keyboard: Animate focus window using position instead of translation-y
Commit 8526776b4a53d9a801197fb66ce9a282323c1c4e changed the OSK to use the translation-y property of the MetaWindowActor when animating a focus window, which broke two things: 1) It's not compatible with the obscured region culling we do for windows in mutter. That's because MetaCullable strictly operates in integer coordinates and thus has to ignore any transformations (translation-y is a transformation). Because of this, during the animation and gesture, window damage is now tracked incorrectly, introducing painting issues. The best fix for this would probably be factoring in transformations when tracking damage in MetaCullable, but that's not feasible right now. 2) It broke the shifting up of maximized and tiled windows, likely that is because they are positioned using constraints internally, and mutter enforces those constraints every time meta_window_move_frame() is called, not allowing the window to move somewhere else. To fix both issues, go back to the old way of shifting the window for now, using the fixed y position of the ClutterActor. To make sure the drag-up gesture still works, store the initial y1 position of the window and then use that as a reference point for all our animations. Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1760>
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@ -1265,6 +1265,7 @@ var Keyboard = GObject.registerClass({
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this._languagePopup = null;
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this._focusWindow = null;
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this._focusWindowStartY = null;
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this._latched = false; // current level is latched
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@ -1890,10 +1891,9 @@ var Keyboard = GObject.registerClass({
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let progress = Math.min(delta, this.height) / this.height;
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this.translation_y = -this.height * progress;
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this.opacity = 255 * progress;
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if (this._focusWindow) {
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const windowActor = this._focusWindow.get_compositor_private();
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windowActor.translation_y = -this.height * progress;
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}
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const windowActor = this._focusWindow?.get_compositor_private();
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if (windowActor)
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windowActor.y = this._focusWindowStartY - (this.height * progress);
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}
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gestureActivate() {
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@ -1926,54 +1926,50 @@ var Keyboard = GObject.registerClass({
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this._showIdleId = 0;
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}
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_windowSlideAnimationComplete(window, delta) {
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_windowSlideAnimationComplete(window, finalY) {
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// Synchronize window positions again.
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const windowActor = window.get_compositor_private();
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if (windowActor)
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windowActor.translation_y = 0;
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const frameRect = window.get_frame_rect();
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const bufferRect = window.get_buffer_rect();
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let frameRect = window.get_frame_rect();
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frameRect.y += delta;
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finalY += frameRect.y - bufferRect.y;
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frameRect.y = finalY;
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window.move_frame(true, frameRect.x, frameRect.y);
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}
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_animateWindow(window, show) {
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let windowActor = window.get_compositor_private();
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let deltaY = Main.layoutManager.keyboardBox.height;
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if (!windowActor)
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return;
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if (show) {
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windowActor.ease({
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translation_y: -deltaY,
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duration: KEYBOARD_ANIMATION_TIME,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete: () => {
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this._windowSlideAnimationComplete(window, -deltaY);
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},
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});
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} else {
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windowActor.ease({
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translation_y: deltaY,
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duration: KEYBOARD_ANIMATION_TIME,
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mode: Clutter.AnimationMode.EASE_IN_QUAD,
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onComplete: () => {
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this._windowSlideAnimationComplete(window, deltaY);
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},
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});
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}
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const finalY = show
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? this._focusWindowStartY - Main.layoutManager.keyboardBox.height
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: this._focusWindowStartY;
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windowActor.ease({
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y: finalY,
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duration: KEYBOARD_ANIMATION_TIME,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onStopped: () => {
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windowActor.y = finalY;
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this._windowSlideAnimationComplete(window, finalY);
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},
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});
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}
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_setFocusWindow(window) {
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if (this._focusWindow === window)
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return;
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if (this._keyboardVisible) {
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if (this._focusWindow)
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this._animateWindow(this._focusWindow, false);
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if (window)
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this._animateWindow(window, true);
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}
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if (this._keyboardVisible && this._focusWindow)
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this._animateWindow(this._focusWindow, false);
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const windowActor = window?.get_compositor_private();
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windowActor?.remove_transition('y');
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this._focusWindowStartY = windowActor ? windowActor.y : null;
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if (this._keyboardVisible && window)
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this._animateWindow(window, true);
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this._focusWindow = window;
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}
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