox.actor);
this.workspacesView = null;
this._inDrag = false;
this._cancelledDrag = false;
this._alwaysZoomOut = false;
this._zoomOut = false;
this._zoomFraction = 0;
this._updateAlwaysZoom();
Main.layoutManager.connect('monitors-changed', Lang.bind(this, this._updateAlwaysZoom));
Main.xdndHandler.connect('drag-begin', Lang.bind(this, function(){
this._alwaysZoomOut = true;
}));
Main.xdndHandler.connect('drag-end', Lang.bind(this, function(){
this._alwaysZoomOut = false;
this._updateAlwaysZoom();
}));
this._switchWorkspaceNotifyId = 0;
this._nWorkspacesChangedId = 0;
this._itemDragBeginId = 0;
this._itemDragCancelledId = 0;
this._itemDragEndId = 0;
this._windowDragBeginId = 0;
this._windowDragCancelledId = 0;
this._windowDragEndId = 0;
},
show: function() {
this._zoomOut = this._alwaysZoomOut;
this._zoomFraction = this._alwaysZoomOut ? 1 : 0;
this._updateZoom();
this._controls.show();
this._thumbnailsBox.show();
this._workspaces = [];
for (let i = 0; i < global.screen.n_workspaces; i++) {
let metaWorkspace = global.screen.get_workspace_by_index(i);
this._workspaces[i] = new Workspace.Workspace(metaWorkspace, this._monitorIndex);
}
if (this.workspacesView)
this.workspacesView.destroy();
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this.workspacesView = new WorkspacesView(this._workspaces);
this._updateWorkspacesGeometry();
this._restackedNotifyId =
global.screen.connect('restacked',
Lang.bind(this, this._onRestacked));
if (this._nWorkspacesChangedId == 0)
this._nWorkspacesChangedId = global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._workspacesChanged));
if (this._itemDragBeginId == 0)
this._itemDragBeginId = Main.overview.connect('item-drag-begin',
Lang.bind(this, this._dragBegin));
if (this._itemDragCancelledId == 0)
this._itemDragCancelledId = Main.overview.connect('item-drag-cancelled',
Lang.bind(this, this._dragCancelled));
if (this._itemDragEndId == 0)
this._itemDragEndId = Main.overview.connect('item-drag-end',
Lang.bind(this, this._dragEnd));
if (this._windowDragBeginId == 0)
this._windowDragBeginId = Main.overview.connect('window-drag-begin',
Lang.bind(this, this._dragBegin));
if (this._windowDragCancelledId == 0)
this._windowDragCancelledId = Main.overview.connect('window-drag-cancelled',
Lang.bind(this, this._dragCancelled));
if (this._windowDragEndId == 0)
this._windowDragEndId = Main.overview.connect('window-drag-end',
Lang.bind(this, this._dragEnd));
this._onRestacked();
},
hide: function() {
this._controls.hide();
this._thumbnailsBox.hide();
if (this._restackedNotifyId > 0){
global.screen.disconnect(this._restackedNotifyId);
this._restackedNotifyId = 0;
}
if (this._itemDragBeginId > 0) {
Main.overview.disconnect(this._itemDragBeginId);
this._itemDragBeginId = 0;
}
if (this._itemDragCancelledId > 0) {
Main.overview.disconnect(this._itemDragCancelledId);
this._itemDragCancelledId = 0;
}
if (this._itemDragEndId > 0) {
Main.overview.disconnect(this._itemDragEndId);
this._itemDragEndId = 0;
}
if (this._windowDragBeginId > 0) {
Main.overview.disconnect(this._windowDragBeginId);
this._windowDragBeginId = 0;
}
if (this._windowDragCancelledId > 0) {
Main.overview.disconnect(this._windowDragCancelledId);
this._windowDragCancelledId = 0;
}
if (this._windowDragEndId > 0) {
Main.overview.disconnect(this._windowDragEndId);
this._windowDragEndId = 0;
}
this.workspacesView.destroy();
this.workspacesView = null;
for (let w = 0; w < this._workspaces.length; w++) {
this._workspaces[w].disconnectAll();
this._workspaces[w].destroy();
}
},
// zoomFraction property allows us to tween the controls sliding in and out
set zoomFraction(fraction) {
this._zoomFraction = fraction;
this.actor.queue_relayout();
},
get zoomFraction() {
return this._zoomFraction;
},
_updateAlwaysZoom: function() {
// Always show the pager if workspaces are actually used,
// e.g. there are windows on more than one
this._alwaysZoomOut = global.screen.n_workspaces > 2;
if (this._alwaysZoomOut)
return;
let monitors = Main.layoutManager.monitors;
let primary = Main.layoutManager.primaryMonitor;
/* Look for any monitor to the right of the primary, if there is
* one, we always keep zoom out, otherwise its hard to reach
* the thumbnail area without passing into the next monitor. */
for (let i = 0; i < monitors.length; i++) {
if (monitors[i].x >= primary.x + primary.width) {
this._alwaysZoomOut = true;
break;
}
}
},
_getPreferredWidth: function (actor, forHeight, alloc) {
// pass through the call in case the child needs it, but report 0x0
this._controls.get_preferred_width(forHeight);
},
_getPreferredHeight: function (actor, forWidth, alloc) {
// pass through the call in case the child needs it, but report 0x0
this._controls.get_preferred_height(forWidth);
},
_allocate: function (actor, box, flags) {
let childBox = new Clutter.ActorBox();
let totalWidth = box.x2 - box.x1;
// width of the controls
let [controlsMin, controlsNatural] = this._controls.get_preferred_width(box.y2 - box.y1);
// Amount of space on the screen we reserve for the visible control
let controlsVisible = this._controls.get_theme_node().get_length('visible-width');
let controlsReserved = controlsVisible * (1 - this._zoomFraction) + controlsNatural * this._zoomFraction;
let rtl = (St.Widget.get_default_direction () == St.TextDirection.RTL);
if (rtl) {
childBox.x2 = controlsReserved;
childBox.x1 = childBox.x2 - controlsNatural;
} else {
childBox.x1 = totalWidth - controlsReserved;
childBox.x2 = childBox.x1 + controlsNatural;
}
childBox.y1 = 0;
childBox.y2 = box.y2- box.y1;
this._controls.allocate(childBox, flags);
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._updateWorkspacesGeometry();
},
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
_updateWorkspacesGeometry: function() {
if (!this.workspacesView)
return;
let fullWidth = this.actor.allocation.x2 - this.actor.allocation.x1;
let fullHeight = this.actor.allocation.y2 - this.actor.allocation.y1;
let width = fullWidth;
let height = fullHeight;
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let [controlsMin, controlsNatural] = this._controls.get_preferred_width(height);
let controlsVisible = this._controls.get_theme_node().get_length('visible-width');
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
let [x, y] = this.actor.get_transformed_position();
let rtl = (St.Widget.get_default_direction () == St.TextDirection.RTL);
let clipWidth = width - controlsVisible;
let clipHeight = (fullHeight / fullWidth) * clipWidth;
let clipX = rtl ? x + controlsVisible : x;
let clipY = y + (fullHeight - clipHeight) / 2;
this.workspacesView.setClipRect(clipX, clipY, clipWidth, clipHeight);
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
if (this._zoomOut) {
width -= controlsNatural;
if (rtl)
x += controlsNatural;
} else {
width -= controlsVisible;
if (rtl)
x += controlsVisible;
}
height = (fullHeight / fullWidth) * width;
let difference = fullHeight - height;
y += difference / 2;
this.workspacesView.setGeometry(x, y, width, height, difference);
},
_onRestacked: function() {
let stack = global.get_window_actors();
let stackIndices = {};
for (let i = 0; i < stack.length; i++) {
// Use the stable sequence for an integer to use as a hash key
stackIndices[stack[i].get_meta_window().get_stable_sequence()] = i;
}
this.workspacesView.syncStacking(stackIndices);
this._thumbnailsBox.syncStacking(stackIndices);
},
_workspacesChanged: function() {
let oldNumWorkspaces = this._workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
let active = global.screen.get_active_workspace_index();
if (oldNumWorkspaces == newNumWorkspaces)
return;
this._updateAlwaysZoom();
this._updateZoom();
if (this.workspacesView == null)
return;
let lostWorkspaces = [];
if (newNumWorkspaces > oldNumWorkspaces) {
// Assume workspaces are only added at the end
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
let metaWorkspace = global.screen.get_workspace_by_index(w);
this._workspaces[w] = new Workspace.Workspace(metaWorkspace, this._monitorIndex);
}
this._thumbnailsBox.addThumbnails(oldNumWorkspaces, newNumWorkspaces - oldNumWorkspaces);
} else {
// Assume workspaces are only removed sequentially
// (e.g. 2,3,4 - not 2,4,7)
let removedIndex;
let removedNum = oldNumWorkspaces - newNumWorkspaces;
for (let w = 0; w < oldNumWorkspaces; w++) {
let metaWorkspace = global.screen.get_workspace_by_index(w);
if (this._workspaces[w].metaWorkspace != metaWorkspace) {
removedIndex = w;
break;
}
}
lostWorkspaces = this._workspaces.splice(removedIndex,
removedNum);
for (let l = 0; l < lostWorkspaces.length; l++) {
lostWorkspaces[l].disconnectAll();
lostWorkspaces[l].destroy();
}
this._thumbnailsBox.removeThumbmails(removedIndex, removedNum);
}
this.workspacesView.updateWorkspaces(oldNumWorkspaces,
newNumWorkspaces);
},
_updateZoom : function() {
if (Main.overview.animationInProgress)
return;
let shouldZoom = this._alwaysZoomOut || this._controls.hover;
if (shouldZoom != this._zoomOut) {
this._zoomOut = shouldZoom;
Restructure the way we handle positioning zooming in Workspace We currently show the workspace in the overview in a rectangle with the same aspect ratio as the screen. Originally this was probably done since it showed the desktop, but we don't do this anymore, and the positioning of the windows in the overview is strictly a grid, so its not in any way related to monitor geometry. Additionally, in the multihead case the screen aspect ratio is very different from the overview monitor geometry, so a lot of space is lost. So, instead we just fill the entire inner rectangle of the overview with the workspace. However, the way the zoom into and out of the workspace right now is by scaling the workspace so that it covers the entire monitor. This cannot really work anymore when the workspace is a different aspect ratio. Furthermore the coordinates of the window clone actors are of two very different types in the "original window" case and the "window in a slot case". One is screen relative, the other is workspace relative. This makes it very hard to compute the cost of window motion distance in computeWindowMotion. In order to handle this we change the way workspace actor positioning and scaling work. All workspace window clone actors are stored in true screen coordingates, both the original window positions and the in-a-slot ones. Global scaling of the workspace is never done, we just reposition everything in both the initial zoom and when the controls appear from the side. There is one issue in the initial and final animations, which is that the clip region we normally have for the workspacesView will limit the animation of the clones to/from the original positions, so we disable the clip region during these animations. https://bugzilla.gnome.org/show_bug.cgi?id=643786
2011-03-02 11:04:03 -05:00
this._updateWorkspacesGeometry();
if (!this.workspacesView)
return;
Tweener.addTween(this,
{ zoomFraction: this._zoomOut ? 1 : 0,
time: WORKSPACE_SWITCH_TIME,
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 11:04:03 -05:00
this.workspacesView.updateWindowPositions();
}
},
_onControlsHoverChanged: function() {
this._updateZoom();
},
_dragBegin: function() {
this._inDrag = true;
this._cancelledDrag = false;
this._dragMonitor = {
dragMotion: Lang.bind(this, this._onDragMotion)
};
DND.addDragMonitor(this._dragMonitor);
},
_dragCancelled: function() {
this._cancelledDrag = true;
DND.removeDragMonitor(this._dragMonitor);
},
_onDragMotion: function(dragEvent) {
let controlsHovered = this._controls.contains(dragEvent.targetActor);
this._controls.set_hover(controlsHovered);
return DND.DragMotionResult.CONTINUE;
},
_dragEnd: function() {
this._inDrag = false;
// We do this deferred because drag-end is emitted before dnd.js emits
// event/leave events that were suppressed during the drag. If we didn't
// defer this, we'd zoom out then immediately zoom in because of the
// enter event we received. That would normally be invisible but we
// might as well avoid it.
Meta.later_add(Meta.LaterType.BEFORE_REDRAW,
Lang.bind(this, this._updateZoom));
},
_onScrollEvent: function (actor, event) {
switch ( event.get_scroll_direction() ) {
case Clutter.ScrollDirection.UP:
Main.wm.actionMoveWorkspaceUp();
break;
case Clutter.ScrollDirection.DOWN:
Main.wm.actionMoveWorkspaceDown();
break;
}
}
});
Signals.addSignalMethods(WorkspacesDisplay.prototype);