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
This commit is contained in:
Alexander Mikhaylenko 2019-07-04 23:43:23 +05:00 committed by Florian Müllner
parent 46d5bccfc6
commit b1afb946b2

View File

@ -4,17 +4,19 @@
const { Clutter, GObject, Meta, Shell } = imports.gi;
const Main = imports.ui.main;
const Layout = imports.ui.layout;
const SwipeTracker = imports.ui.swipeTracker;
const WINDOW_ANIMATION_TIME = 250;
const WorkspaceGroup = GObject.registerClass(
class WorkspaceGroup extends Clutter.Actor {
_init(controller, workspace) {
_init(controller, workspace, monitor) {
super._init();
this._controller = controller;
this._workspace = workspace;
this._monitor = monitor;
this._windows = [];
this._refreshWindows();
@ -28,6 +30,11 @@ class WorkspaceGroup extends Clutter.Actor {
if (window.get_workspace() !== this._workspace)
return false;
let geometry = global.display.get_monitor_geometry(this._monitor.index);
let [intersects, intersection_] = window.get_frame_rect().intersect(geometry);
if (!intersects)
return false;
if (!window.showing_on_its_workspace())
return false;
@ -51,8 +58,8 @@ class WorkspaceGroup extends Clutter.Actor {
for (let window of windows) {
let clone = new Clutter.Clone({
source: window,
x: window.x,
y: window.y,
x: window.x - this._monitor.x,
y: window.y - this._monitor.y,
});
this.add_actor(clone);
@ -105,45 +112,65 @@ const WorkspaceAnimation = GObject.registerClass({
this._controller = controller;
this._movingWindow = null;
this._surroundings = {};
this._monitors = [];
this._progress = 0;
this._container = new Clutter.Actor();
this.add_actor(this._container);
global.window_group.add_actor(this);
let workspaceManager = global.workspace_manager;
let curWs = workspaceManager.get_workspace_by_index(from);
this._curGroup = new WorkspaceGroup(controller, curWs);
this._container.add_actor(this._curGroup);
for (let monitor of Main.layoutManager.monitors) {
let record = {
index: monitor.index,
clipBin: new Clutter.Actor({
x_expand: true,
y_expand: true,
clip_to_allocation: true,
}),
container: new Clutter.Actor(),
surroundings: {},
};
for (let dir of Object.values(Meta.MotionDirection)) {
let ws = null;
let constraint = new Layout.MonitorConstraint({ index: monitor.index });
record.clipBin.add_constraint(constraint);
if (to < 0)
ws = curWs.get_neighbor(dir);
else if (dir === direction)
ws = workspaceManager.get_workspace_by_index(to);
record.clipBin.add_actor(record.container);
if (ws === null || ws === curWs) {
this._surroundings[dir] = null;
continue;
this.add_actor(record.clipBin);
record.curGroup = new WorkspaceGroup(controller, curWs, monitor);
record.container.add_actor(record.curGroup);
for (let dir of Object.values(Meta.MotionDirection)) {
let ws = null;
if (to < 0)
ws = curWs.get_neighbor(dir);
else if (dir === direction)
ws = workspaceManager.get_workspace_by_index(to);
if (ws === null || ws === curWs) {
record.surroundings[dir] = null;
continue;
}
let [x, y] = this._getPositionForDirection(dir, curWs, ws,
monitor.index);
let info = {
index: ws.index(),
actor: new WorkspaceGroup(controller, ws, monitor),
xDest: x,
yDest: y,
};
record.surroundings[dir] = info;
record.container.add_actor(info.actor);
record.container.set_child_above_sibling(info.actor, null);
info.actor.set_position(x, y);
}
let [x, y] = this._getPositionForDirection(dir, curWs, ws);
let info = {
index: ws.index(),
actor: new WorkspaceGroup(controller, ws),
xDest: x,
yDest: y,
};
this._surroundings[dir] = info;
this._container.add_actor(info.actor);
this._container.set_child_above_sibling(info.actor, null);
info.actor.set_position(x, y);
this._monitors.push(record);
}
if (this._controller.movingWindow) {
@ -168,6 +195,8 @@ const WorkspaceAnimation = GObject.registerClass({
}
_onDestroy() {
this._monitors = [];
if (this._movingWindow) {
let record = this._movingWindow;
record.window.disconnect(record.windowDestroyId);
@ -179,34 +208,39 @@ const WorkspaceAnimation = GObject.registerClass({
}
}
_getPositionForDirection(direction, fromWs, toWs) {
_getPositionForDirection(direction, fromWs, toWs, monitor) {
let xDest = 0, yDest = 0;
let oldWsIsFullscreen = fromWs.list_windows().some(w => w.is_fullscreen());
let newWsIsFullscreen = toWs.list_windows().some(w => w.is_fullscreen());
let condition = w => w.get_monitor() === monitor && w.is_fullscreen();
let oldWsIsFullscreen = fromWs.list_windows().some(condition);
let newWsIsFullscreen = toWs.list_windows().some(condition);
let geometry = Main.layoutManager.monitors[monitor];
// We have to shift windows up or down by the height of the panel to prevent having a
// visible gap between the windows while switching workspaces. Since fullscreen windows
// hide the panel, they don't need to be shifted up or down.
let shiftHeight = Main.panel.height;
let shiftHeight = monitor === Main.layoutManager.primaryIndex
? Main.panel.height : 0;
if (direction === Meta.MotionDirection.UP ||
direction === Meta.MotionDirection.UP_LEFT ||
direction === Meta.MotionDirection.UP_RIGHT)
yDest = -global.screen_height + (oldWsIsFullscreen ? 0 : shiftHeight);
yDest = -geometry.height + (oldWsIsFullscreen ? 0 : shiftHeight);
else if (direction === Meta.MotionDirection.DOWN ||
direction === Meta.MotionDirection.DOWN_LEFT ||
direction === Meta.MotionDirection.DOWN_RIGHT)
yDest = global.screen_height - (newWsIsFullscreen ? 0 : shiftHeight);
yDest = geometry.height - (newWsIsFullscreen ? 0 : shiftHeight);
if (direction === Meta.MotionDirection.LEFT ||
direction === Meta.MotionDirection.UP_LEFT ||
direction === Meta.MotionDirection.DOWN_LEFT)
xDest = -global.screen_width;
xDest = -geometry.width;
else if (direction === Meta.MotionDirection.RIGHT ||
direction === Meta.MotionDirection.UP_RIGHT ||
direction === Meta.MotionDirection.DOWN_RIGHT)
xDest = global.screen_width;
xDest = geometry.width;
return [xDest, yDest];
}
@ -244,21 +278,24 @@ const WorkspaceAnimation = GObject.registerClass({
this._progress = progress;
let direction = this.directionForProgress(progress);
let xPos = 0;
let yPos = 0;
if (global.workspace_manager.layout_rows === -1)
yPos = -Math.round(progress * this._getDistance(direction));
else if (Clutter.get_default_text_direction() === Clutter.TextDirection.RTL)
xPos = Math.round(progress * this._getDistance(direction));
else
xPos = -Math.round(progress * this._getDistance(direction));
for (let monitorData of this._monitors) {
let xPos = 0;
let yPos = 0;
this._container.set_position(xPos, yPos);
if (global.workspace_manager.layout_rows === -1)
yPos = -Math.round(progress * this._getDistance(monitorData, direction));
else if (Clutter.get_default_text_direction() === Clutter.TextDirection.RTL)
xPos = Math.round(progress * this._getDistance(monitorData, direction));
else
xPos = -Math.round(progress * this._getDistance(monitorData, direction));
monitorData.container.set_position(xPos, yPos);
}
}
_getDistance(direction) {
let info = this._surroundings[direction];
_getDistance(monitorData, direction) {
let info = monitorData.surroundings[direction];
if (!info)
return 0;
@ -276,19 +313,30 @@ const WorkspaceAnimation = GObject.registerClass({
return 0;
}
getProgressRange() {
getProgressRange(monitor) {
let monitorData = null;
for (let data of this._monitors) {
if (data.index === monitor) {
monitorData = data;
break;
}
}
if (!monitorData)
return 0;
let baseDistance;
if (global.workspace_manager.layout_rows !== -1)
baseDistance = global.screen_width;
baseDistance = Main.layoutManager.monitors[monitor].width;
else
baseDistance = global.screen_height;
baseDistance = Main.layoutManager.monitors[monitor].height;
let direction = this.directionForProgress(-1);
let distance = this._getDistance(direction);
let distance = this._getDistance(monitorData, direction);
let lower = -distance / baseDistance;
direction = this.directionForProgress(1);
distance = this._getDistance(direction);
distance = this._getDistance(monitorData, direction);
let upper = distance / baseDistance;
return [lower, upper];
@ -335,6 +383,7 @@ var WorkspaceAnimationController = class {
this._inProgress = false;
this._gestureActivated = false;
this.movingWindow = null;
this._monitor = null;
}
animateSwitchWorkspace(from, to, direction, onComplete) {
@ -368,9 +417,9 @@ var WorkspaceAnimationController = class {
let baseDistance;
if (horiz)
baseDistance = global.screen_width;
baseDistance = Main.layoutManager.monitors[monitor].width;
else
baseDistance = global.screen_height;
baseDistance = Main.layoutManager.monitors[monitor].height;
let progress;
if (this._gestureActivated) {
@ -381,7 +430,8 @@ var WorkspaceAnimationController = class {
progress = 0;
}
let [lower, upper] = this._animation.getProgressRange();
this._monitor = monitor;
let [lower, upper] = this._animation.getProgressRange(monitor);
if (progress < 0)
progress *= -lower;
else if (progress > 0)
@ -401,7 +451,7 @@ var WorkspaceAnimationController = class {
_switchWorkspaceUpdate(tracker, progress) {
// Translate the progress into [-1;1] range
let [lower, upper] = this._animation.getProgressRange();
let [lower, upper] = this._animation.getProgressRange(this._monitor);
if (progress < 0)
progress /= -lower;
else if (progress > 0)