// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- /* exported Workspace */ const { Atk, Clutter, GLib, GObject, Meta, Pango, Shell, St } = imports.gi; const Mainloop = imports.mainloop; const Signals = imports.signals; const DND = imports.ui.dnd; const Main = imports.ui.main; const Overview = imports.ui.overview; var WINDOW_DND_SIZE = 256; var WINDOW_CLONE_MAXIMUM_SCALE = 1.0; var WINDOW_OVERLAY_IDLE_HIDE_TIMEOUT = 750; var WINDOW_OVERLAY_FADE_TIME = 100; var WINDOW_REPOSITIONING_DELAY = 750; var DRAGGING_WINDOW_OPACITY = 100; // When calculating a layout, we calculate the scale of windows and the percent // of the available area the new layout uses. If the values for the new layout, // when weighted with the values as below, are worse than the previous layout's, // we stop looking for a new layout and use the previous layout. // Otherwise, we keep looking for a new layout. var LAYOUT_SCALE_WEIGHT = 1; var LAYOUT_SPACE_WEIGHT = 0.1; var WINDOW_ANIMATION_MAX_NUMBER_BLENDING = 3; function _interpolate(start, end, step) { return start + (end - start) * step; } var WindowCloneLayout = GObject.registerClass( class WindowCloneLayout extends Clutter.LayoutManager { _init(boundingBox) { super._init(); this._boundingBox = boundingBox; } get boundingBox() { return this._boundingBox; } set boundingBox(b) { this._boundingBox = b; this.layout_changed(); } _makeBoxForWindow(window) { // We need to adjust the position of the actor because of the // consequences of invisible borders -- in reality, the texture // has an extra set of "padding" around it that we need to trim // down. // The bounding box is based on the (visible) frame rect, while // the buffer rect contains everything, including the invisible // border padding. let bufferRect = window.get_buffer_rect(); let box = new Clutter.ActorBox(); box.set_origin(bufferRect.x - this._boundingBox.x, bufferRect.y - this._boundingBox.y); box.set_size(bufferRect.width, bufferRect.height); return box; } vfunc_get_preferred_height(_container, _forWidth) { return [this._boundingBox.height, this._boundingBox.height]; } vfunc_get_preferred_width(_container, _forHeight) { return [this._boundingBox.width, this._boundingBox.width]; } vfunc_allocate(container, box, flags) { container.get_children().forEach(child => { let realWindow; if (child == container._windowClone) realWindow = container.realWindow; else realWindow = child.source; child.allocate(this._makeBoxForWindow(realWindow.meta_window), flags); }); } }); var WindowClone = GObject.registerClass({ Signals: { 'drag-begin': {}, 'drag-cancelled': {}, 'drag-end': {}, 'hide-chrome': {}, 'selected': { param_types: [GObject.TYPE_UINT] }, 'show-chrome': {}, 'size-changed': {} }, }, class WorkspaceWindowClone extends St.Widget { _init(realWindow, workspace) { this.realWindow = realWindow; this.metaWindow = realWindow.meta_window; this.metaWindow._delegate = this; this._workspace = workspace; this._windowClone = new Clutter.Clone({ source: realWindow }); // We expect this to be used for all interaction rather than // this._windowClone; as the former is reactive and the latter // is not, this just works for most cases. However, for DND all // actors are picked, so DND operations would operate on the clone. // To avoid this, we hide it from pick. Shell.util_set_hidden_from_pick(this._windowClone, true); // The MetaShapedTexture that we clone has a size that includes // the invisible border; this is inconvenient; rather than trying // to compensate all over the place we insert a ClutterActor into // the hierarchy that is sized to only the visible portion. super._init({ reactive: true, can_focus: true, accessible_role: Atk.Role.PUSH_BUTTON, layout_manager: new WindowCloneLayout() }); this.set_offscreen_redirect(Clutter.OffscreenRedirect.AUTOMATIC_FOR_OPACITY); this.add_child(this._windowClone); this._delegate = this; this.slotId = 0; this._slot = [0, 0, 0, 0]; this._dragSlot = [0, 0, 0, 0]; this._stackAbove = null; this._windowClone._sizeChangedId = this.metaWindow.connect('size-changed', this._onMetaWindowSizeChanged.bind(this)); this._windowClone._posChangedId = this.metaWindow.connect('position-changed', this._computeBoundingBox.bind(this)); this._windowClone._destroyId = this.realWindow.connect('destroy', () => { // First destroy the clone and then destroy everything // This will ensure that we never see it in the // _disconnectSignals loop this._windowClone.destroy(); this.destroy(); }); this._updateAttachedDialogs(); this._computeBoundingBox(); this.x = this._boundingBox.x; this.y = this._boundingBox.y; let clickAction = new Clutter.ClickAction(); clickAction.connect('clicked', this._onClicked.bind(this)); clickAction.connect('long-press', this._onLongPress.bind(this)); this.add_action(clickAction); this.connect('destroy', this._onDestroy.bind(this)); this.connect('key-press-event', this._onKeyPress.bind(this)); this.connect('enter-event', () => this.emit('show-chrome')); this.connect('key-focus-in', () => this.emit('show-chrome')); this.connect('leave-event', () => this.emit('hide-chrome')); this.connect('key-focus-out', () => this.emit('hide-chrome')); this._draggable = DND.makeDraggable(this, { restoreOnSuccess: true, manualMode: true, dragActorMaxSize: WINDOW_DND_SIZE, dragActorOpacity: DRAGGING_WINDOW_OPACITY }); this._draggable.connect('drag-begin', this._onDragBegin.bind(this)); this._draggable.connect('drag-cancelled', this._onDragCancelled.bind(this)); this._draggable.connect('drag-end', this._onDragEnd.bind(this)); this.inDrag = false; this._selected = false; this._closeRequested = false; } vfunc_has_overlaps() { return this.hasAttachedDialogs(); } set slot(slot) { this._slot = slot; } get slot() { if (this.inDrag) return this._dragSlot; else return this._slot; } deleteAll() { // Delete all windows, starting from the bottom-most (most-modal) one let windows = this.get_children(); for (let i = windows.length - 1; i >= 1; i--) { let realWindow = windows[i].source; let metaWindow = realWindow.meta_window; metaWindow.delete(global.get_current_time()); } this.metaWindow.delete(global.get_current_time()); this._closeRequested = true; } addDialog(win) { let parent = win.get_transient_for(); while (parent.is_attached_dialog()) parent = parent.get_transient_for(); // Display dialog if it is attached to our metaWindow if (win.is_attached_dialog() && parent == this.metaWindow) { this._doAddAttachedDialog(win, win.get_compositor_private()); this._onMetaWindowSizeChanged(); } // The dialog popped up after the user tried to close the window, // assume it's a close confirmation and leave the overview if (this._closeRequested) this._activate(); } hasAttachedDialogs() { return this.get_n_children() > 1; } _doAddAttachedDialog(metaWin, realWin) { let clone = new Clutter.Clone({ source: realWin }); clone._sizeChangedId = metaWin.connect('size-changed', this._onMetaWindowSizeChanged.bind(this)); clone._posChangedId = metaWin.connect('position-changed', this._onMetaWindowSizeChanged.bind(this)); clone._destroyId = realWin.connect('destroy', () => { clone.destroy(); this._onMetaWindowSizeChanged(); }); this.add_child(clone); } _updateAttachedDialogs() { let iter = win => { let actor = win.get_compositor_private(); if (!actor) return false; if (!win.is_attached_dialog()) return false; this._doAddAttachedDialog(win, actor); win.foreach_transient(iter); return true; }; this.metaWindow.foreach_transient(iter); } get boundingBox() { return this._boundingBox; } get width() { return this._boundingBox.width; } get height() { return this._boundingBox.height; } getOriginalPosition() { return [this._boundingBox.x, this._boundingBox.y]; } _computeBoundingBox() { let rect = this.metaWindow.get_frame_rect(); this.get_children().forEach(child => { let realWindow; if (child == this._windowClone) realWindow = this.realWindow; else realWindow = child.source; let metaWindow = realWindow.meta_window; rect = rect.union(metaWindow.get_frame_rect()); }); // Convert from a MetaRectangle to a native JS object this._boundingBox = { x: rect.x, y: rect.y, width: rect.width, height: rect.height }; this.layout_manager.boundingBox = rect; } // Find the actor just below us, respecting reparenting done by DND code getActualStackAbove() { if (this._stackAbove == null) return null; if (this.inDrag) { if (this._stackAbove._delegate) return this._stackAbove._delegate.getActualStackAbove(); else return null; } else { return this._stackAbove; } } setStackAbove(actor) { this._stackAbove = actor; if (this.inDrag) // We'll fix up the stack after the drag return; let actualAbove = this.getActualStackAbove(); if (actualAbove == null) this.lower_bottom(); else this.raise(actualAbove); } _disconnectSignals() { this.get_children().forEach(child => { let realWindow; if (child == this._windowClone) realWindow = this.realWindow; else realWindow = child.source; realWindow.meta_window.disconnect(child._sizeChangedId); realWindow.meta_window.disconnect(child._posChangedId); realWindow.disconnect(child._destroyId); }); } _onMetaWindowSizeChanged() { this._computeBoundingBox(); this.emit('size-changed'); } _onDestroy() { this._disconnectSignals(); this.metaWindow._delegate = null; this._delegate = null; if (this._longPressLater) { Meta.later_remove(this._longPressLater); delete this._longPressLater; } if (this.inDrag) { this.emit('drag-end'); this.inDrag = false; } } _activate() { this._selected = true; this.emit('selected', global.get_current_time()); } _onKeyPress(actor, event) { let symbol = event.get_key_symbol(); let isEnter = (symbol == Clutter.KEY_Return || symbol == Clutter.KEY_KP_Enter); if (isEnter) { this._activate(); return true; } return false; } _onClicked() { this._activate(); } _onLongPress(action, actor, state) { // Take advantage of the Clutter policy to consider // a long-press canceled when the pointer movement // exceeds dnd-drag-threshold to manually start the drag if (state == Clutter.LongPressState.CANCEL) { let event = Clutter.get_current_event(); this._dragTouchSequence = event.get_event_sequence(); if (this._longPressLater) return true; // A click cancels a long-press before any click handler is // run - make sure to not start a drag in that case this._longPressLater = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => { delete this._longPressLater; if (this._selected) return; let [x, y] = action.get_coords(); action.release(); this._draggable.startDrag(x, y, global.get_current_time(), this._dragTouchSequence); }); } else { this.emit('show-chrome'); } return true; } _onDragBegin(_draggable, _time) { this._dragSlot = this._slot; [this.dragOrigX, this.dragOrigY] = this.get_position(); this.dragOrigScale = this.scale_x; this.inDrag = true; this.emit('drag-begin'); } handleDragOver(source, actor, x, y, time) { return this._workspace.handleDragOver(source, actor, x, y, time); } acceptDrop(source, actor, x, y, time) { this._workspace.acceptDrop(source, actor, x, y, time); } _onDragCancelled(_draggable, _time) { this.emit('drag-cancelled'); } _onDragEnd(_draggable, _time, _snapback) { this.inDrag = false; // We may not have a parent if DnD completed successfully, in // which case our clone will shortly be destroyed and replaced // with a new one on the target workspace. if (this.get_parent() != null) { if (this._stackAbove == null) this.lower_bottom(); else this.raise(this._stackAbove); } this.emit('drag-end'); } }); /** * @windowClone: Corresponding window clone * @parentActor: The actor which will be the parent of all overlay items * such as the close button and window caption */ var WindowOverlay = class { constructor(windowClone, parentActor) { let metaWindow = windowClone.metaWindow; this._windowClone = windowClone; this._parentActor = parentActor; this._hidden = false; this._idleHideOverlayId = 0; this.borderSize = 0; this.border = new St.Bin({ style_class: 'window-clone-border' }); this.title = new St.Label({ style_class: 'window-caption', text: this._getCaption() }); this.title.clutter_text.ellipsize = Pango.EllipsizeMode.END; windowClone.label_actor = this.title; this._maxTitleWidth = -1; this._updateCaptionId = metaWindow.connect('notify::title', () => { this.title.text = this._getCaption(); this.relayout(false); }); this.closeButton = new St.Button({ style_class: 'window-close' }); this.closeButton.add_actor(new St.Icon({ icon_name: 'window-close-symbolic' })); this.closeButton._overlap = 0; this.closeButton.connect('clicked', () => this._windowClone.deleteAll()); windowClone.connect('destroy', this._onDestroy.bind(this)); windowClone.connect('show-chrome', this._onShowChrome.bind(this)); windowClone.connect('hide-chrome', this._onHideChrome.bind(this)); this.title.hide(); this.closeButton.hide(); // Don't block drop targets Shell.util_set_hidden_from_pick(this.title, true); Shell.util_set_hidden_from_pick(this.border, true); parentActor.add_actor(this.border); parentActor.add_actor(this.title); parentActor.add_actor(this.closeButton); this.title.connect('style-changed', this._onStyleChanged.bind(this)); this.closeButton.connect('style-changed', this._onStyleChanged.bind(this)); this.border.connect('style-changed', this._onStyleChanged.bind(this)); // Force a style change if we are already on a stage - otherwise // the signal will be emitted normally when we are added if (parentActor.get_stage()) this._onStyleChanged(); } hide() { this._hidden = true; this.hideOverlay(); } show() { this._hidden = false; if (this._windowClone['has-pointer']) this._animateVisible(); } chromeHeights() { return [Math.max(this.borderSize, this.closeButton.height - this.closeButton._overlap), (this.title.height - this.borderSize) / 2]; } chromeWidths() { return [this.borderSize, Math.max(this.borderSize, this.closeButton.width - this.closeButton._overlap)]; } setMaxChromeWidth(max) { if (this._maxTitleWidth == max) return; this._maxTitleWidth = max; } relayout(animate) { let button = this.closeButton; let title = this.title; let border = this.border; button.remove_all_transitions(); border.remove_all_transitions(); title.remove_all_transitions(); let [cloneX, cloneY, cloneWidth, cloneHeight] = this._windowClone.slot; let layout = Meta.prefs_get_button_layout(); let side = layout.left_buttons.includes(Meta.ButtonFunction.CLOSE) ? St.Side.LEFT : St.Side.RIGHT; let buttonX; let buttonY = cloneY - (button.height - button._overlap); if (side == St.Side.LEFT) buttonX = cloneX - (button.width - button._overlap); else buttonX = cloneX + (cloneWidth - button._overlap); if (animate) this._animateOverlayActor(button, Math.floor(buttonX), Math.floor(buttonY), button.width); else button.set_position(Math.floor(buttonX), Math.floor(buttonY)); // Clutter.Actor.get_preferred_width() will return the fixed width if // one is set, so we need to reset the width by calling set_width(-1), // to forward the call down to StLabel. // We also need to save and restore the current width, otherwise the // animation starts from the wrong point. let prevTitleWidth = title.width; title.set_width(-1); let [titleMinWidth, titleNatWidth] = title.get_preferred_width(-1); let titleWidth = Math.max(titleMinWidth, Math.min(titleNatWidth, this._maxTitleWidth)); title.width = prevTitleWidth; let titleX = cloneX + (cloneWidth - titleWidth) / 2; let titleY = cloneY + cloneHeight - (title.height - this.borderSize) / 2; if (animate) { this._animateOverlayActor(title, Math.floor(titleX), Math.floor(titleY), titleWidth); } else { title.width = titleWidth; title.set_position(Math.floor(titleX), Math.floor(titleY)); } let borderX = cloneX - this.borderSize; let borderY = cloneY - this.borderSize; let borderWidth = cloneWidth + 2 * this.borderSize; let borderHeight = cloneHeight + 2 * this.borderSize; if (animate) { this._animateOverlayActor(this.border, borderX, borderY, borderWidth, borderHeight); } else { this.border.set_position(borderX, borderY); this.border.set_size(borderWidth, borderHeight); } } _getCaption() { let metaWindow = this._windowClone.metaWindow; if (metaWindow.title) return metaWindow.title; let tracker = Shell.WindowTracker.get_default(); let app = tracker.get_window_app(metaWindow); return app.get_name(); } _animateOverlayActor(actor, x, y, width, height) { let params = { x, y, width, duration: Overview.ANIMATION_TIME, mode: Clutter.AnimationMode.EASE_OUT_QUAD }; if (height !== undefined) params.height = height; actor.ease(params); } _windowCanClose() { return this._windowClone.metaWindow.can_close() && !this._windowClone.hasAttachedDialogs(); } _onDestroy() { if (this._idleHideOverlayId > 0) { Mainloop.source_remove(this._idleHideOverlayId); this._idleHideOverlayId = 0; } this._windowClone.metaWindow.disconnect(this._updateCaptionId); this.title.destroy(); this.closeButton.destroy(); this.border.destroy(); } _animateVisible() { this._parentActor.raise_top(); let toAnimate = [this.border, this.title]; if (this._windowCanClose()) toAnimate.push(this.closeButton); toAnimate.forEach(a => { a.show(); a.opacity = 0; a.ease({ opacity: 255, duration: WINDOW_OVERLAY_FADE_TIME, mode: Clutter.AnimationMode.EASE_OUT_QUAD }); }); } _animateInvisible() { [this.closeButton, this.border, this.title].forEach(a => { a.opacity = 255; a.ease({ opacity: 0, duration: WINDOW_OVERLAY_FADE_TIME, mode: Clutter.AnimationMode.EASE_IN_QUAD }); }); } _onShowChrome() { // We might get enter events on the clone while the overlay is // hidden, e.g. during animations, we ignore these events, // as the close button will be shown as needed when the overlays // are shown again if (this._hidden) return; this._animateVisible(); this.emit('chrome-visible'); } _onHideChrome() { if (this._idleHideOverlayId == 0) { this._idleHideOverlayId = Mainloop.timeout_add(WINDOW_OVERLAY_IDLE_HIDE_TIMEOUT, this._idleHideOverlay.bind(this)); GLib.Source.set_name_by_id(this._idleHideOverlayId, '[gnome-shell] this._idleHideOverlay'); } } _idleHideOverlay() { this._idleHideOverlayId = 0; if (!this._windowClone['has-pointer'] && !this.closeButton['has-pointer']) this._animateInvisible(); return GLib.SOURCE_REMOVE; } hideOverlay() { if (this._idleHideOverlayId > 0) { Mainloop.source_remove(this._idleHideOverlayId); this._idleHideOverlayId = 0; } this.closeButton.hide(); this.border.hide(); this.title.hide(); } _onStyleChanged() { let closeNode = this.closeButton.get_theme_node(); this.closeButton._overlap = closeNode.get_length('-shell-close-overlap'); let borderNode = this.border.get_theme_node(); this.borderSize = borderNode.get_border_width(St.Side.TOP); this._parentActor.queue_relayout(); } }; Signals.addSignalMethods(WindowOverlay.prototype); var WindowPositionFlags = { NONE: 0, INITIAL: 1 << 0, ANIMATE: 1 << 1 }; // Window Thumbnail Layout Algorithm // ================================= // // General overview // ---------------- // // The window thumbnail layout algorithm calculates some optimal layout // by computing layouts with some number of rows, calculating how good // each layout is, and stopping iterating when it finds one that is worse // than the previous layout. A layout consists of which windows are in // which rows, row sizes and other general state tracking that would make // calculating window positions from this information fairly easy. // // After a layout is computed that's considered the best layout, we // compute the layout scale to fit it in the area, and then compute // slots (sizes and positions) for each thumbnail. // // Layout generation // ----------------- // // Layout generation is naive and simple: we simply add windows to a row // until we've added too many windows to a row, and then make a new row, // until we have our required N rows. The potential issue with this strategy // is that we may have too many windows at the bottom in some pathological // cases, which tends to make the thumbnails have the shape of a pile of // sand with a peak, with one window at the top. // // Scaling factors // --------------- // // Thumbnail position is mostly straightforward -- the main issue is // computing an optimal scale for each window that fits the constraints, // and doesn't make the thumbnail too small to see. There are two factors // involved in thumbnail scale to make sure that these two goals are met: // the window scale (calculated by _computeWindowScale) and the layout // scale (calculated by computeSizeAndScale). // // The calculation logic becomes slightly more complicated because row // and column spacing are not scaled, they're constant, so we can't // simply generate a bunch of window positions and then scale it. In // practice, it's not too bad -- we can simply try to fit the layout // in the input area minus whatever spacing we have, and then add // it back afterwards. // // The window scale is constant for the window's size regardless of the // input area or the layout scale or rows or anything else, and right // now just enlarges the window if it's too small. The fact that this // factor is stable makes it easy to calculate, so there's no sense // in not applying it in most calculations. // // The layout scale depends on the input area, the rows, etc, but is the // same for the entire layout, rather than being per-window. After // generating the rows of windows, we basically do some basic math to // fit the full, unscaled layout to the input area, as described above. // // With these two factors combined, the final scale of each thumbnail is // simply windowScale * layoutScale... almost. // // There's one additional constraint: the thumbnail scale must never be // larger than WINDOW_CLONE_MAXIMUM_SCALE, which means that the inequality: // // windowScale * layoutScale <= WINDOW_CLONE_MAXIMUM_SCALE // // must always be true. This is for each individual window -- while we // could adjust layoutScale to make the largest thumbnail smaller than // WINDOW_CLONE_MAXIMUM_SCALE, it would shrink windows which are already // under the inequality. To solve this, we simply cheat: we simply keep // each window's "cell" area to be the same, but we shrink the thumbnail // and center it horizontally, and align it to the bottom vertically. var LayoutStrategy = class { constructor(monitor, rowSpacing, columnSpacing) { if (this.constructor === LayoutStrategy) throw new TypeError(`Cannot instantiate abstract type ${this.constructor.name}`); this._monitor = monitor; this._rowSpacing = rowSpacing; this._columnSpacing = columnSpacing; } _newRow() { // Row properties: // // * x, y are the position of row, relative to area // // * width, height are the scaled versions of fullWidth, fullHeight // // * width also has the spacing in between windows. It's not in // fullWidth, as the spacing is constant, whereas fullWidth is // meant to be scaled // // * neither height/fullHeight have any sort of spacing or padding return { x: 0, y: 0, width: 0, height: 0, fullWidth: 0, fullHeight: 0, windows: [] }; } // Computes and returns an individual scaling factor for @window, // to be applied in addition to the overall layout scale. _computeWindowScale(window) { // Since we align windows next to each other, the height of the // thumbnails is much more important to preserve than the width of // them, so two windows with equal height, but maybe differering // widths line up. let ratio = window.height / this._monitor.height; // The purpose of this manipulation here is to prevent windows // from getting too small. For something like a calculator window, // we need to bump up the size just a bit to make sure it looks // good. We'll use a multiplier of 1.5 for this. // Map from [0, 1] to [1.5, 1] return _interpolate(1.5, 1, ratio); } // Compute the size of each row, by assigning to the properties // row.width, row.height, row.fullWidth, row.fullHeight, and // (optionally) for each row in @layout.rows. This method is // intended to be called by subclasses. _computeRowSizes(_layout) { throw new GObject.NotImplementedError(`_computeRowSizes in ${this.constructor.name}`); } // Compute strategy-specific window slots for each window in // @windows, given the @layout. The strategy may also use @layout // as strategy-specific storage. // // This must calculate: // * maxColumns - The maximum number of columns used by the layout. // * gridWidth - The total width used by the grid, unscaled, unspaced. // * gridHeight - The totial height used by the grid, unscaled, unspaced. // * rows - A list of rows, which should be instantiated by _newRow. computeLayout(_windows, _layout) { throw new GObject.NotImplementedError(`computeLayout in ${this.constructor.name}`); } // Given @layout, compute the overall scale and space of the layout. // The scale is the individual, non-fancy scale of each window, and // the space is the percentage of the available area eventually // used by the layout. // This method does not return anything, but instead installs // the properties "scale" and "space" on @layout directly. // // Make sure to call this methods before calling computeWindowSlots(), // as it depends on the scale property installed in @layout here. computeScaleAndSpace(layout) { let area = layout.area; let hspacing = (layout.maxColumns - 1) * this._columnSpacing; let vspacing = (layout.numRows - 1) * this._rowSpacing; let spacedWidth = area.width - hspacing; let spacedHeight = area.height - vspacing; let horizontalScale = spacedWidth / layout.gridWidth; let verticalScale = spacedHeight / layout.gridHeight; // Thumbnails should be less than 70% of the original size let scale = Math.min(horizontalScale, verticalScale, WINDOW_CLONE_MAXIMUM_SCALE); let scaledLayoutWidth = layout.gridWidth * scale + hspacing; let scaledLayoutHeight = layout.gridHeight * scale + vspacing; let space = (scaledLayoutWidth * scaledLayoutHeight) / (area.width * area.height); layout.scale = scale; layout.space = space; } computeWindowSlots(layout, area) { this._computeRowSizes(layout); let { rows: rows, scale: scale } = layout; let slots = []; // Do this in three parts. let heightWithoutSpacing = 0; for (let i = 0; i < rows.length; i++) { let row = rows[i]; heightWithoutSpacing += row.height; } let verticalSpacing = (rows.length - 1) * this._rowSpacing; let additionalVerticalScale = Math.min(1, (area.height - verticalSpacing) / heightWithoutSpacing); // keep track how much smaller the grid becomes due to scaling // so it can be centered again let compensation = 0; let y = 0; for (let i = 0; i < rows.length; i++) { let row = rows[i]; // If this window layout row doesn't fit in the actual // geometry, then apply an additional scale to it. let horizontalSpacing = (row.windows.length - 1) * this._columnSpacing; let widthWithoutSpacing = row.width - horizontalSpacing; let additionalHorizontalScale = Math.min(1, (area.width - horizontalSpacing) / widthWithoutSpacing); if (additionalHorizontalScale < additionalVerticalScale) { row.additionalScale = additionalHorizontalScale; // Only consider the scaling in addition to the vertical scaling for centering. compensation += (additionalVerticalScale - additionalHorizontalScale) * row.height; } else { row.additionalScale = additionalVerticalScale; // No compensation when scaling vertically since centering based on a too large // height would undo what vertical scaling is trying to achieve. } row.x = area.x + (Math.max(area.width - (widthWithoutSpacing * row.additionalScale + horizontalSpacing), 0) / 2); row.y = area.y + (Math.max(area.height - (heightWithoutSpacing + verticalSpacing), 0) / 2) + y; y += row.height * row.additionalScale + this._rowSpacing; } compensation /= 2; for (let i = 0; i < rows.length; i++) { let row = rows[i]; let x = row.x; for (let j = 0; j < row.windows.length; j++) { let window = row.windows[j]; let s = scale * this._computeWindowScale(window) * row.additionalScale; let cellWidth = window.width * s; let cellHeight = window.height * s; s = Math.min(s, WINDOW_CLONE_MAXIMUM_SCALE); let cloneWidth = window.width * s; let cloneX = x + (cellWidth - cloneWidth) / 2; let cloneY = row.y + row.height * row.additionalScale - cellHeight + compensation; // Align with the pixel grid to prevent blurry windows at scale = 1 cloneX = Math.floor(cloneX); cloneY = Math.floor(cloneY); slots.push([cloneX, cloneY, s, window]); x += cellWidth + this._columnSpacing; } } return slots; } }; var UnalignedLayoutStrategy = class extends LayoutStrategy { _computeRowSizes(layout) { let { rows: rows, scale: scale } = layout; for (let i = 0; i < rows.length; i++) { let row = rows[i]; row.width = row.fullWidth * scale + (row.windows.length - 1) * this._columnSpacing; row.height = row.fullHeight * scale; } } _keepSameRow(row, window, width, idealRowWidth) { if (row.fullWidth + width <= idealRowWidth) return true; let oldRatio = row.fullWidth / idealRowWidth; let newRatio = (row.fullWidth + width) / idealRowWidth; if (Math.abs(1 - newRatio) < Math.abs(1 - oldRatio)) return true; return false; } _sortRow(row) { // Sort windows horizontally to minimize travel distance. // This affects in what order the windows end up in a row. row.windows.sort((a, b) => { let aCenter = a.realWindow.x + a.realWindow.width / 2; let bCenter = b.realWindow.x + b.realWindow.width / 2; return aCenter - bCenter; }); } computeLayout(windows, layout) { let numRows = layout.numRows; let rows = []; let totalWidth = 0; for (let i = 0; i < windows.length; i++) { let window = windows[i]; let s = this._computeWindowScale(window); totalWidth += window.width * s; } let idealRowWidth = totalWidth / numRows; // Sort windows vertically to minimize travel distance. // This affects what rows the windows get placed in. let sortedWindows = windows.slice(); sortedWindows.sort((a, b) => { let aCenter = a.realWindow.y + a.realWindow.height / 2; let bCenter = b.realWindow.y + b.realWindow.height / 2; return aCenter - bCenter; }); let windowIdx = 0; for (let i = 0; i < numRows; i++) { let row = this._newRow(); rows.push(row); for (; windowIdx < sortedWindows.length; windowIdx++) { let window = sortedWindows[windowIdx]; let s = this._computeWindowScale(window); let width = window.width * s; let height = window.height * s; row.fullHeight = Math.max(row.fullHeight, height); // either new width is < idealWidth or new width is nearer from idealWidth then oldWidth if (this._keepSameRow(row, window, width, idealRowWidth) || (i == numRows - 1)) { row.windows.push(window); row.fullWidth += width; } else { break; } } } let gridHeight = 0; let maxRow; for (let i = 0; i < numRows; i++) { let row = rows[i]; this._sortRow(row); if (!maxRow || row.fullWidth > maxRow.fullWidth) maxRow = row; gridHeight += row.fullHeight; } layout.rows = rows; layout.maxColumns = maxRow.windows.length; layout.gridWidth = maxRow.fullWidth; layout.gridHeight = gridHeight; } }; function padArea(area, padding) { return { x: area.x + padding.left, y: area.y + padding.top, width: area.width - padding.left - padding.right, height: area.height - padding.top - padding.bottom, }; } function rectEqual(one, two) { if (one == two) return true; if (!one || !two) return false; return (one.x == two.x && one.y == two.y && one.width == two.width && one.height == two.height); } const WorkspaceActor = GObject.registerClass( class WorkspaceActor extends St.Widget { vfunc_get_focus_chain() { return this.get_children().filter(c => c.visible).sort((a, b) => { if (a instanceof WindowClone && b instanceof WindowClone) return a.slotId - b.slotId; return 0; }); } }); /** * @metaWorkspace: a #Meta.Workspace, or null */ var Workspace = class { constructor(metaWorkspace, monitorIndex) { // When dragging a window, we use this slot for reserve space. this._reservedSlot = null; this._reservedSlotWindow = null; this.metaWorkspace = metaWorkspace; // The full geometry is the geometry we should try and position // windows for. The actual geometry we allocate may be less than // this, like if the workspace switcher is slid out. this._fullGeometry = null; // The actual geometry is the geometry we need to arrange windows // in. If this is a smaller area than the full geometry, we'll // do some simple aspect ratio like math to fit the layout calculated // for the full geometry into this area. this._actualGeometry = null; this._actualGeometryLater = 0; this._currentLayout = null; this.monitorIndex = monitorIndex; this._monitor = Main.layoutManager.monitors[this.monitorIndex]; this._windowOverlaysGroup = new Clutter.Actor(); // Without this the drop area will be overlapped. this._windowOverlaysGroup.set_size(0, 0); this.actor = new WorkspaceActor({ style_class: 'window-picker' }); if (monitorIndex != Main.layoutManager.primaryIndex) this.actor.add_style_class_name('external-monitor'); this.actor.set_size(0, 0); this._dropRect = new Clutter.Actor({ opacity: 0 }); this._dropRect._delegate = this; this.actor.add_actor(this._dropRect); this.actor.add_actor(this._windowOverlaysGroup); this.actor.connect('destroy', this._onDestroy.bind(this)); let windows = global.get_window_actors().filter(this._isMyWindow, this); // Create clones for windows that should be // visible in the Overview this._windows = []; this._windowOverlays = []; for (let i = 0; i < windows.length; i++) { if (this._isOverviewWindow(windows[i])) this._addWindowClone(windows[i], true); } // Track window changes if (this.metaWorkspace) { this._windowAddedId = this.metaWorkspace.connect('window-added', this._windowAdded.bind(this)); this._windowRemovedId = this.metaWorkspace.connect('window-removed', this._windowRemoved.bind(this)); } this._windowEnteredMonitorId = global.display.connect('window-entered-monitor', this._windowEnteredMonitor.bind(this)); this._windowLeftMonitorId = global.display.connect('window-left-monitor', this._windowLeftMonitor.bind(this)); this._repositionWindowsId = 0; this.leavingOverview = false; this._positionWindowsFlags = 0; this._positionWindowsId = 0; this.actor.connect('notify::mapped', () => { if (this.actor.mapped) this._syncActualGeometry(); }); } setFullGeometry(geom) { if (rectEqual(this._fullGeometry, geom)) return; this._fullGeometry = geom; if (this.actor.mapped) this._recalculateWindowPositions(WindowPositionFlags.NONE); } setActualGeometry(geom) { if (rectEqual(this._actualGeometry, geom)) return; this._actualGeometry = geom; this._actualGeometryDirty = true; if (this.actor.mapped) this._syncActualGeometry(); } _syncActualGeometry() { if (this._actualGeometryLater || !this._actualGeometryDirty) return; if (!this._actualGeometry) return; this._actualGeometryLater = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => { this._actualGeometryLater = 0; if (!this.actor.mapped) return false; let geom = this._actualGeometry; this._dropRect.set_position(geom.x, geom.y); this._dropRect.set_size(geom.width, geom.height); this._updateWindowPositions(Main.overview.animationInProgress ? WindowPositionFlags.ANIMATE : WindowPositionFlags.NONE); return false; }); } _lookupIndex(metaWindow) { return this._windows.findIndex(w => w.metaWindow == metaWindow); } containsMetaWindow(metaWindow) { return this._lookupIndex(metaWindow) >= 0; } isEmpty() { return this._windows.length == 0; } setReservedSlot(metaWindow) { if (this._reservedSlotWindow == metaWindow) return; if (!metaWindow || this.containsMetaWindow(metaWindow)) { this._reservedSlotWindow = null; this._reservedSlot = null; } else { this._reservedSlotWindow = metaWindow; this._reservedSlot = this._windows[this._lookupIndex(metaWindow)]; } this._recalculateWindowPositions(WindowPositionFlags.ANIMATE); } _recalculateWindowPositions(flags) { this._positionWindowsFlags |= flags; if (this._positionWindowsId > 0) return; this._positionWindowsId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => { this._realRecalculateWindowPositions(this._positionWindowsFlags); this._positionWindowsFlags = 0; this._positionWindowsId = 0; return false; }); } _realRecalculateWindowPositions(flags) { if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } let clones = this._windows.slice(); if (clones.length == 0) return; clones.sort((a, b) => { return a.metaWindow.get_stable_sequence() - b.metaWindow.get_stable_sequence(); }); if (this._reservedSlot) clones.push(this._reservedSlot); this._currentLayout = this._computeLayout(clones); this._updateWindowPositions(flags); } _updateWindowPositions(flags) { if (this._currentLayout == null) { this._recalculateWindowPositions(flags); return; } // We will reposition windows anyway when enter again overview or when ending the windows // animations with fade animation. // In this way we avoid unwanted animations of windows repositioning while // animating overview. if (this.leavingOverview || this._animatingWindowsFade) return; let initialPositioning = flags & WindowPositionFlags.INITIAL; let animate = flags & WindowPositionFlags.ANIMATE; let layout = this._currentLayout; let strategy = layout.strategy; let [, , padding] = this._getSpacingAndPadding(); let area = padArea(this._actualGeometry, padding); let slots = strategy.computeWindowSlots(layout, area); let workspaceManager = global.workspace_manager; let currentWorkspace = workspaceManager.get_active_workspace(); let isOnCurrentWorkspace = this.metaWorkspace == null || this.metaWorkspace == currentWorkspace; for (let i = 0; i < slots.length; i++) { let slot = slots[i]; let [x, y, scale, clone] = slot; clone.slotId = i; // Positioning a window currently being dragged must be avoided; // we'll just leave a blank spot in the layout for it. if (clone.inDrag) continue; let cloneWidth = clone.width * scale; let cloneHeight = clone.height * scale; clone.slot = [x, y, cloneWidth, cloneHeight]; let cloneCenter = x + cloneWidth / 2; let maxChromeWidth = 2 * Math.min( cloneCenter - area.x, area.x + area.width - cloneCenter); clone.overlay.setMaxChromeWidth(Math.round(maxChromeWidth)); if (clone.overlay && (initialPositioning || !clone.positioned)) clone.overlay.hide(); if (!clone.positioned) { // This window appeared after the overview was already up // Grow the clone from the center of the slot clone.x = x + cloneWidth / 2; clone.y = y + cloneHeight / 2; clone.scale_x = 0; clone.scale_y = 0; clone.positioned = true; } if (animate && isOnCurrentWorkspace) { if (!clone.metaWindow.showing_on_its_workspace()) { /* Hidden windows should fade in and grow * therefore we need to resize them now so they * can be scaled up later */ if (initialPositioning) { clone.opacity = 0; clone.scale_x = 0; clone.scale_y = 0; clone.x = x; clone.y = y; } clone.ease({ opacity: 255, mode: Clutter.AnimationMode.EASE_IN_QUAD, duration: Overview.ANIMATION_TIME }); } this._animateClone(clone, clone.overlay, x, y, scale); } else { // cancel any active tweens (otherwise they might override our changes) clone.remove_all_transitions(); clone.set_position(x, y); clone.set_scale(scale, scale); clone.set_opacity(255); clone.overlay.relayout(false); this._showWindowOverlay(clone, clone.overlay); } } } syncStacking(stackIndices) { let clones = this._windows.slice(); clones.sort((a, b) => { let indexA = stackIndices[a.metaWindow.get_stable_sequence()]; let indexB = stackIndices[b.metaWindow.get_stable_sequence()]; return indexA - indexB; }); for (let i = 0; i < clones.length; i++) { let clone = clones[i]; if (i == 0) { clone.setStackAbove(this._dropRect); } else { let previousClone = clones[i - 1]; clone.setStackAbove(previousClone); } } } _animateClone(clone, overlay, x, y, scale) { clone.ease({ x, y, scale_x: scale, scale_y: scale, duration: Overview.ANIMATION_TIME, mode: Clutter.AnimationMode.EASE_OUT_QUAD, onComplete: () => { this._showWindowOverlay(clone, overlay); } }); clone.overlay.relayout(true); } _showWindowOverlay(clone, overlay) { if (clone.inDrag) return; if (overlay && overlay._hidden) overlay.show(); } _delayedWindowRepositioning() { let [x, y] = global.get_pointer(); let pointerHasMoved = (this._cursorX != x && this._cursorY != y); let inWorkspace = (this._fullGeometry.x < x && x < this._fullGeometry.x + this._fullGeometry.width && this._fullGeometry.y < y && y < this._fullGeometry.y + this._fullGeometry.height); if (pointerHasMoved && inWorkspace) { // store current cursor position this._cursorX = x; this._cursorY = y; return GLib.SOURCE_CONTINUE; } let actorUnderPointer = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y); for (let i = 0; i < this._windows.length; i++) { if (this._windows[i] == actorUnderPointer) return GLib.SOURCE_CONTINUE; } this._recalculateWindowPositions(WindowPositionFlags.ANIMATE); this._repositionWindowsId = 0; return GLib.SOURCE_REMOVE; } _doRemoveWindow(metaWin) { let win = metaWin.get_compositor_private(); let clone = this._removeWindowClone(metaWin); if (clone) { // If metaWin.get_compositor_private() returned non-NULL, that // means the window still exists (and is just being moved to // another workspace or something), so set its overviewHint // accordingly. (If it returned NULL, then the window is being // destroyed; we'd like to animate this, but it's too late at // this point.) if (win) { let [stageX, stageY] = clone.get_transformed_position(); let [stageWidth] = clone.get_transformed_size(); win._overviewHint = { x: stageX, y: stageY, scale: stageWidth / clone.width }; } clone.destroy(); } // We need to reposition the windows; to avoid shuffling windows // around while the user is interacting with the workspace, we delay // the positioning until the pointer remains still for at least 750 ms // or is moved outside the workspace // remove old handler if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } // setup new handler let [x, y] = global.get_pointer(); this._cursorX = x; this._cursorY = y; this._currentLayout = null; this._repositionWindowsId = Mainloop.timeout_add(WINDOW_REPOSITIONING_DELAY, this._delayedWindowRepositioning.bind(this)); GLib.Source.set_name_by_id(this._repositionWindowsId, '[gnome-shell] this._delayedWindowRepositioning'); } _doAddWindow(metaWin) { if (this.leavingOverview) return; let win = metaWin.get_compositor_private(); if (!win) { // Newly-created windows are added to a workspace before // the compositor finds out about them... let id = Mainloop.idle_add(() => { if (this.actor && metaWin.get_compositor_private() && metaWin.get_workspace() == this.metaWorkspace) this._doAddWindow(metaWin); return GLib.SOURCE_REMOVE; }); GLib.Source.set_name_by_id(id, '[gnome-shell] this._doAddWindow'); return; } // We might have the window in our list already if it was on all workspaces and // now was moved to this workspace if (this._lookupIndex(metaWin) != -1) return; if (!this._isMyWindow(win)) return; if (!this._isOverviewWindow(win)) { if (metaWin.get_transient_for() == null) return; // Let the top-most ancestor handle all transients let parent = metaWin.find_root_ancestor(); let clone = this._windows.find(c => c.metaWindow == parent); // If no clone was found, the parent hasn't been created yet // and will take care of the dialog when added if (clone) clone.addDialog(metaWin); return; } let [clone, overlay_] = this._addWindowClone(win, false); if (win._overviewHint) { let x = win._overviewHint.x - this.actor.x; let y = win._overviewHint.y - this.actor.y; let scale = win._overviewHint.scale; delete win._overviewHint; clone.slot = [x, y, clone.width * scale, clone.height * scale]; clone.positioned = true; clone.set_position(x, y); clone.set_scale(scale, scale); clone.overlay.relayout(false); } this._currentLayout = null; this._recalculateWindowPositions(WindowPositionFlags.ANIMATE); } _windowAdded(metaWorkspace, metaWin) { this._doAddWindow(metaWin); } _windowRemoved(metaWorkspace, metaWin) { this._doRemoveWindow(metaWin); } _windowEnteredMonitor(metaDisplay, monitorIndex, metaWin) { if (monitorIndex == this.monitorIndex) { this._doAddWindow(metaWin); } } _windowLeftMonitor(metaDisplay, monitorIndex, metaWin) { if (monitorIndex == this.monitorIndex) { this._doRemoveWindow(metaWin); } } // check for maximized windows on the workspace hasMaximizedWindows() { for (let i = 0; i < this._windows.length; i++) { let metaWindow = this._windows[i].metaWindow; if (metaWindow.showing_on_its_workspace() && metaWindow.maximized_horizontally && metaWindow.maximized_vertically) return true; } return false; } fadeToOverview() { // We don't want to reposition windows while animating in this way. this._animatingWindowsFade = true; this._overviewShownId = Main.overview.connect('shown', this._doneShowingOverview.bind(this)); if (this._windows.length == 0) return; let workspaceManager = global.workspace_manager; let activeWorkspace = workspaceManager.get_active_workspace(); if (this.metaWorkspace != null && this.metaWorkspace != activeWorkspace) return; // Special case maximized windows, since it doesn't make sense // to animate windows below in the stack let topMaximizedWindow; // It is ok to treat the case where there is no maximized // window as if the bottom-most window was maximized given that // it won't affect the result of the animation for (topMaximizedWindow = this._windows.length - 1; topMaximizedWindow > 0; topMaximizedWindow--) { let metaWindow = this._windows[topMaximizedWindow].metaWindow; if (metaWindow.maximized_horizontally && metaWindow.maximized_vertically) break; } let nTimeSlots = Math.min(WINDOW_ANIMATION_MAX_NUMBER_BLENDING + 1, this._windows.length - topMaximizedWindow); let windowBaseTime = Overview.ANIMATION_TIME / nTimeSlots; let topIndex = this._windows.length - 1; for (let i = 0; i < this._windows.length; i++) { if (i < topMaximizedWindow) { // below top-most maximized window, don't animate let overlay = this._windowOverlays[i]; if (overlay) overlay.hide(); this._windows[i].opacity = 0; } else { let fromTop = topIndex - i; let time; if (fromTop < nTimeSlots) // animate top-most windows gradually time = windowBaseTime * (nTimeSlots - fromTop); else time = windowBaseTime; this._windows[i].opacity = 255; this._fadeWindow(i, time, 0); } } } fadeFromOverview() { this.leavingOverview = true; this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this)); if (this._windows.length == 0) return; for (let i = 0; i < this._windows.length; i++) this._windows[i].remove_all_transitions(); if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } let workspaceManager = global.workspace_manager; let activeWorkspace = workspaceManager.get_active_workspace(); if (this.metaWorkspace != null && this.metaWorkspace != activeWorkspace) return; // Special case maximized windows, since it doesn't make sense // to animate windows below in the stack let topMaximizedWindow; // It is ok to treat the case where there is no maximized // window as if the bottom-most window was maximized given that // it won't affect the result of the animation for (topMaximizedWindow = this._windows.length - 1; topMaximizedWindow > 0; topMaximizedWindow--) { let metaWindow = this._windows[topMaximizedWindow].metaWindow; if (metaWindow.maximized_horizontally && metaWindow.maximized_vertically) break; } let nTimeSlots = Math.min(WINDOW_ANIMATION_MAX_NUMBER_BLENDING + 1, this._windows.length - topMaximizedWindow); let windowBaseTime = Overview.ANIMATION_TIME / nTimeSlots; let topIndex = this._windows.length - 1; for (let i = 0; i < this._windows.length; i++) { if (i < topMaximizedWindow) { // below top-most maximized window, don't animate let overlay = this._windowOverlays[i]; if (overlay) overlay.hide(); this._windows[i].opacity = 0; } else { let fromTop = topIndex - i; let time; if (fromTop < nTimeSlots) // animate top-most windows gradually time = windowBaseTime * (fromTop + 1); else time = windowBaseTime * nTimeSlots; this._windows[i].opacity = 0; this._fadeWindow(i, time, 255); } } } _fadeWindow(index, duration, opacity) { let clone = this._windows[index]; let overlay = this._windowOverlays[index]; if (overlay) overlay.hide(); if (clone.metaWindow.showing_on_its_workspace()) { let [origX, origY] = clone.getOriginalPosition(); clone.scale_x = 1; clone.scale_y = 1; clone.x = origX; clone.y = origY; clone.ease({ opacity, duration, mode: Clutter.AnimationMode.EASE_OUT_QUAD }); } else { // The window is hidden clone.opacity = 0; } } zoomToOverview() { // Position and scale the windows. this._recalculateWindowPositions(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL); } zoomFromOverview() { let workspaceManager = global.workspace_manager; let currentWorkspace = workspaceManager.get_active_workspace(); this.leavingOverview = true; for (let i = 0; i < this._windows.length; i++) this._windows[i].remove_all_transitions(); if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this)); if (this.metaWorkspace != null && this.metaWorkspace != currentWorkspace) return; // Position and scale the windows. for (let i = 0; i < this._windows.length; i++) this._zoomWindowFromOverview(i); } _zoomWindowFromOverview(index) { let clone = this._windows[index]; let overlay = this._windowOverlays[index]; if (overlay) overlay.hide(); if (clone.metaWindow.showing_on_its_workspace()) { let [origX, origY] = clone.getOriginalPosition(); clone.ease({ x: origX, y: origY, scale_x: 1, scale_y: 1, opacity: 255, duration: Overview.ANIMATION_TIME, mode: Clutter.AnimationMode.EASE_OUT_QUAD }); } else { // The window is hidden, make it shrink and fade it out clone.ease({ scale_x: 0, scale_y: 0, opacity: 0, duration: Overview.ANIMATION_TIME, mode: Clutter.AnimationMode.EASE_OUT_QUAD }); } } destroy() { this.actor.destroy(); } _onDestroy() { if (this._overviewHiddenId) { Main.overview.disconnect(this._overviewHiddenId); this._overviewHiddenId = 0; } if (this.metaWorkspace) { this.metaWorkspace.disconnect(this._windowAddedId); this.metaWorkspace.disconnect(this._windowRemovedId); } global.display.disconnect(this._windowEnteredMonitorId); global.display.disconnect(this._windowLeftMonitorId); if (this._repositionWindowsId > 0) { Mainloop.source_remove(this._repositionWindowsId); this._repositionWindowsId = 0; } if (this._positionWindowsId > 0) { Meta.later_remove(this._positionWindowsId); this._positionWindowsId = 0; } if (this._actualGeometryLater > 0) { Meta.later_remove(this._actualGeometryLater); this._actualGeometryLater = 0; } this._windows = []; } // Sets this.leavingOverview flag to false. _doneLeavingOverview() { this.leavingOverview = false; } _doneShowingOverview() { this._animatingWindowsFade = false; this._recalculateWindowPositions(WindowPositionFlags.INITIAL); } // Tests if @actor belongs to this workspaces and monitor _isMyWindow(actor) { let win = actor.meta_window; return (this.metaWorkspace == null || win.located_on_workspace(this.metaWorkspace)) && (win.get_monitor() == this.monitorIndex); } // Tests if @win should be shown in the Overview _isOverviewWindow(win) { return !win.get_meta_window().skip_taskbar; } // Create a clone of a (non-desktop) window and add it to the window list _addWindowClone(win, positioned) { let clone = new WindowClone(win, this); let overlay = new WindowOverlay(clone, this._windowOverlaysGroup); clone.overlay = overlay; clone.positioned = positioned; clone.connect('selected', this._onCloneSelected.bind(this)); clone.connect('drag-begin', () => { Main.overview.beginWindowDrag(clone.metaWindow); overlay.hide(); }); clone.connect('drag-cancelled', () => { Main.overview.cancelledWindowDrag(clone.metaWindow); }); clone.connect('drag-end', () => { Main.overview.endWindowDrag(clone.metaWindow); overlay.show(); }); clone.connect('size-changed', () => { this._recalculateWindowPositions(WindowPositionFlags.NONE); }); clone.connect('destroy', () => { this._removeWindowClone(clone.metaWindow); }); this.actor.add_actor(clone); overlay.connect('chrome-visible', () => { let focus = global.stage.key_focus; if (focus == null || this.actor.contains(focus)) clone.grab_key_focus(); this._windowOverlays.forEach(o => { if (o != overlay) o.hideOverlay(); }); }); if (this._windows.length == 0) clone.setStackAbove(null); else clone.setStackAbove(this._windows[this._windows.length - 1]); this._windows.push(clone); this._windowOverlays.push(overlay); return [clone, overlay]; } _removeWindowClone(metaWin) { // find the position of the window in our list let index = this._lookupIndex(metaWin); if (index == -1) return null; this._windowOverlays.splice(index, 1); return this._windows.splice(index, 1).pop(); } _isBetterLayout(oldLayout, newLayout) { if (oldLayout.scale === undefined) return true; let spacePower = (newLayout.space - oldLayout.space) * LAYOUT_SPACE_WEIGHT; let scalePower = (newLayout.scale - oldLayout.scale) * LAYOUT_SCALE_WEIGHT; if (newLayout.scale > oldLayout.scale && newLayout.space > oldLayout.space) { // Win win -- better scale and better space return true; } else if (newLayout.scale > oldLayout.scale && newLayout.space <= oldLayout.space) { // Keep new layout only if scale gain outweighs aspect space loss return scalePower > spacePower; } else if (newLayout.scale <= oldLayout.scale && newLayout.space > oldLayout.space) { // Keep new layout only if aspect space gain outweighs scale loss return spacePower > scalePower; } else { // Lose -- worse scale and space return false; } } _getBestLayout(windows, area, rowSpacing, columnSpacing) { // We look for the largest scale that allows us to fit the // largest row/tallest column on the workspace. let lastLayout = {}; let strategy = new UnalignedLayoutStrategy(this._monitor, rowSpacing, columnSpacing); for (let numRows = 1; ; numRows++) { let numColumns = Math.ceil(windows.length / numRows); // If adding a new row does not change column count just stop // (for instance: 9 windows, with 3 rows -> 3 columns, 4 rows -> // 3 columns as well => just use 3 rows then) if (numColumns == lastLayout.numColumns) break; let layout = { area: area, strategy: strategy, numRows: numRows, numColumns: numColumns }; strategy.computeLayout(windows, layout); strategy.computeScaleAndSpace(layout); if (!this._isBetterLayout(lastLayout, layout)) break; lastLayout = layout; } return lastLayout; } _getSpacingAndPadding() { let node = this.actor.get_theme_node(); // Window grid spacing let columnSpacing = node.get_length('-horizontal-spacing'); let rowSpacing = node.get_length('-vertical-spacing'); let padding = { left: node.get_padding(St.Side.LEFT), top: node.get_padding(St.Side.TOP), bottom: node.get_padding(St.Side.BOTTOM), right: node.get_padding(St.Side.RIGHT), }; // All of the overlays have the same chrome sizes, // so just pick the first one. let overlay = this._windowOverlays[0]; let [topBorder, bottomBorder] = overlay.chromeHeights(); let [leftBorder, rightBorder] = overlay.chromeWidths(); rowSpacing += (topBorder + bottomBorder) / 2; columnSpacing += (rightBorder + leftBorder) / 2; padding.top += topBorder; padding.bottom += bottomBorder; padding.left += leftBorder; padding.right += rightBorder; return [rowSpacing, columnSpacing, padding]; } _computeLayout(windows) { let [rowSpacing, columnSpacing, padding] = this._getSpacingAndPadding(); let area = padArea(this._fullGeometry, padding); return this._getBestLayout(windows, area, rowSpacing, columnSpacing); } _onCloneSelected(clone, time) { let wsIndex; if (this.metaWorkspace) wsIndex = this.metaWorkspace.index(); Main.activateWindow(clone.metaWindow, time, wsIndex); } // Draggable target interface handleDragOver(source, _actor, _x, _y, _time) { if (source.realWindow && !this._isMyWindow(source.realWindow)) return DND.DragMotionResult.MOVE_DROP; if (source.shellWorkspaceLaunch) return DND.DragMotionResult.COPY_DROP; return DND.DragMotionResult.CONTINUE; } acceptDrop(source, actor, x, y, time) { if (source.realWindow) { let win = source.realWindow; if (this._isMyWindow(win)) return false; // Set a hint on the Mutter.Window so its initial position // in the new workspace will be correct win._overviewHint = { x: actor.x, y: actor.y, scale: actor.scale_x }; let metaWindow = win.get_meta_window(); // We need to move the window before changing the workspace, because // the move itself could cause a workspace change if the window enters // the primary monitor if (metaWindow.get_monitor() != this.monitorIndex) metaWindow.move_to_monitor(this.monitorIndex); let workspaceManager = global.workspace_manager; let index = this.metaWorkspace ? this.metaWorkspace.index() : workspaceManager.get_active_workspace_index(); metaWindow.change_workspace_by_index(index, false); return true; } else if (source.shellWorkspaceLaunch) { source.shellWorkspaceLaunch({ workspace: this.metaWorkspace ? this.metaWorkspace.index() : -1, timestamp: time }); return true; } return false; } }; Signals.addSignalMethods(Workspace.prototype);