windowManager: Drop AppSwitchAction

This gesture to switch the focused app was already a bit of a
compromise solution at the time it was added, its clunky way to
work (3fg long press, then taps with a 4th finger to switch
application) was pretty much picking up the remains of our
limited wiggle room (sticking to 3fg/4fg global gestures, since
2fg are application domain).

But then directional 3fg gestures took prevalence, and made it
easier to switch between applications. This small gesture remained
a bit of an easter egg, largely unused and unknown.

Fast forward to today, and it's being noticed in a bad way. The
changes to event handling and delivery to actions has made this
gesture take prevalence over the wee-bit-more-popular 3fg swipe
gestures, making those never become active and never trigger.

While a gesture framework is being investigated that might
help handle these situations (or, in a less undefined manner),
this doesn't seem like a case worth going out of our way to
hack around until that is in place. We can remove this, and make
all WM interactions go through the 3fg directional gestures.

Closes: https://gitlab.gnome.org/GNOME/mutter/-/issues/2729
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2910>
This commit is contained in:
Carlos Garnacho 2023-08-24 23:45:42 +02:00
parent f2b7b84c03
commit 7501f3cd11

View File

@ -38,7 +38,6 @@ const SCROLL_TIMEOUT_TIME = 150;
const DIM_BRIGHTNESS = -0.3;
const DIM_TIME = 500;
const UNDIM_TIME = 250;
const APP_MOTION_THRESHOLD = 30;
const ONE_SECOND = 1000; // in ms
@ -475,63 +474,6 @@ class TilePreview extends St.Widget {
}
});
const AppSwitchAction = GObject.registerClass({
Signals: {'activated': {}},
}, class AppSwitchAction extends Clutter.GestureAction {
_init() {
super._init();
this.set_n_touch_points(3);
}
vfunc_gesture_prepare(_actor) {
if (Main.actionMode !== Shell.ActionMode.NORMAL) {
this.cancel();
return false;
}
return this.get_n_current_points() <= 4;
}
vfunc_gesture_begin(_actor) {
// in milliseconds
const LONG_PRESS_TIMEOUT = 250;
let nPoints = this.get_n_current_points();
let event = this.get_last_event(nPoints - 1);
if (nPoints === 3) {
this._longPressStartTime = event.get_time();
} else if (nPoints === 4) {
// Check whether the 4th finger press happens after a 3-finger long press,
// this only needs to be checked on the first 4th finger press
if (this._longPressStartTime != null &&
event.get_time() < this._longPressStartTime + LONG_PRESS_TIMEOUT) {
this.cancel();
} else {
this._longPressStartTime = null;
this.emit('activated');
}
}
return this.get_n_current_points() <= 4;
}
vfunc_gesture_progress(_actor) {
if (this.get_n_current_points() === 3) {
for (let i = 0; i < this.get_n_current_points(); i++) {
let [startX, startY] = this.get_press_coords(i);
let [x, y] = this.get_motion_coords(i);
if (Math.abs(x - startX) > APP_MOTION_THRESHOLD ||
Math.abs(y - startY) > APP_MOTION_THRESHOLD)
return false;
}
}
return true;
}
});
const ResizePopup = GObject.registerClass(
class ResizePopup extends St.Widget {
_init() {
@ -947,10 +889,6 @@ export class WindowManager {
if (Main.sessionMode.hasWorkspaces)
this._workspaceTracker = new WorkspaceTracker(this);
let appSwitchAction = new AppSwitchAction();
appSwitchAction.connect('activated', this._switchApp.bind(this));
global.stage.add_action_full('app-switch', Clutter.EventPhase.CAPTURE, appSwitchAction);
let mode = Shell.ActionMode.NORMAL;
let topDragAction = new EdgeDragAction.EdgeDragAction(St.Side.TOP, mode);
topDragAction.connect('activated', () => {