59b97a3095
Instead of interpolating our workspace and layout boxes for each child using clutter_actor_box_interpolate(), use our Util.lerp() function and stay in JS land instead. This is quite a large performance improvement since it avoids heap-allocating a new ClutterActorBox for every child. With this, we're finally at a duration of 1.0 ms to allocate the Workspace with 20 windows. Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1743>
1436 lines
51 KiB
JavaScript
1436 lines
51 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported Workspace */
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const { Clutter, GLib, GObject, Graphene, Meta, St } = imports.gi;
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const Background = imports.ui.background;
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const DND = imports.ui.dnd;
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const Main = imports.ui.main;
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const OverviewControls = imports.ui.overviewControls;
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const Params = imports.misc.params;
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const Util = imports.misc.util;
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const { WindowPreview } = imports.ui.windowPreview;
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var WINDOW_PREVIEW_MAXIMUM_SCALE = 0.95;
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var WINDOW_REPOSITIONING_DELAY = 750;
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// When calculating a layout, we calculate the scale of windows and the percent
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// of the available area the new layout uses. If the values for the new layout,
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// when weighted with the values as below, are worse than the previous layout's,
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// we stop looking for a new layout and use the previous layout.
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// Otherwise, we keep looking for a new layout.
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var LAYOUT_SCALE_WEIGHT = 1;
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var LAYOUT_SPACE_WEIGHT = 0.1;
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const BACKGROUND_CORNER_RADIUS_PIXELS = 30;
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const BACKGROUND_MARGIN = 12;
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// Window Thumbnail Layout Algorithm
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// =================================
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//
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// General overview
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// ----------------
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//
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// The window thumbnail layout algorithm calculates some optimal layout
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// by computing layouts with some number of rows, calculating how good
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// each layout is, and stopping iterating when it finds one that is worse
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// than the previous layout. A layout consists of which windows are in
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// which rows, row sizes and other general state tracking that would make
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// calculating window positions from this information fairly easy.
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//
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// After a layout is computed that's considered the best layout, we
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// compute the layout scale to fit it in the area, and then compute
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// slots (sizes and positions) for each thumbnail.
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//
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// Layout generation
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// -----------------
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//
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// Layout generation is naive and simple: we simply add windows to a row
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// until we've added too many windows to a row, and then make a new row,
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// until we have our required N rows. The potential issue with this strategy
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// is that we may have too many windows at the bottom in some pathological
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// cases, which tends to make the thumbnails have the shape of a pile of
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// sand with a peak, with one window at the top.
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//
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// Scaling factors
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// ---------------
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//
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// Thumbnail position is mostly straightforward -- the main issue is
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// computing an optimal scale for each window that fits the constraints,
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// and doesn't make the thumbnail too small to see. There are two factors
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// involved in thumbnail scale to make sure that these two goals are met:
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// the window scale (calculated by _computeWindowScale) and the layout
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// scale (calculated by computeSizeAndScale).
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//
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// The calculation logic becomes slightly more complicated because row
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// and column spacing are not scaled, they're constant, so we can't
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// simply generate a bunch of window positions and then scale it. In
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// practice, it's not too bad -- we can simply try to fit the layout
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// in the input area minus whatever spacing we have, and then add
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// it back afterwards.
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//
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// The window scale is constant for the window's size regardless of the
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// input area or the layout scale or rows or anything else, and right
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// now just enlarges the window if it's too small. The fact that this
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// factor is stable makes it easy to calculate, so there's no sense
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// in not applying it in most calculations.
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//
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// The layout scale depends on the input area, the rows, etc, but is the
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// same for the entire layout, rather than being per-window. After
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// generating the rows of windows, we basically do some basic math to
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// fit the full, unscaled layout to the input area, as described above.
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//
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// With these two factors combined, the final scale of each thumbnail is
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// simply windowScale * layoutScale... almost.
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//
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// There's one additional constraint: the thumbnail scale must never be
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// larger than WINDOW_PREVIEW_MAXIMUM_SCALE, which means that the inequality:
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//
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// windowScale * layoutScale <= WINDOW_PREVIEW_MAXIMUM_SCALE
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//
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// must always be true. This is for each individual window -- while we
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// could adjust layoutScale to make the largest thumbnail smaller than
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// WINDOW_PREVIEW_MAXIMUM_SCALE, it would shrink windows which are already
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// under the inequality. To solve this, we simply cheat: we simply keep
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// each window's "cell" area to be the same, but we shrink the thumbnail
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// and center it horizontally, and align it to the bottom vertically.
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var LayoutStrategy = class {
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constructor(params) {
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params = Params.parse(params, {
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monitor: null,
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rowSpacing: 0,
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columnSpacing: 0,
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});
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if (!params.monitor)
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throw new Error(`No monitor param passed to ${this.constructor.name}`);
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this._monitor = params.monitor;
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this._rowSpacing = params.rowSpacing;
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this._columnSpacing = params.columnSpacing;
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}
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// Compute a strategy-specific overall layout given a list of WindowPreviews
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// @windows and the strategy-specific @layoutParams.
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//
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// Returns a strategy-specific layout object that is opaque to the user.
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computeLayout(_windows, _layoutParams) {
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throw new GObject.NotImplementedError(`computeLayout in ${this.constructor.name}`);
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}
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// Given @layout and @area, compute the overall scale of the layout and
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// space occupied by the layout.
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//
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// This method returns an array where the first element is the scale and
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// the second element is the space.
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//
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// This method must be called before calling computeWindowSlots(), as it
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// sets the fixed overall scale of the layout.
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computeScaleAndSpace(_layout, _area) {
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throw new GObject.NotImplementedError(`computeScaleAndSpace in ${this.constructor.name}`);
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}
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// Returns an array with final position and size information for each
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// window of the layout, given a bounding area that it will be inside of.
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computeWindowSlots(_layout, _area) {
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throw new GObject.NotImplementedError(`computeWindowSlots in ${this.constructor.name}`);
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}
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};
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var UnalignedLayoutStrategy = class extends LayoutStrategy {
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_newRow() {
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// Row properties:
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//
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// * x, y are the position of row, relative to area
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//
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// * width, height are the scaled versions of fullWidth, fullHeight
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//
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// * width also has the spacing in between windows. It's not in
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// fullWidth, as the spacing is constant, whereas fullWidth is
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// meant to be scaled
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//
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// * neither height/fullHeight have any sort of spacing or padding
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return { x: 0, y: 0,
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width: 0, height: 0,
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fullWidth: 0, fullHeight: 0,
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windows: [] };
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}
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// Computes and returns an individual scaling factor for @window,
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// to be applied in addition to the overall layout scale.
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_computeWindowScale(window) {
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// Since we align windows next to each other, the height of the
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// thumbnails is much more important to preserve than the width of
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// them, so two windows with equal height, but maybe differering
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// widths line up.
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let ratio = window.boundingBox.height / this._monitor.height;
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// The purpose of this manipulation here is to prevent windows
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// from getting too small. For something like a calculator window,
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// we need to bump up the size just a bit to make sure it looks
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// good. We'll use a multiplier of 1.5 for this.
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// Map from [0, 1] to [1.5, 1]
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return Util.lerp(1.5, 1, ratio);
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}
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_computeRowSizes(layout) {
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let { rows, scale } = layout;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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row.width = row.fullWidth * scale + (row.windows.length - 1) * this._columnSpacing;
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row.height = row.fullHeight * scale;
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}
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}
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_keepSameRow(row, window, width, idealRowWidth) {
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if (row.fullWidth + width <= idealRowWidth)
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return true;
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let oldRatio = row.fullWidth / idealRowWidth;
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let newRatio = (row.fullWidth + width) / idealRowWidth;
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if (Math.abs(1 - newRatio) < Math.abs(1 - oldRatio))
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return true;
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return false;
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}
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_sortRow(row) {
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// Sort windows horizontally to minimize travel distance.
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// This affects in what order the windows end up in a row.
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row.windows.sort((a, b) => a.windowCenter.x - b.windowCenter.x);
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}
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computeLayout(windows, layoutParams) {
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layoutParams = Params.parse(layoutParams, {
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numRows: 0,
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});
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if (layoutParams.numRows === 0)
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throw new Error(`${this.constructor.name}: No numRows given in layout params`);
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const numRows = layoutParams.numRows;
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let rows = [];
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let totalWidth = 0;
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for (let i = 0; i < windows.length; i++) {
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let window = windows[i];
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let s = this._computeWindowScale(window);
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totalWidth += window.boundingBox.width * s;
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}
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let idealRowWidth = totalWidth / numRows;
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// Sort windows vertically to minimize travel distance.
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// This affects what rows the windows get placed in.
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let sortedWindows = windows.slice();
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sortedWindows.sort((a, b) => a.windowCenter.y - b.windowCenter.y);
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let windowIdx = 0;
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for (let i = 0; i < numRows; i++) {
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let row = this._newRow();
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rows.push(row);
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for (; windowIdx < sortedWindows.length; windowIdx++) {
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let window = sortedWindows[windowIdx];
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let s = this._computeWindowScale(window);
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let width = window.boundingBox.width * s;
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let height = window.boundingBox.height * s;
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row.fullHeight = Math.max(row.fullHeight, height);
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// either new width is < idealWidth or new width is nearer from idealWidth then oldWidth
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if (this._keepSameRow(row, window, width, idealRowWidth) || (i === numRows - 1)) {
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row.windows.push(window);
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row.fullWidth += width;
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} else {
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break;
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}
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}
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}
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let gridHeight = 0;
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let maxRow;
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for (let i = 0; i < numRows; i++) {
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let row = rows[i];
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this._sortRow(row);
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if (!maxRow || row.fullWidth > maxRow.fullWidth)
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maxRow = row;
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gridHeight += row.fullHeight;
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}
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return {
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numRows,
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rows,
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maxColumns: maxRow.windows.length,
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gridWidth: maxRow.fullWidth,
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gridHeight,
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};
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}
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computeScaleAndSpace(layout, area) {
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let hspacing = (layout.maxColumns - 1) * this._columnSpacing;
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let vspacing = (layout.numRows - 1) * this._rowSpacing;
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let spacedWidth = area.width - hspacing;
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let spacedHeight = area.height - vspacing;
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let horizontalScale = spacedWidth / layout.gridWidth;
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let verticalScale = spacedHeight / layout.gridHeight;
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// Thumbnails should be less than 70% of the original size
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let scale = Math.min(
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horizontalScale, verticalScale, WINDOW_PREVIEW_MAXIMUM_SCALE);
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let scaledLayoutWidth = layout.gridWidth * scale + hspacing;
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let scaledLayoutHeight = layout.gridHeight * scale + vspacing;
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let space = (scaledLayoutWidth * scaledLayoutHeight) / (area.width * area.height);
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layout.scale = scale;
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return [scale, space];
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}
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computeWindowSlots(layout, area) {
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this._computeRowSizes(layout);
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let { rows, scale } = layout;
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let slots = [];
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// Do this in three parts.
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let heightWithoutSpacing = 0;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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heightWithoutSpacing += row.height;
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}
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let verticalSpacing = (rows.length - 1) * this._rowSpacing;
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let additionalVerticalScale = Math.min(1, (area.height - verticalSpacing) / heightWithoutSpacing);
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// keep track how much smaller the grid becomes due to scaling
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// so it can be centered again
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let compensation = 0;
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let y = 0;
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for (let i = 0; i < rows.length; i++) {
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let row = rows[i];
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// If this window layout row doesn't fit in the actual
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// geometry, then apply an additional scale to it.
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let horizontalSpacing = (row.windows.length - 1) * this._columnSpacing;
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let widthWithoutSpacing = row.width - horizontalSpacing;
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let additionalHorizontalScale = Math.min(1, (area.width - horizontalSpacing) / widthWithoutSpacing);
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if (additionalHorizontalScale < additionalVerticalScale) {
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row.additionalScale = additionalHorizontalScale;
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// Only consider the scaling in addition to the vertical scaling for centering.
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compensation += (additionalVerticalScale - additionalHorizontalScale) * row.height;
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} else {
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row.additionalScale = additionalVerticalScale;
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// No compensation when scaling vertically since centering based on a too large
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// height would undo what vertical scaling is trying to achieve.
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}
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row.x = area.x + (Math.max(area.width - (widthWithoutSpacing * row.additionalScale + horizontalSpacing), 0) / 2);
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row.y = area.y + (Math.max(area.height - (heightWithoutSpacing + verticalSpacing), 0) / 2) + y;
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y += row.height * row.additionalScale + this._rowSpacing;
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}
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compensation /= 2;
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for (let i = 0; i < rows.length; i++) {
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const row = rows[i];
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const rowY = row.y + compensation;
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const rowHeight = row.height * row.additionalScale;
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let x = row.x;
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for (let j = 0; j < row.windows.length; j++) {
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let window = row.windows[j];
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let s = scale * this._computeWindowScale(window) * row.additionalScale;
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let cellWidth = window.boundingBox.width * s;
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let cellHeight = window.boundingBox.height * s;
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s = Math.min(s, WINDOW_PREVIEW_MAXIMUM_SCALE);
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let cloneWidth = window.boundingBox.width * s;
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const cloneHeight = window.boundingBox.height * s;
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let cloneX = x + (cellWidth - cloneWidth) / 2;
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let cloneY;
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// If there's only one row, align windows vertically centered inside the row
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if (rows.length === 1)
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cloneY = rowY + (rowHeight - cloneHeight) / 2;
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// If there are multiple rows, align windows to the bottom edge of the row
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else
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cloneY = rowY + rowHeight - cellHeight;
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// Align with the pixel grid to prevent blurry windows at scale = 1
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cloneX = Math.floor(cloneX);
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cloneY = Math.floor(cloneY);
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slots.push([cloneX, cloneY, cloneWidth, cloneHeight, window]);
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x += cellWidth + this._columnSpacing;
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}
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}
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return slots;
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}
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};
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function animateAllocation(actor, box) {
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actor.save_easing_state();
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actor.set_easing_mode(Clutter.AnimationMode.EASE_OUT_QUAD);
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actor.set_easing_duration(200);
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actor.allocate(box);
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actor.restore_easing_state();
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return actor.get_transition('allocation');
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}
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var WorkspaceLayout = GObject.registerClass({
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Properties: {
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'spacing': GObject.ParamSpec.double(
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'spacing', 'Spacing', 'Spacing',
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GObject.ParamFlags.READWRITE,
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0, Infinity, 20),
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'layout-frozen': GObject.ParamSpec.boolean(
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'layout-frozen', 'Layout frozen', 'Layout frozen',
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GObject.ParamFlags.READWRITE,
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false),
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},
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}, class WorkspaceLayout extends Clutter.LayoutManager {
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_init(metaWorkspace, monitorIndex, overviewAdjustment) {
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super._init();
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this._spacing = 20;
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this._layoutFrozen = false;
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this._metaWorkspace = metaWorkspace;
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this._monitorIndex = monitorIndex;
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this._workarea = metaWorkspace
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? metaWorkspace.get_work_area_for_monitor(this._monitorIndex)
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: Main.layoutManager.getWorkAreaForMonitor(this._monitorIndex);
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this._overviewAdjustment = overviewAdjustment;
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this._container = null;
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this._windows = new Map();
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this._sortedWindows = [];
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this._lastBox = null;
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this._windowSlots = [];
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this._layout = null;
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this._stateAdjustment = new St.Adjustment({
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value: 0,
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lower: 0,
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upper: 1,
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});
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this._stateAdjustment.connect('notify::value', () => {
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this.syncOverlays();
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this.layout_changed();
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});
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}
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_isBetterScaleAndSpace(oldScale, oldSpace, scale, space) {
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let spacePower = (space - oldSpace) * LAYOUT_SPACE_WEIGHT;
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let scalePower = (scale - oldScale) * LAYOUT_SCALE_WEIGHT;
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if (scale > oldScale && space > oldSpace) {
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// Win win -- better scale and better space
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return true;
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} else if (scale > oldScale && space <= oldSpace) {
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// Keep new layout only if scale gain outweighs aspect space loss
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return scalePower > spacePower;
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} else if (scale <= oldScale && space > oldSpace) {
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// Keep new layout only if aspect space gain outweighs scale loss
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return spacePower > scalePower;
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} else {
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// Lose -- worse scale and space
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return false;
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}
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}
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_adjustSpacingAndPadding(rowSpacing, colSpacing, containerBox) {
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if (this._sortedWindows.length === 0)
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return [rowSpacing, colSpacing, containerBox];
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// All of the overlays have the same chrome sizes,
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// so just pick the first one.
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const window = this._sortedWindows[0];
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const [topOversize, bottomOversize] = window.chromeHeights();
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const [leftOversize, rightOversize] = window.chromeWidths();
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if (rowSpacing !== null)
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rowSpacing += topOversize + bottomOversize;
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if (colSpacing !== null)
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colSpacing += Math.max(leftOversize, rightOversize);
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if (containerBox) {
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const [topOverlap, bottomOverlap] = window.overlapHeights();
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containerBox.x1 += leftOversize;
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containerBox.x2 -= rightOversize;
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containerBox.y1 += topOversize + topOverlap;
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containerBox.y2 -= bottomOversize + bottomOverlap;
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}
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return [rowSpacing, colSpacing, containerBox];
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}
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_createBestLayout(area) {
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const [rowSpacing, columnSpacing] =
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this._adjustSpacingAndPadding(this._spacing, this._spacing, null);
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// We look for the largest scale that allows us to fit the
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// largest row/tallest column on the workspace.
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this._layoutStrategy = new UnalignedLayoutStrategy({
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|
monitor: Main.layoutManager.monitors[this._monitorIndex],
|
|
rowSpacing,
|
|
columnSpacing,
|
|
});
|
|
|
|
let lastLayout = null;
|
|
let lastNumColumns = -1;
|
|
let lastScale = 0;
|
|
let lastSpace = 0;
|
|
|
|
for (let numRows = 1; ; numRows++) {
|
|
const numColumns = Math.ceil(this._sortedWindows.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 === lastNumColumns)
|
|
break;
|
|
|
|
const layout = this._layoutStrategy.computeLayout(this._sortedWindows, {
|
|
numRows,
|
|
});
|
|
|
|
const [scale, space] = this._layoutStrategy.computeScaleAndSpace(layout, area);
|
|
|
|
if (lastLayout && !this._isBetterScaleAndSpace(lastScale, lastSpace, scale, space))
|
|
break;
|
|
|
|
lastLayout = layout;
|
|
lastNumColumns = numColumns;
|
|
lastScale = scale;
|
|
lastSpace = space;
|
|
}
|
|
|
|
return lastLayout;
|
|
}
|
|
|
|
_getWindowSlots(containerBox) {
|
|
[, , containerBox] =
|
|
this._adjustSpacingAndPadding(null, null, containerBox);
|
|
|
|
const availArea = {
|
|
x: parseInt(containerBox.x1),
|
|
y: parseInt(containerBox.y1),
|
|
width: parseInt(containerBox.get_width()),
|
|
height: parseInt(containerBox.get_height()),
|
|
};
|
|
|
|
return this._layoutStrategy.computeWindowSlots(this._layout, availArea);
|
|
}
|
|
|
|
_getAdjustedWorkarea(container) {
|
|
const workarea = this._workarea.copy();
|
|
|
|
if (container instanceof St.Widget) {
|
|
const themeNode = container.get_theme_node();
|
|
workarea.width -= themeNode.get_horizontal_padding();
|
|
workarea.height -= themeNode.get_vertical_padding();
|
|
}
|
|
|
|
return workarea;
|
|
}
|
|
|
|
vfunc_set_container(container) {
|
|
this._container = container;
|
|
this._stateAdjustment.actor = container;
|
|
}
|
|
|
|
vfunc_get_preferred_width(container, forHeight) {
|
|
const workarea = this._getAdjustedWorkarea(container);
|
|
if (forHeight === -1)
|
|
return [0, workarea.width];
|
|
|
|
const workAreaAspectRatio = workarea.width / workarea.height;
|
|
const widthPreservingAspectRatio = forHeight * workAreaAspectRatio;
|
|
|
|
return [0, widthPreservingAspectRatio];
|
|
}
|
|
|
|
vfunc_get_preferred_height(container, forWidth) {
|
|
const workarea = this._getAdjustedWorkarea(container);
|
|
if (forWidth === -1)
|
|
return [0, workarea.height];
|
|
|
|
const workAreaAspectRatio = workarea.width / workarea.height;
|
|
const heightPreservingAspectRatio = forWidth / workAreaAspectRatio;
|
|
|
|
return [0, heightPreservingAspectRatio];
|
|
}
|
|
|
|
vfunc_allocate(container, box) {
|
|
const containerBox = container.allocation;
|
|
const containerAllocationChanged =
|
|
this._lastBox === null || !this._lastBox.equal(containerBox);
|
|
this._lastBox = containerBox.copy();
|
|
|
|
// If the containers size changed, we can no longer keep around
|
|
// the old windowSlots, so we must unfreeze the layout.
|
|
//
|
|
// However, if the overview animation is in progress, don't unfreeze
|
|
// the layout. This is needed to prevent windows "snapping" to their
|
|
// new positions during the overview closing animation when the
|
|
// allocation subtly expands every frame.
|
|
if (this._layoutFrozen && containerAllocationChanged && !Main.overview.animationInProgress) {
|
|
this._layoutFrozen = false;
|
|
this.notify('layout-frozen');
|
|
}
|
|
|
|
let layoutChanged = false;
|
|
if (!this._layoutFrozen) {
|
|
if (this._layout === null) {
|
|
this._layout = this._createBestLayout(this._workarea);
|
|
layoutChanged = true;
|
|
}
|
|
|
|
if (layoutChanged || containerAllocationChanged)
|
|
this._windowSlots = this._getWindowSlots(box.copy());
|
|
}
|
|
|
|
const workareaX = this._workarea.x;
|
|
const workareaY = this._workarea.y;
|
|
const workareaWidth = this._workarea.width;
|
|
const stateAdjustementValue = this._stateAdjustment.value;
|
|
|
|
const allocationScale = containerBox.get_width() / workareaWidth;
|
|
|
|
const childBox = new Clutter.ActorBox();
|
|
|
|
const { ControlsState } = OverviewControls;
|
|
const inSessionTransition =
|
|
this._overviewAdjustment.value <= ControlsState.WINDOW_PICKER;
|
|
|
|
const nSlots = this._windowSlots.length;
|
|
for (let i = 0; i < nSlots; i++) {
|
|
let [x, y, width, height, child] = this._windowSlots[i];
|
|
if (!child.visible)
|
|
continue;
|
|
|
|
const windowInfo = this._windows.get(child);
|
|
|
|
let workspaceBoxX, workspaceBoxY;
|
|
let workspaceBoxWidth, workspaceBoxHeight;
|
|
|
|
if (windowInfo.metaWindow.showing_on_its_workspace()) {
|
|
workspaceBoxX = (child.boundingBox.x - workareaX) * allocationScale;
|
|
workspaceBoxY = (child.boundingBox.y - workareaY) * allocationScale;
|
|
workspaceBoxWidth = child.boundingBox.width * allocationScale;
|
|
workspaceBoxHeight = child.boundingBox.height * allocationScale;
|
|
} else {
|
|
workspaceBoxX = workareaX * allocationScale;
|
|
workspaceBoxY = workareaY * allocationScale;
|
|
workspaceBoxWidth = 0;
|
|
workspaceBoxHeight = 0;
|
|
|
|
child.opacity = stateAdjustementValue * 255;
|
|
}
|
|
|
|
// Don't allow the scaled floating size to drop below
|
|
// the target layout size.
|
|
// We only want to apply this when the scaled floating size is
|
|
// actually larger than the target layout size, that is while
|
|
// animating between the session and the window picker.
|
|
if (inSessionTransition) {
|
|
workspaceBoxWidth = Math.max(workspaceBoxWidth, width);
|
|
workspaceBoxHeight = Math.max(workspaceBoxHeight, height);
|
|
}
|
|
|
|
x = Util.lerp(workspaceBoxX, x, stateAdjustementValue);
|
|
y = Util.lerp(workspaceBoxY, y, stateAdjustementValue);
|
|
width = Util.lerp(workspaceBoxWidth, width, stateAdjustementValue);
|
|
height = Util.lerp(workspaceBoxHeight, height, stateAdjustementValue);
|
|
|
|
childBox.set_origin(x, y);
|
|
childBox.set_size(width, height);
|
|
|
|
if (windowInfo.currentTransition) {
|
|
windowInfo.currentTransition.get_interval().set_final(childBox);
|
|
|
|
// The timeline of the transition might not have been updated
|
|
// before this allocation cycle, so make sure the child
|
|
// still updates needs_allocation to FALSE.
|
|
// Unfortunately, this relies on the fast paths in
|
|
// clutter_actor_allocate(), otherwise we'd start a new
|
|
// transition on the child, replacing the current one.
|
|
child.allocate(child.allocation);
|
|
continue;
|
|
}
|
|
|
|
// We want layout changes (ie. larger changes to the layout like
|
|
// reshuffling the window order) to be animated, but small changes
|
|
// like changes to the container size to happen immediately (for
|
|
// example if the container height is being animated, we want to
|
|
// avoid animating the children allocations to make sure they
|
|
// don't "lag behind" the other animation).
|
|
if (layoutChanged && !Main.overview.animationInProgress) {
|
|
const transition = animateAllocation(child, childBox);
|
|
if (transition) {
|
|
windowInfo.currentTransition = transition;
|
|
windowInfo.currentTransition.connect('stopped', () => {
|
|
windowInfo.currentTransition = null;
|
|
});
|
|
}
|
|
} else {
|
|
child.allocate(childBox);
|
|
}
|
|
}
|
|
}
|
|
|
|
_syncOverlay(preview) {
|
|
const active = this._metaWorkspace?.active ?? true;
|
|
preview.overlayEnabled = active && this._stateAdjustment.value === 1;
|
|
}
|
|
|
|
/**
|
|
* syncOverlays:
|
|
*
|
|
* Synchronizes the overlay state of all window previews.
|
|
*/
|
|
syncOverlays() {
|
|
[...this._windows.keys()].forEach(preview => this._syncOverlay(preview));
|
|
}
|
|
|
|
/**
|
|
* addWindow:
|
|
* @param {WindowPreview} window: the window to add
|
|
* @param {Meta.Window} metaWindow: the MetaWindow of the window
|
|
*
|
|
* Adds @window to the workspace, it will be shown immediately if
|
|
* the layout isn't frozen using the layout-frozen property.
|
|
*
|
|
* If @window is already part of the workspace, nothing will happen.
|
|
*/
|
|
addWindow(window, metaWindow) {
|
|
if (this._windows.has(window))
|
|
return;
|
|
|
|
this._windows.set(window, {
|
|
metaWindow,
|
|
sizeChangedId: metaWindow.connect('size-changed', () => {
|
|
this._layout = null;
|
|
this.layout_changed();
|
|
}),
|
|
destroyId: window.connect('destroy', () =>
|
|
this.removeWindow(window)),
|
|
currentTransition: null,
|
|
});
|
|
|
|
this._sortedWindows.push(window);
|
|
this._sortedWindows.sort((a, b) => {
|
|
const winA = this._windows.get(a).metaWindow;
|
|
const winB = this._windows.get(b).metaWindow;
|
|
|
|
return winA.get_stable_sequence() - winB.get_stable_sequence();
|
|
});
|
|
|
|
this._syncOverlay(window);
|
|
this._container.add_child(window);
|
|
|
|
this._layout = null;
|
|
this.layout_changed();
|
|
}
|
|
|
|
/**
|
|
* removeWindow:
|
|
* @param {WindowPreview} window: the window to remove
|
|
*
|
|
* Removes @window from the workspace if @window is a part of the
|
|
* workspace. If the layout-frozen property is set to true, the
|
|
* window will still be visible until the property is set to false.
|
|
*/
|
|
removeWindow(window) {
|
|
const windowInfo = this._windows.get(window);
|
|
if (!windowInfo)
|
|
return;
|
|
|
|
windowInfo.metaWindow.disconnect(windowInfo.sizeChangedId);
|
|
window.disconnect(windowInfo.destroyId);
|
|
if (windowInfo.currentTransition)
|
|
window.remove_transition('allocation');
|
|
|
|
this._windows.delete(window);
|
|
this._sortedWindows.splice(this._sortedWindows.indexOf(window), 1);
|
|
|
|
// The layout might be frozen and we might not update the windowSlots
|
|
// on the next allocation, so remove the slot now already
|
|
const index = this._windowSlots.findIndex(s => s[4] === window);
|
|
if (index !== -1)
|
|
this._windowSlots.splice(index, 1);
|
|
|
|
// The window might have been reparented by DND
|
|
if (window.get_parent() === this._container)
|
|
this._container.remove_child(window);
|
|
|
|
this._layout = null;
|
|
this.layout_changed();
|
|
}
|
|
|
|
syncStacking(stackIndices) {
|
|
const windows = [...this._windows.keys()];
|
|
windows.sort((a, b) => {
|
|
const seqA = this._windows.get(a).metaWindow.get_stable_sequence();
|
|
const seqB = this._windows.get(b).metaWindow.get_stable_sequence();
|
|
|
|
return stackIndices[seqA] - stackIndices[seqB];
|
|
});
|
|
|
|
let lastWindow = null;
|
|
for (const window of windows) {
|
|
window.setStackAbove(lastWindow);
|
|
lastWindow = window;
|
|
}
|
|
|
|
this._layout = null;
|
|
this.layout_changed();
|
|
}
|
|
|
|
/**
|
|
* getFocusChain:
|
|
*
|
|
* Gets the focus chain of the workspace. This function will return
|
|
* an empty array if the floating window layout is used.
|
|
*
|
|
* @returns {Array} an array of {Clutter.Actor}s
|
|
*/
|
|
getFocusChain() {
|
|
if (this._stateAdjustment.value === 0)
|
|
return [];
|
|
|
|
// The fifth element in the slot array is the WindowPreview
|
|
return this._windowSlots.map(s => s[4]);
|
|
}
|
|
|
|
/**
|
|
* An StAdjustment for controlling and transitioning between
|
|
* the alignment of windows using the layout strategy and the
|
|
* floating window layout.
|
|
*
|
|
* A value of 0 of the adjustment completely uses the floating
|
|
* window layout while a value of 1 completely aligns windows using
|
|
* the layout strategy.
|
|
*
|
|
* @type {St.Adjustment}
|
|
*/
|
|
get stateAdjustment() {
|
|
return this._stateAdjustment;
|
|
}
|
|
|
|
get spacing() {
|
|
return this._spacing;
|
|
}
|
|
|
|
set spacing(s) {
|
|
if (this._spacing === s)
|
|
return;
|
|
|
|
this._spacing = s;
|
|
|
|
this._layout = null;
|
|
this.notify('spacing');
|
|
this.layout_changed();
|
|
}
|
|
|
|
get layoutFrozen() {
|
|
return this._layoutFrozen;
|
|
}
|
|
|
|
set layoutFrozen(f) {
|
|
if (this._layoutFrozen === f)
|
|
return;
|
|
|
|
this._layoutFrozen = f;
|
|
|
|
this.notify('layout-frozen');
|
|
if (!this._layoutFrozen)
|
|
this.layout_changed();
|
|
}
|
|
});
|
|
|
|
var WorkspaceBackground = GObject.registerClass(
|
|
class WorkspaceBackground extends St.Widget {
|
|
_init(monitorIndex, stateAdjustment) {
|
|
super._init({
|
|
style_class: 'workspace-background',
|
|
layout_manager: new Clutter.BinLayout(),
|
|
x_expand: true,
|
|
y_expand: true,
|
|
});
|
|
|
|
this._monitorIndex = monitorIndex;
|
|
this._workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
|
|
|
|
this._stateAdjustment = stateAdjustment;
|
|
stateAdjustment.connect('notify::value', () => {
|
|
this._updateBorderRadius();
|
|
this.queue_relayout();
|
|
});
|
|
|
|
this._bin = new Clutter.Actor({
|
|
layout_manager: new Clutter.BinLayout(),
|
|
clip_to_allocation: true,
|
|
});
|
|
|
|
this._backgroundGroup = new Meta.BackgroundGroup({
|
|
layout_manager: new Clutter.BinLayout(),
|
|
x_expand: true,
|
|
y_expand: true,
|
|
});
|
|
this._bin.add_child(this._backgroundGroup);
|
|
this.add_child(this._bin);
|
|
|
|
this._bgManager = new Background.BackgroundManager({
|
|
container: this._backgroundGroup,
|
|
monitorIndex: this._monitorIndex,
|
|
controlPosition: false,
|
|
useContentSize: false,
|
|
});
|
|
|
|
this._workareasChangedId =
|
|
global.display.connect('workareas-changed', () => {
|
|
this._workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
|
|
this._updateRoundedClipBounds();
|
|
this.queue_relayout();
|
|
});
|
|
this._updateRoundedClipBounds();
|
|
|
|
this.connect('destroy', this._onDestroy.bind(this));
|
|
}
|
|
|
|
_updateBorderRadius() {
|
|
const { scaleFactor } = St.ThemeContext.get_for_stage(global.stage);
|
|
const cornerRadius = scaleFactor * BACKGROUND_CORNER_RADIUS_PIXELS;
|
|
|
|
const backgroundContent = this._bgManager.backgroundActor.content;
|
|
backgroundContent.rounded_clip_radius =
|
|
Util.lerp(0, cornerRadius, this._stateAdjustment.value);
|
|
}
|
|
|
|
_updateRoundedClipBounds() {
|
|
const monitor = Main.layoutManager.monitors[this._monitorIndex];
|
|
|
|
const rect = new Graphene.Rect();
|
|
rect.origin.x = this._workarea.x - monitor.x;
|
|
rect.origin.y = this._workarea.y - monitor.y;
|
|
rect.size.width = this._workarea.width;
|
|
rect.size.height = this._workarea.height;
|
|
|
|
this._bgManager.backgroundActor.content.set_rounded_clip_bounds(rect);
|
|
}
|
|
|
|
vfunc_allocate(box) {
|
|
const [width, height] = box.get_size();
|
|
const { scaleFactor } = St.ThemeContext.get_for_stage(global.stage);
|
|
const scaledHeight = height - (BACKGROUND_MARGIN * 2 * scaleFactor);
|
|
const scaledWidth = (scaledHeight / height) * width;
|
|
|
|
const scaledBox = box.copy();
|
|
scaledBox.set_origin(
|
|
box.x1 + (width - scaledWidth) / 2,
|
|
box.y1 + (height - scaledHeight) / 2);
|
|
scaledBox.set_size(scaledWidth, scaledHeight);
|
|
|
|
const progress = this._stateAdjustment.value;
|
|
|
|
if (progress === 1)
|
|
box = scaledBox;
|
|
else if (progress !== 0)
|
|
box = box.interpolate(scaledBox, progress);
|
|
|
|
this.set_allocation(box);
|
|
|
|
const themeNode = this.get_theme_node();
|
|
const contentBox = themeNode.get_content_box(box);
|
|
|
|
this._bin.allocate(contentBox);
|
|
|
|
const [contentWidth, contentHeight] = contentBox.get_size();
|
|
const monitor = Main.layoutManager.monitors[this._monitorIndex];
|
|
const xOff = (contentWidth / this._workarea.width) *
|
|
(this._workarea.x - monitor.x);
|
|
const yOff = (contentHeight / this._workarea.height) *
|
|
(this._workarea.y - monitor.y);
|
|
|
|
contentBox.set_origin(-xOff, -yOff);
|
|
contentBox.set_size(xOff + contentWidth, yOff + contentHeight);
|
|
this._backgroundGroup.allocate(contentBox);
|
|
}
|
|
|
|
_onDestroy() {
|
|
if (this._bgManager) {
|
|
this._bgManager.destroy();
|
|
this._bgManager = null;
|
|
}
|
|
|
|
if (this._workareasChangedId) {
|
|
global.display.disconnect(this._workareasChangedId);
|
|
delete this._workareasChangedId;
|
|
}
|
|
}
|
|
});
|
|
|
|
/**
|
|
* @metaWorkspace: a #Meta.Workspace, or null
|
|
*/
|
|
var Workspace = GObject.registerClass(
|
|
class Workspace extends St.Widget {
|
|
_init(metaWorkspace, monitorIndex, overviewAdjustment) {
|
|
super._init({
|
|
style_class: 'window-picker',
|
|
pivot_point: new Graphene.Point({ x: 0.5, y: 0.5 }),
|
|
layout_manager: new Clutter.BinLayout(),
|
|
});
|
|
|
|
const layoutManager = new WorkspaceLayout(metaWorkspace, monitorIndex,
|
|
overviewAdjustment);
|
|
|
|
// Background
|
|
this._background =
|
|
new WorkspaceBackground(monitorIndex, layoutManager.stateAdjustment);
|
|
this.add_child(this._background);
|
|
|
|
// Window previews
|
|
this._container = new Clutter.Actor({
|
|
reactive: true,
|
|
x_expand: true,
|
|
y_expand: true,
|
|
});
|
|
this._container.layout_manager = layoutManager;
|
|
this.add_child(this._container);
|
|
|
|
this.metaWorkspace = metaWorkspace;
|
|
this._activeWorkspaceChangedId =
|
|
this.metaWorkspace?.connect('notify::active', () => {
|
|
layoutManager.syncOverlays();
|
|
});
|
|
|
|
this._overviewAdjustment = overviewAdjustment;
|
|
this._overviewStateId = overviewAdjustment.connect('notify::value', () => {
|
|
const overviewState = overviewAdjustment.value;
|
|
|
|
// We want windows not to spill out when the overview is in
|
|
// APP_GRID state, but HIDDEN and WINDOW_PICKER should allow
|
|
// them to eventually draw outside the workspace.
|
|
this._container.clip_to_allocation =
|
|
overviewState > OverviewControls.ControlsState.WINDOW_PICKER;
|
|
});
|
|
|
|
this.monitorIndex = monitorIndex;
|
|
this._monitor = Main.layoutManager.monitors[this.monitorIndex];
|
|
|
|
if (monitorIndex != Main.layoutManager.primaryIndex)
|
|
this.add_style_class_name('external-monitor');
|
|
|
|
const clickAction = new Clutter.ClickAction();
|
|
clickAction.connect('clicked', action => {
|
|
// Switch to the workspace when not the active one, leave the
|
|
// overview otherwise.
|
|
if (action.get_button() === 1 || action.get_button() === 0) {
|
|
const leaveOverview = this._shouldLeaveOverview();
|
|
|
|
this.metaWorkspace?.activate(global.get_current_time());
|
|
if (leaveOverview)
|
|
Main.overview.hide();
|
|
}
|
|
});
|
|
this.bind_property('mapped', clickAction, 'enabled', GObject.BindingFlags.SYNC_CREATE);
|
|
this._container.add_action(clickAction);
|
|
|
|
this.connect('style-changed', this._onStyleChanged.bind(this));
|
|
this.connect('destroy', this._onDestroy.bind(this));
|
|
|
|
const windows = global.get_window_actors().map(a => a.meta_window)
|
|
.filter(this._isMyWindow, this);
|
|
|
|
// Create clones for windows that should be
|
|
// visible in the Overview
|
|
this._windows = [];
|
|
for (let i = 0; i < windows.length; i++) {
|
|
if (this._isOverviewWindow(windows[i]))
|
|
this._addWindowClone(windows[i]);
|
|
}
|
|
|
|
// Track window changes, but let the window tracker process them first
|
|
if (this.metaWorkspace) {
|
|
this._windowAddedId = this.metaWorkspace.connect_after(
|
|
'window-added', this._windowAdded.bind(this));
|
|
this._windowRemovedId = this.metaWorkspace.connect_after(
|
|
'window-removed', this._windowRemoved.bind(this));
|
|
}
|
|
this._windowEnteredMonitorId = global.display.connect_after(
|
|
'window-entered-monitor', this._windowEnteredMonitor.bind(this));
|
|
this._windowLeftMonitorId = global.display.connect_after(
|
|
'window-left-monitor', this._windowLeftMonitor.bind(this));
|
|
this._layoutFrozenId = 0;
|
|
|
|
// DND requires this to be set
|
|
this._delegate = this;
|
|
}
|
|
|
|
_shouldLeaveOverview() {
|
|
if (!this.metaWorkspace || this.metaWorkspace.active)
|
|
return true;
|
|
|
|
const overviewState = this._overviewAdjustment.value;
|
|
return overviewState > OverviewControls.ControlsState.WINDOW_PICKER;
|
|
}
|
|
|
|
vfunc_get_focus_chain() {
|
|
return this._container.layout_manager.getFocusChain();
|
|
}
|
|
|
|
_lookupIndex(metaWindow) {
|
|
return this._windows.findIndex(w => w.metaWindow == metaWindow);
|
|
}
|
|
|
|
containsMetaWindow(metaWindow) {
|
|
return this._lookupIndex(metaWindow) >= 0;
|
|
}
|
|
|
|
isEmpty() {
|
|
return this._windows.length == 0;
|
|
}
|
|
|
|
syncStacking(stackIndices) {
|
|
this._container.layout_manager.syncStacking(stackIndices);
|
|
}
|
|
|
|
_doRemoveWindow(metaWin) {
|
|
let clone = this._removeWindowClone(metaWin);
|
|
|
|
if (!clone)
|
|
return;
|
|
|
|
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
|
|
this._container.layout_manager.layout_frozen = true;
|
|
|
|
if (this._layoutFrozenId > 0) {
|
|
GLib.source_remove(this._layoutFrozenId);
|
|
this._layoutFrozenId = 0;
|
|
}
|
|
|
|
let [oldX, oldY] = global.get_pointer();
|
|
|
|
this._layoutFrozenId = GLib.timeout_add(
|
|
GLib.PRIORITY_DEFAULT,
|
|
WINDOW_REPOSITIONING_DELAY,
|
|
() => {
|
|
const [newX, newY] = global.get_pointer();
|
|
const pointerHasMoved = oldX !== newX || oldY !== newY;
|
|
const actorUnderPointer = global.stage.get_actor_at_pos(
|
|
Clutter.PickMode.REACTIVE, newX, newY);
|
|
|
|
if ((pointerHasMoved && this.contains(actorUnderPointer)) ||
|
|
this._windows.some(w => w.contains(actorUnderPointer))) {
|
|
oldX = newX;
|
|
oldY = newY;
|
|
return GLib.SOURCE_CONTINUE;
|
|
}
|
|
|
|
this._container.layout_manager.layout_frozen = false;
|
|
this._layoutFrozenId = 0;
|
|
return GLib.SOURCE_REMOVE;
|
|
});
|
|
|
|
GLib.Source.set_name_by_id(this._layoutFrozenId,
|
|
'[gnome-shell] this._layoutFrozenId');
|
|
}
|
|
|
|
_doAddWindow(metaWin) {
|
|
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 = GLib.idle_add(GLib.PRIORITY_DEFAULT, () => {
|
|
if (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(metaWin))
|
|
return;
|
|
|
|
if (!this._isOverviewWindow(metaWin)) {
|
|
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;
|
|
}
|
|
|
|
const clone = this._addWindowClone(metaWin);
|
|
|
|
clone.set_pivot_point(0.5, 0.5);
|
|
clone.scale_x = 0;
|
|
clone.scale_y = 0;
|
|
clone.ease({
|
|
scale_x: 1,
|
|
scale_y: 1,
|
|
duration: 250,
|
|
onStopped: () => clone.set_pivot_point(0, 0),
|
|
});
|
|
|
|
if (this._layoutFrozenId > 0) {
|
|
// If a window was closed before, unfreeze the layout to ensure
|
|
// the new window is immediately shown
|
|
this._container.layout_manager.layout_frozen = false;
|
|
|
|
GLib.source_remove(this._layoutFrozenId);
|
|
this._layoutFrozenId = 0;
|
|
}
|
|
}
|
|
|
|
_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;
|
|
}
|
|
|
|
prepareToLeaveOverview() {
|
|
for (let i = 0; i < this._windows.length; i++)
|
|
this._windows[i].remove_all_transitions();
|
|
|
|
if (this._layoutFrozenId > 0) {
|
|
GLib.source_remove(this._layoutFrozenId);
|
|
this._layoutFrozenId = 0;
|
|
}
|
|
|
|
this._container.layout_manager.layout_frozen = true;
|
|
this._overviewHiddenId = Main.overview.connect('hidden', this._doneLeavingOverview.bind(this));
|
|
}
|
|
|
|
_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);
|
|
this.metaWorkspace.disconnect(this._activeWorkspaceChangedId);
|
|
}
|
|
global.display.disconnect(this._windowEnteredMonitorId);
|
|
global.display.disconnect(this._windowLeftMonitorId);
|
|
|
|
if (this._layoutFrozenId > 0) {
|
|
GLib.source_remove(this._layoutFrozenId);
|
|
this._layoutFrozenId = 0;
|
|
}
|
|
|
|
if (this._overviewStateId > 0) {
|
|
this._overviewAdjustment.disconnect(this._overviewStateId);
|
|
delete this._overviewStateId;
|
|
}
|
|
|
|
this._windows = [];
|
|
}
|
|
|
|
_doneLeavingOverview() {
|
|
this._container.layout_manager.layout_frozen = false;
|
|
}
|
|
|
|
_doneShowingOverview() {
|
|
this._container.layout_manager.layout_frozen = false;
|
|
}
|
|
|
|
_isMyWindow(window) {
|
|
const isOnWorkspace = this.metaWorkspace === null ||
|
|
window.located_on_workspace(this.metaWorkspace);
|
|
const isOnMonitor = window.get_monitor() === this.monitorIndex;
|
|
|
|
return isOnWorkspace && isOnMonitor;
|
|
}
|
|
|
|
_isOverviewWindow(window) {
|
|
return !window.skip_taskbar;
|
|
}
|
|
|
|
// Create a clone of a (non-desktop) window and add it to the window list
|
|
_addWindowClone(metaWindow) {
|
|
let clone = new WindowPreview(metaWindow, this, this._overviewAdjustment);
|
|
|
|
clone.connect('selected',
|
|
this._onCloneSelected.bind(this));
|
|
clone.connect('drag-begin', () => {
|
|
Main.overview.beginWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('drag-cancelled', () => {
|
|
Main.overview.cancelledWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('drag-end', () => {
|
|
Main.overview.endWindowDrag(metaWindow);
|
|
});
|
|
clone.connect('show-chrome', () => {
|
|
let focus = global.stage.key_focus;
|
|
if (focus == null || this.contains(focus))
|
|
clone.grab_key_focus();
|
|
|
|
this._windows.forEach(c => {
|
|
if (c !== clone)
|
|
c.hideOverlay(true);
|
|
});
|
|
});
|
|
clone.connect('destroy', () => {
|
|
this._doRemoveWindow(metaWindow);
|
|
});
|
|
|
|
this._container.layout_manager.addWindow(clone, metaWindow);
|
|
|
|
if (this._windows.length == 0)
|
|
clone.setStackAbove(null);
|
|
else
|
|
clone.setStackAbove(this._windows[this._windows.length - 1]);
|
|
|
|
this._windows.push(clone);
|
|
|
|
return clone;
|
|
}
|
|
|
|
_removeWindowClone(metaWin) {
|
|
// find the position of the window in our list
|
|
let index = this._lookupIndex(metaWin);
|
|
|
|
if (index == -1)
|
|
return null;
|
|
|
|
this._container.layout_manager.removeWindow(this._windows[index]);
|
|
|
|
return this._windows.splice(index, 1).pop();
|
|
}
|
|
|
|
_onStyleChanged() {
|
|
const themeNode = this.get_theme_node();
|
|
this._container.layout_manager.spacing = themeNode.get_length('spacing');
|
|
}
|
|
|
|
_onCloneSelected(clone, time) {
|
|
const wsIndex = this.metaWorkspace?.index();
|
|
|
|
if (this._shouldLeaveOverview())
|
|
Main.activateWindow(clone.metaWindow, time, wsIndex);
|
|
else
|
|
this.metaWorkspace?.activate(time);
|
|
}
|
|
|
|
// Draggable target interface
|
|
handleDragOver(source, _actor, _x, _y, _time) {
|
|
if (source.metaWindow && !this._isMyWindow(source.metaWindow))
|
|
return DND.DragMotionResult.MOVE_DROP;
|
|
if (source.app && source.app.can_open_new_window())
|
|
return DND.DragMotionResult.COPY_DROP;
|
|
if (!source.app && source.shellWorkspaceLaunch)
|
|
return DND.DragMotionResult.COPY_DROP;
|
|
|
|
return DND.DragMotionResult.CONTINUE;
|
|
}
|
|
|
|
acceptDrop(source, actor, x, y, time) {
|
|
let workspaceManager = global.workspace_manager;
|
|
let workspaceIndex = this.metaWorkspace
|
|
? this.metaWorkspace.index()
|
|
: workspaceManager.get_active_workspace_index();
|
|
|
|
if (source.metaWindow) {
|
|
const window = source.metaWindow;
|
|
if (this._isMyWindow(window))
|
|
return false;
|
|
|
|
// 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 (window.get_monitor() != this.monitorIndex)
|
|
window.move_to_monitor(this.monitorIndex);
|
|
|
|
window.change_workspace_by_index(workspaceIndex, false);
|
|
return true;
|
|
} else if (source.app && source.app.can_open_new_window()) {
|
|
if (source.animateLaunchAtPos)
|
|
source.animateLaunchAtPos(actor.x, actor.y);
|
|
|
|
source.app.open_new_window(workspaceIndex);
|
|
return true;
|
|
} else if (!source.app && source.shellWorkspaceLaunch) {
|
|
// While unused in our own drag sources, shellWorkspaceLaunch allows
|
|
// extensions to define custom actions for their drag sources.
|
|
source.shellWorkspaceLaunch({ workspace: workspaceIndex,
|
|
timestamp: time });
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
get stateAdjustment() {
|
|
return this._container.layout_manager.stateAdjustment;
|
|
}
|
|
});
|