/* -*- mode: js2; js2-basic-offset: 4; -*- */ const Clutter = imports.gi.Clutter; const Meta = imports.gi.Meta; const Shell = imports.gi.Shell; const Tweener = imports.tweener.tweener; const Panel = imports.ui.panel; const OVERLAY_BACKGROUND_COLOR = new Clutter.Color(); OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff); // Time for initial animation going into overlay mode const ANIMATION_TIME = 0.3; // How much to scale the desktop down by in overlay mode const DESKTOP_SCALE = 0.75; // Windows are slightly translucent in the overlay mode const WINDOW_OPACITY = 0.9 * 255; // Define a layout scheme for small window counts. For larger // counts we fall back to an algorithm. We need more schemes here // unless we have a really good algorithm. // // Each triplet is [x_center, y_center, scale] where the scale // is relative to the width of the desktop. const POSITIONS = { 1: [[0.5, 0.5, 0.8]], 2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]], 3: [[0.2, 0.33, 0.3], [0.5, 0.67, 0.3], [0.8, 0.33, 0.3]], 4: [[0.25, 0.25, 0.3], [0.75, 0.25, 0.3], [0.75, 0.75, 0.3], [0.25, 0.75, 0.3]] }; function Overlay() { this._init(); }; Overlay.prototype = { _init : function() { let global = Shell.global_get(); this._group = new Clutter.Group(); this.visible = false; let background = new Clutter.Rectangle({ color: OVERLAY_BACKGROUND_COLOR, reactive: true, x: 0, y: Panel.PANEL_HEIGHT, width: global.screen_width, height: global.screen_width - Panel.PANEL_HEIGHT }); this._group.add_actor(background); this._group.hide(); global.overlay_group.add_actor(this._group); this._window_clones = [] }, show : function() { if (!this.visible) { this.visible = true; let global = Shell.global_get(); let windows = global.get_windows(); let desktop_window = null; let screen_width = global.screen_width let screen_height = global.screen_height for (let i = 0; i < windows.length; i++) if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) desktop_window = windows[i]; // The desktop windows are shown on top of a scaled down version of the // desktop. This is positioned at the right side of the screen this._desktop_width = screen_width * DESKTOP_SCALE; this._desktop_height = screen_height * DESKTOP_SCALE; this._desktop_x = screen_width - this._desktop_width - 10; this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2; if (desktop_window) this._createDesktopClone(desktop_window); // Count the total number of windows so we know what layout scheme to use let n_windows = 0; for (let i = 0; i < windows.length; i++) { let w = windows[i]; if (w == desktop_window || w.is_override_redirect()) continue; n_windows++; } // Now create actors for all the desktop windows let window_index = 0; for (let i = 0; i < windows.length; i++) { let w = windows[i]; if (w == desktop_window || w.is_override_redirect()) continue; this._createWindowClone(w, window_index, n_windows); window_index++; } // All the the actors in the window group are completely obscured, // hiding the group holding them while the overlay is displayed greatly // increases performance of the overlay especially when there are many // windows visible. // // If we switched to displaying the actors in the overlay rather than // clones of them, this would obviously no longer be necessary. global.window_group.hide() this._group.show(); } }, hide : function() { if (this.visible) { let global = Shell.global_get(); this.visible = false; global.window_group.show() this._group.hide(); for (let i = 0; i < this._window_clones.length; i++) { this._window_clones[i].destroy(); } this._window_clones = []; } }, _createDesktopClone : function(w) { let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(), reactive: true, x: 0, y: 0 }); this._window_clones.push(clone); this._group.add_actor(clone); Tweener.addTween(clone, { x: this._desktop_x, y: this._desktop_y, scale_x: DESKTOP_SCALE, scale_y: DESKTOP_SCALE, time: ANIMATION_TIME, transition: "linear" }); let me = this; clone.connect("button-press-event", function() { me._deactivate(); }); }, _computeWindowPosition : function(window_index, n_windows) { if (n_windows in POSITIONS) return POSITIONS[n_windows][window_index]; // If we don't have a predefined scheme for this window count, overlap the windows // along the diagonal of the desktop (improve this!) let fraction = Math.sqrt(1/n_windows); let x_center = (fraction / 2) + (1 - fraction) * window_index / (n_windows - 1); let y_center = x_center; return [x_center, y_center, fraction]; }, _createWindowClone : function(w, window_index, n_windows) { // We show the window using "clones" of the texture .. separate // actors that mirror the original actors for the window. For // animation purposes, it may be better to actually move the // original actors about instead. let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(), reactive: true, x: w.x, y: w.y }); let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows); let desired_size = this._desktop_width * fraction; x_center = this._desktop_x + x_center * this._desktop_width; y_center = this._desktop_y + y_center * this._desktop_height; let size = clone.width; if (clone.height > size) size = clone.height; // Never scale up let scale = desired_size / size; if (scale > 1) scale = 1; this._group.add_actor(clone); this._window_clones.push(clone); Tweener.addTween(clone, { x: x_center - 0.5 * scale * w.width, y: y_center - 0.5 * scale * w.height, scale_x: scale, scale_y: scale, time: ANIMATION_TIME, opacity: WINDOW_OPACITY, transition: "linear" }); let me = this; clone.connect("button-press-event", function(clone, event) { me._activateWindow(w, event.get_time()); }); }, _activateWindow : function(w, time) { this._deactivate(); w.get_meta_window().activate(time); }, _deactivate : function() { let Main = imports.ui.main; Main.hide_overlay(); } };