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