workspaceAnimation: Support multiple monitors
Currently, there's one animation for the whole canvas. While it looks fine with just one screen, it causes windows to move between screens when switching workspaces. Instead, have a separate animation on each screen, and sync their progress so that at any given time the progress "fraction" is the same between all screens. Clip all animations to their screens so that the windows don't leak to other screens. If a window is placed between every screen, can end up in multiple animations, in that case each part is still animated separately. Fixes https://gitlab.gnome.org/GNOME/gnome-shell/issues/1213 https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/605
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46d5bccfc6
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@ -4,17 +4,19 @@
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const { Clutter, GObject, Meta, Shell } = imports.gi;
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const Main = imports.ui.main;
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const Layout = imports.ui.layout;
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const SwipeTracker = imports.ui.swipeTracker;
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const WINDOW_ANIMATION_TIME = 250;
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const WorkspaceGroup = GObject.registerClass(
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class WorkspaceGroup extends Clutter.Actor {
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_init(controller, workspace) {
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_init(controller, workspace, monitor) {
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super._init();
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this._controller = controller;
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this._workspace = workspace;
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this._monitor = monitor;
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this._windows = [];
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this._refreshWindows();
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@ -28,6 +30,11 @@ class WorkspaceGroup extends Clutter.Actor {
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if (window.get_workspace() !== this._workspace)
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return false;
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let geometry = global.display.get_monitor_geometry(this._monitor.index);
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let [intersects, intersection_] = window.get_frame_rect().intersect(geometry);
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if (!intersects)
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return false;
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if (!window.showing_on_its_workspace())
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return false;
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@ -51,8 +58,8 @@ class WorkspaceGroup extends Clutter.Actor {
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for (let window of windows) {
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let clone = new Clutter.Clone({
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source: window,
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x: window.x,
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y: window.y,
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x: window.x - this._monitor.x,
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y: window.y - this._monitor.y,
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});
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this.add_actor(clone);
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@ -105,45 +112,65 @@ const WorkspaceAnimation = GObject.registerClass({
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this._controller = controller;
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this._movingWindow = null;
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this._surroundings = {};
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this._monitors = [];
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this._progress = 0;
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this._container = new Clutter.Actor();
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this.add_actor(this._container);
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global.window_group.add_actor(this);
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let workspaceManager = global.workspace_manager;
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let curWs = workspaceManager.get_workspace_by_index(from);
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this._curGroup = new WorkspaceGroup(controller, curWs);
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this._container.add_actor(this._curGroup);
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for (let monitor of Main.layoutManager.monitors) {
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let record = {
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index: monitor.index,
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clipBin: new Clutter.Actor({
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x_expand: true,
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y_expand: true,
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clip_to_allocation: true,
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}),
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container: new Clutter.Actor(),
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surroundings: {},
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};
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for (let dir of Object.values(Meta.MotionDirection)) {
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let ws = null;
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let constraint = new Layout.MonitorConstraint({ index: monitor.index });
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record.clipBin.add_constraint(constraint);
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if (to < 0)
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ws = curWs.get_neighbor(dir);
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else if (dir === direction)
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ws = workspaceManager.get_workspace_by_index(to);
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record.clipBin.add_actor(record.container);
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if (ws === null || ws === curWs) {
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this._surroundings[dir] = null;
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continue;
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this.add_actor(record.clipBin);
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record.curGroup = new WorkspaceGroup(controller, curWs, monitor);
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record.container.add_actor(record.curGroup);
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for (let dir of Object.values(Meta.MotionDirection)) {
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let ws = null;
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if (to < 0)
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ws = curWs.get_neighbor(dir);
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else if (dir === direction)
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ws = workspaceManager.get_workspace_by_index(to);
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if (ws === null || ws === curWs) {
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record.surroundings[dir] = null;
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continue;
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}
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let [x, y] = this._getPositionForDirection(dir, curWs, ws,
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monitor.index);
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let info = {
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index: ws.index(),
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actor: new WorkspaceGroup(controller, ws, monitor),
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xDest: x,
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yDest: y,
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};
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record.surroundings[dir] = info;
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record.container.add_actor(info.actor);
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record.container.set_child_above_sibling(info.actor, null);
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info.actor.set_position(x, y);
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}
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let [x, y] = this._getPositionForDirection(dir, curWs, ws);
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let info = {
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index: ws.index(),
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actor: new WorkspaceGroup(controller, ws),
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xDest: x,
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yDest: y,
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};
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this._surroundings[dir] = info;
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this._container.add_actor(info.actor);
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this._container.set_child_above_sibling(info.actor, null);
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info.actor.set_position(x, y);
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this._monitors.push(record);
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}
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if (this._controller.movingWindow) {
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@ -168,6 +195,8 @@ const WorkspaceAnimation = GObject.registerClass({
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}
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_onDestroy() {
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this._monitors = [];
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if (this._movingWindow) {
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let record = this._movingWindow;
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record.window.disconnect(record.windowDestroyId);
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@ -179,34 +208,39 @@ const WorkspaceAnimation = GObject.registerClass({
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}
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}
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_getPositionForDirection(direction, fromWs, toWs) {
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_getPositionForDirection(direction, fromWs, toWs, monitor) {
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let xDest = 0, yDest = 0;
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let oldWsIsFullscreen = fromWs.list_windows().some(w => w.is_fullscreen());
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let newWsIsFullscreen = toWs.list_windows().some(w => w.is_fullscreen());
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let condition = w => w.get_monitor() === monitor && w.is_fullscreen();
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let oldWsIsFullscreen = fromWs.list_windows().some(condition);
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let newWsIsFullscreen = toWs.list_windows().some(condition);
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let geometry = Main.layoutManager.monitors[monitor];
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// We have to shift windows up or down by the height of the panel to prevent having a
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// visible gap between the windows while switching workspaces. Since fullscreen windows
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// hide the panel, they don't need to be shifted up or down.
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let shiftHeight = Main.panel.height;
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let shiftHeight = monitor === Main.layoutManager.primaryIndex
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? Main.panel.height : 0;
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if (direction === Meta.MotionDirection.UP ||
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direction === Meta.MotionDirection.UP_LEFT ||
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direction === Meta.MotionDirection.UP_RIGHT)
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yDest = -global.screen_height + (oldWsIsFullscreen ? 0 : shiftHeight);
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yDest = -geometry.height + (oldWsIsFullscreen ? 0 : shiftHeight);
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else if (direction === Meta.MotionDirection.DOWN ||
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direction === Meta.MotionDirection.DOWN_LEFT ||
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direction === Meta.MotionDirection.DOWN_RIGHT)
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yDest = global.screen_height - (newWsIsFullscreen ? 0 : shiftHeight);
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yDest = geometry.height - (newWsIsFullscreen ? 0 : shiftHeight);
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if (direction === Meta.MotionDirection.LEFT ||
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direction === Meta.MotionDirection.UP_LEFT ||
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direction === Meta.MotionDirection.DOWN_LEFT)
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xDest = -global.screen_width;
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xDest = -geometry.width;
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else if (direction === Meta.MotionDirection.RIGHT ||
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direction === Meta.MotionDirection.UP_RIGHT ||
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direction === Meta.MotionDirection.DOWN_RIGHT)
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xDest = global.screen_width;
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xDest = geometry.width;
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return [xDest, yDest];
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}
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@ -244,21 +278,24 @@ const WorkspaceAnimation = GObject.registerClass({
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this._progress = progress;
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let direction = this.directionForProgress(progress);
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let xPos = 0;
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let yPos = 0;
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if (global.workspace_manager.layout_rows === -1)
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yPos = -Math.round(progress * this._getDistance(direction));
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else if (Clutter.get_default_text_direction() === Clutter.TextDirection.RTL)
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xPos = Math.round(progress * this._getDistance(direction));
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else
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xPos = -Math.round(progress * this._getDistance(direction));
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for (let monitorData of this._monitors) {
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let xPos = 0;
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let yPos = 0;
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this._container.set_position(xPos, yPos);
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if (global.workspace_manager.layout_rows === -1)
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yPos = -Math.round(progress * this._getDistance(monitorData, direction));
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else if (Clutter.get_default_text_direction() === Clutter.TextDirection.RTL)
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xPos = Math.round(progress * this._getDistance(monitorData, direction));
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else
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xPos = -Math.round(progress * this._getDistance(monitorData, direction));
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monitorData.container.set_position(xPos, yPos);
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}
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}
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_getDistance(direction) {
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let info = this._surroundings[direction];
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_getDistance(monitorData, direction) {
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let info = monitorData.surroundings[direction];
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if (!info)
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return 0;
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@ -276,19 +313,30 @@ const WorkspaceAnimation = GObject.registerClass({
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return 0;
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}
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getProgressRange() {
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getProgressRange(monitor) {
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let monitorData = null;
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for (let data of this._monitors) {
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if (data.index === monitor) {
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monitorData = data;
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break;
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}
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}
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if (!monitorData)
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return 0;
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let baseDistance;
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if (global.workspace_manager.layout_rows !== -1)
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baseDistance = global.screen_width;
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baseDistance = Main.layoutManager.monitors[monitor].width;
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else
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baseDistance = global.screen_height;
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baseDistance = Main.layoutManager.monitors[monitor].height;
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let direction = this.directionForProgress(-1);
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let distance = this._getDistance(direction);
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let distance = this._getDistance(monitorData, direction);
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let lower = -distance / baseDistance;
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direction = this.directionForProgress(1);
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distance = this._getDistance(direction);
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distance = this._getDistance(monitorData, direction);
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let upper = distance / baseDistance;
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return [lower, upper];
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@ -335,6 +383,7 @@ var WorkspaceAnimationController = class {
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this._inProgress = false;
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this._gestureActivated = false;
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this.movingWindow = null;
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this._monitor = null;
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}
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animateSwitchWorkspace(from, to, direction, onComplete) {
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@ -368,9 +417,9 @@ var WorkspaceAnimationController = class {
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let baseDistance;
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if (horiz)
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baseDistance = global.screen_width;
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baseDistance = Main.layoutManager.monitors[monitor].width;
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else
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baseDistance = global.screen_height;
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baseDistance = Main.layoutManager.monitors[monitor].height;
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let progress;
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if (this._gestureActivated) {
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@ -381,7 +430,8 @@ var WorkspaceAnimationController = class {
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progress = 0;
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}
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let [lower, upper] = this._animation.getProgressRange();
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this._monitor = monitor;
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let [lower, upper] = this._animation.getProgressRange(monitor);
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if (progress < 0)
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progress *= -lower;
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else if (progress > 0)
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@ -401,7 +451,7 @@ var WorkspaceAnimationController = class {
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_switchWorkspaceUpdate(tracker, progress) {
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// Translate the progress into [-1;1] range
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let [lower, upper] = this._animation.getProgressRange();
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let [lower, upper] = this._animation.getProgressRange(this._monitor);
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if (progress < 0)
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progress /= -lower;
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else if (progress > 0)
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