a376cd1610
Since we only want it to be true for the panel, and nothing else. https://bugzilla.gnome.org/show_bug.cgi?id=655813
322 lines
12 KiB
JavaScript
322 lines
12 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Signals = imports.signals;
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const St = imports.gi.St;
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const Main = imports.ui.main;
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const Tweener = imports.ui.tweener;
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const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
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function LayoutManager() {
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this._init.apply(this, arguments);
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}
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LayoutManager.prototype = {
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_init: function () {
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this._rtl = (St.Widget.get_default_direction() == St.TextDirection.RTL);
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this.monitors = [];
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this.primaryMonitor = null;
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this.primaryIndex = -1;
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this._hotCorners = [];
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this._updateMonitors();
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},
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// This is called by Main after everything else is constructed;
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// _updateHotCorners needs access to Main.panel, which didn't exist
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// yet when the LayoutManager was constructed.
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init: function() {
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global.screen.connect('monitors-changed', Lang.bind(this, this._monitorsChanged));
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this._updateHotCorners();
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},
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_updateMonitors: function() {
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let screen = global.screen;
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this.monitors = [];
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let nMonitors = screen.get_n_monitors();
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for (let i = 0; i < nMonitors; i++)
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this.monitors.push(screen.get_monitor_geometry(i));
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if (nMonitors == 1) {
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this.primaryIndex = this.bottomIndex = 0;
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} else {
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// If there are monitors below the primary, then we need
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// to split primary from bottom.
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this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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if (this._isAboveOrBelowPrimary(monitor)) {
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if (monitor.y > this.monitors[this.bottomIndex].y)
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this.bottomIndex = i;
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}
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}
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}
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this.primaryMonitor = this.monitors[this.primaryIndex];
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this.bottomMonitor = this.monitors[this.bottomIndex];
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},
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_updateHotCorners: function() {
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// destroy old hot corners
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for (let i = 0; i < this._hotCorners.length; i++)
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this._hotCorners[i].destroy();
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this._hotCorners = [];
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// build new hot corners
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for (let i = 0; i < this.monitors.length; i++) {
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if (i == this.primaryIndex)
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continue;
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let monitor = this.monitors[i];
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let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
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let cornerY = monitor.y;
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let haveTopLeftCorner = true;
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// Check if we have a top left (right for RTL) corner.
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// I.e. if there is no monitor directly above or to the left(right)
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let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
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let besideY = cornerY;
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let aboveX = cornerX;
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let aboveY = cornerY - 1;
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for (let j = 0; j < this.monitors.length; j++) {
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if (i == j)
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continue;
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let otherMonitor = this.monitors[j];
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if (besideX >= otherMonitor.x &&
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besideX < otherMonitor.x + otherMonitor.width &&
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besideY >= otherMonitor.y &&
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besideY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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if (aboveX >= otherMonitor.x &&
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aboveX < otherMonitor.x + otherMonitor.width &&
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aboveY >= otherMonitor.y &&
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aboveY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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}
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if (!haveTopLeftCorner)
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continue;
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let corner = new HotCorner();
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this._hotCorners.push(corner);
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corner.actor.set_position(cornerX, cornerY);
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Main.chrome.addActor(corner.actor);
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}
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},
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_monitorsChanged: function() {
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this._updateMonitors();
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this._updateHotCorners();
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this.emit('monitors-changed');
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},
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_isAboveOrBelowPrimary: function(monitor) {
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let primary = this.monitors[this.primaryIndex];
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let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
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let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
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if ((monitorLeft >= primaryLeft && monitorLeft <= primaryRight) ||
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(monitorRight >= primaryLeft && monitorRight <= primaryRight) ||
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(primaryLeft >= monitorLeft && primaryLeft <= monitorRight) ||
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(primaryRight >= monitorLeft && primaryRight <= monitorRight))
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return true;
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return false;
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},
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get focusIndex() {
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let focusWindow = global.display.focus_window;
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if (focusWindow) {
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let wrect = focusWindow.get_outer_rect();
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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if (monitor.x <= wrect.x && monitor.y <= wrect.y &&
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monitor.x + monitor.width > wrect.x &&
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monitor.y + monitor.height > wrect.y)
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return i;
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}
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}
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return this.primaryIndex;
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},
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get focusMonitor() {
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return this.monitors[this.focusIndex];
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}
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};
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Signals.addSignalMethods(LayoutManager.prototype);
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// HotCorner:
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//
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// This class manages a "hot corner" that can toggle switching to
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// overview.
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function HotCorner() {
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this._init();
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}
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HotCorner.prototype = {
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_init : function() {
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// guard area (the "environs"). This avoids triggering the hot corner
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// multiple times due to an accidental jitter.
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this._entered = false;
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this.actor = new Clutter.Group({ name: 'hot-corner-environs',
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width: 3,
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height: 3,
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reactive: true });
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this._corner = new Clutter.Rectangle({ name: 'hot-corner',
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width: 1,
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height: 1,
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opacity: 0,
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reactive: true });
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this._corner._delegate = this;
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this.actor.add_actor(this._corner);
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if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
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this._corner.set_position(this.actor.width - this._corner.width, 0);
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this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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} else {
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this._corner.set_position(0, 0);
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}
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this._activationTime = 0;
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this.actor.connect('leave-event',
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Lang.bind(this, this._onEnvironsLeft));
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// Clicking on the hot corner environs should result in the
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// same behavior as clicking on the hot corner.
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this.actor.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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// In addition to being triggered by the mouse enter event,
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// the hot corner can be triggered by clicking on it. This is
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// useful if the user wants to undo the effect of triggering
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// the hot corner once in the hot corner.
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this._corner.connect('enter-event',
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Lang.bind(this, this._onCornerEntered));
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this._corner.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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this._corner.connect('leave-event',
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Lang.bind(this, this._onCornerLeft));
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},
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destroy: function() {
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this.actor.destroy();
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},
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_addRipple : function(delay, time, startScale, startOpacity, finalScale, finalOpacity) {
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// We draw a ripple by using a source image and animating it scaling
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// outwards and fading away. We want the ripples to move linearly
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// or it looks unrealistic, but if the opacity of the ripple goes
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// linearly to zero it fades away too quickly, so we use Tweener's
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// 'onUpdate' to give a non-linear curve to the fade-away and make
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// it more visible in the middle section.
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let [x, y] = this._corner.get_transformed_position();
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let ripple = new St.BoxLayout({ style_class: 'ripple-box',
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opacity: 255 * Math.sqrt(startOpacity),
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scale_x: startScale,
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scale_y: startScale,
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x: x,
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y: y });
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ripple._opacity = startOpacity;
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if (ripple.get_direction() == St.TextDirection.RTL)
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ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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Tweener.addTween(ripple, { _opacity: finalOpacity,
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scale_x: finalScale,
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scale_y: finalScale,
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delay: delay,
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time: time,
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transition: 'linear',
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onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
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onComplete: function() { ripple.destroy(); } });
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Main.uiGroup.add_actor(ripple);
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},
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rippleAnimation: function() {
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// Show three concentric ripples expanding outwards; the exact
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// parameters were found by trial and error, so don't look
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// for them to make perfect sense mathematically
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// delay time scale opacity => scale opacity
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this._addRipple(0.0, 0.83, 0.25, 1.0, 1.5, 0.0);
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this._addRipple(0.05, 1.0, 0.0, 0.7, 1.25, 0.0);
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this._addRipple(0.35, 1.0, 0.0, 0.3, 1, 0.0);
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},
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handleDragOver: function(source, actor, x, y, time) {
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if (source != Main.xdndHandler)
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return;
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if (!Main.overview.visible && !Main.overview.animationInProgress) {
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this.rippleAnimation();
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Main.overview.showTemporarily();
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Main.overview.beginItemDrag(actor);
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}
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},
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_onCornerEntered : function() {
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if (!this._entered) {
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this._entered = true;
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if (!Main.overview.animationInProgress) {
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this._activationTime = Date.now() / 1000;
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this.rippleAnimation();
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Main.overview.toggle();
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}
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}
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return false;
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},
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_onCornerClicked : function() {
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if (this.shouldToggleOverviewOnClick())
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Main.overview.toggle();
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return true;
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},
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_onCornerLeft : function(actor, event) {
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if (event.get_related() != this.actor)
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this._entered = false;
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// Consume event, otherwise this will confuse onEnvironsLeft
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return true;
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},
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_onEnvironsLeft : function(actor, event) {
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if (event.get_related() != this._corner)
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this._entered = false;
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return false;
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},
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// Checks if the Activities button is currently sensitive to
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// clicks. The first call to this function within the
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// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
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// triggered will return false. This avoids opening and closing
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// the overview if the user both triggered the hot corner and
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// clicked the Activities button.
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shouldToggleOverviewOnClick: function() {
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if (Main.overview.animationInProgress)
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return false;
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if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
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return true;
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return false;
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}
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};
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