gnome-shell/js/ui/workspaces.js
Colin Walters f059492a20 Add full size icon+title to overlay
The icon+text is useful in order to distinguish between windows
that might look similar otherwise.

The implementation is not optimal:

* We create a new texture from the pixmap each time

http://bugzilla.gnome.org/show_bug.cgi?id=563406

svn path=/trunk/; revision=129
2008-12-18 18:50:09 +00:00

557 lines
23 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
const Tweener = imports.tweener.tweener;
const Clutter = imports.gi.Clutter;
const GtkClutter = imports.gi.GtkClutter;
const Pango = imports.gi.Pango;
const Main = imports.ui.main;
const Overlay = imports.ui.overlay;
const Panel = imports.ui.panel;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Big = imports.gi.Big;
// Windows are slightly translucent in the overlay mode
const WINDOW_OPACITY = 0.9 * 255;
const WINDOWCLONE_BG_COLOR = new Clutter.Color();
WINDOWCLONE_BG_COLOR.from_pixel(0x000000f0);
const WINDOWCLONE_TITLE_COLOR = new Clutter.Color();
WINDOWCLONE_TITLE_COLOR.from_pixel(0xffffffff);
// 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 [xCenter, yCenter, scale] where the scale
// is relative to the width of the workspace.
const POSITIONS = {
1: [[0.5, 0.5, 0.8]],
2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]],
5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]]
};
// Spacing between workspaces. At the moment, the same spacing is used
// in both zoomed-in and zoomed-out views; this is slightly
// metaphor-breaking, but the alternatives are also weird.
const GRID_SPACING = 15;
function Workspaces(x, y, width, height) {
this._init(x, y, width, height);
}
Workspaces.prototype = {
_init : function(x, y, width, height) {
let me = this;
this.actor = new Clutter.Group();
this._x = x;
this._y = y;
this._width = width;
this._height = height;
this._workspaces = [];
this._clones = [];
let global = Shell.Global.get();
let windows = global.get_windows();
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let activeWorkspace;
// Create a group for each workspace (which lets us raise all
// of its clone windows together when the workspace is
// activated), figure out their initial grid positions, and
// add the desktop windows
for (let w = 0; w < global.screen.n_workspaces; w++) {
this._workspaces[w] = new Clutter.Group();
if (w == activeWorkspaceIndex)
activeWorkspace = this._workspaces[w];
this.actor.add_actor(this._workspaces[w]);
}
activeWorkspace.raise_top();
this._positionWorkspaces(global, activeWorkspace);
this._createDesktopActors(windows);
// Create a backdrop rectangle, so that you don't see the
// other parts of the overlay (eg, sidebar) through the gaps
// between the workspaces when they're zooming in/out
this._backdrop = new Clutter.Rectangle({ color: Overlay.OVERLAY_BACKGROUND_COLOR,
x: this._backdropX,
y: this._backdropY,
width: this._backdropWidth,
height: this._backdropHeight
});
this.actor.add_actor(this._backdrop);
this._backdrop.lower_bottom();
Tweener.addTween(this._backdrop,
{ x: this._x,
y: this._y,
width: this._width,
height: this._height,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
// Position/scale the desktop windows and their children. This
// would be easier if we instead just positioned and scaled
// the entire workspace group, but if we do that then the
// windows of the active workspace will trace out a curved
// path as they move into place, which looks odd. Positioning
// everything independently lets us move them in a straight
// line.
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
let desktop = workspace.get_nth_child(0);
desktop.set_position(workspace.zoomedOutX, workspace.zoomedOutY);
Tweener.addTween(desktop,
{ x: workspace.gridX,
y: workspace.gridY,
scale_x: workspace.gridScale,
scale_y: workspace.gridScale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
// Now handle the rest of the windows in this workspace
let wswindows = windows.filter(function (win) { return win.get_workspace() == w; });
for (let i = 0, windowIndex = 0; i < wswindows.length; i++) {
let win = wswindows[i];
if (win.get_window_type() == Meta.WindowType.DESKTOP ||
win.is_override_redirect())
continue;
let clone = this._createWindowClone(wswindows[i], workspace,
wswindows.length - windowIndex - 1,
wswindows.length);
this._clones.push(clone);
windowIndex++;
}
}
// Track changes to the number of workspaces
this._nWorkspacesNotifyId =
global.screen.connect('notify::n-workspaces',
function() {
me._workspacesChanged();
});
},
hide : function() {
let global = Shell.Global.get();
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let activeWorkspace = this._workspaces[activeWorkspaceIndex];
this._positionWorkspaces(global, activeWorkspace);
activeWorkspace.raise_top();
this._clones.forEach(function (v, i, a) { if (v.cloneTitle) v.cloneTitle.destroy(); });
this._clones = [];
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
let windows = workspace.get_children();
for (let i = 0; i < windows.length; i++) {
Tweener.addTween(windows[i],
{ x: workspace.zoomedOutX + windows[i].origX,
y: workspace.zoomedOutY + windows[i].origY,
scale_x: 1.0,
scale_y: 1.0,
time: Overlay.ANIMATION_TIME,
opacity: 255,
transition: "easeOutQuad"
});
}
}
Tweener.addTween(this._backdrop,
{ x: this._backdropX,
y: this._backdropY,
width: this._backdropWidth,
height: this._backdropHeight,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
},
destroy : function() {
let global = Shell.Global.get();
for (let w = 0; w < this._workspaces.length; w++) {
this._workspaces[w].destroy();
}
this._workspaces = [];
this._backdrop.destroy();
this._backdrop = null;
global.screen.disconnect(this._nWorkspacesNotifyId);
},
// Assign grid positions to workspaces. We can't just do a simple
// row-major or column-major numbering, because we don't want the
// existing workspaces to get rearranged when we add a row or
// column. So we alternate between adding to rows and adding to
// columns. (So, eg, when going from a 2x2 grid of 4 workspaces to
// a 3x2 grid of 5 workspaces, the 4 existing workspaces stay
// where they are, and the 5th one is added to the end of the
// first row.)
//
// FIXME: need to make the metacity internal layout agree with this!
_positionWorkspaces : function(global, activeWorkspace) {
if (!activeWorkspace) {
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
activeWorkspace = this._workspaces[activeWorkspaceIndex];
}
let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
let scale = wsWidth / global.screen_width;
let span = 1, n = 0, row = 0, col = 0, horiz = true;
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
workspace.gridRow = row;
workspace.gridCol = col;
workspace.gridX = this._x + workspace.gridCol * (wsWidth + GRID_SPACING);
workspace.gridY = this._y + workspace.gridRow * (wsHeight + GRID_SPACING);
workspace.gridScale = scale;
if (horiz) {
col++;
if (col == span) {
row = 0;
horiz = false;
}
} else {
row++;
if (row == span) {
col = 0;
horiz = true;
span++;
}
}
}
// Now figure out their zoomed-out coordinates
for (let w = 0; w < this._workspaces.length; w++) {
let workspace = this._workspaces[w];
workspace.zoomedOutX = (workspace.gridCol - activeWorkspace.gridCol) * (global.screen_width + GRID_SPACING);
workspace.zoomedOutY = (workspace.gridRow - activeWorkspace.gridRow) * (global.screen_height + GRID_SPACING);
}
// And the backdrop
this._backdropX = this._workspaces[0].zoomedOutX;
this._backdropY = this._workspaces[0].zoomedOutY;
this._backdropWidth = gridWidth * (global.screen_width + GRID_SPACING) - GRID_SPACING;
this._backdropHeight = gridHeight * (global.screen_height + GRID_SPACING) - GRID_SPACING;
},
_setupDesktop : function(desktop, workspaceNum) {
let global = Shell.Global.get();
let workspace = global.screen.get_workspace_by_index(workspaceNum);
desktop.connect("button-press-event",
function(clone, event) {
workspace.activate(event.get_time());
Main.hide_overlay();
});
this._workspaces[workspaceNum].add_actor(desktop);
desktop.origX = desktop.origY = 0;
},
_createDesktopActors : function(windows) {
if (!windows) {
let global = Shell.Global.get();
windows = global.get_windows();
}
// Find the desktop window or windows
for (let i = 0; i < windows.length; i++) {
if (windows[i].get_window_type() != Meta.WindowType.DESKTOP)
continue;
if (windows[i].get_meta_window().is_on_all_workspaces()) {
for (let w = 0; w < this._workspaces.length; w++) {
if (this._workspaces[w].get_n_children() == 0)
this._setupDesktop(this._cloneWindow(windows[i]), w);
}
break;
} else {
let desktopWorkspace = windows[i].get_workspace;
if (this._workspaces[desktopWorkspace].get_n_children() == 0)
this._setupDesktop(this._cloneWindow(windows[i]), desktopWorkspace);
}
}
// Create dummy desktops for workspaces that don't have
// desktop windows, and hook up button events on all desktops
for (let w = 0; w < this._workspaces.length; w++) {
if (this._workspaces[w].get_n_children() == 0)
this._setupDesktop(this._createDesktopRectangle(), w);
}
},
_cloneWindow : function(window) {
let w = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
reactive: true,
x: window.x,
y: window.y });
w.origX = window.x;
w.origY = window.y;
return w;
},
_createDesktopRectangle : function() {
let global = Shell.Global.get();
// In the case when we have a desktop window from the file
// manager, its height is full-screen, i.e. it includes the
// height of the panel, so we should not subtract the height
// of the panel from global.screen_height here either to have
// them show up identically. We are also using (0,0)
// coordinates in both cases which makes the background window
// animate out from behind the panel.
return new Clutter.Rectangle({ color: global.stage.color,
reactive: true,
x: 0,
y: 0,
width: global.screen_width,
height: global.screen_height });
},
_addCloneTitle : function (clone, window) {
let transformed = clone.get_transformed_size();
let icon = window.meta_window.mini_icon;
let iconTexture = new Clutter.Texture({ width: 16, height: 16, keep_aspect_ratio: true});
Shell.clutter_texture_set_from_pixbuf(iconTexture, icon);
let box = new Big.Box({background_color : WINDOWCLONE_BG_COLOR,
y_align: Big.BoxAlignment.CENTER,
corner_radius: 5,
padding: 4,
spacing: 4,
orientation: Big.BoxOrientation.HORIZONTAL});
box.append(iconTexture, Big.BoxPackFlags.NONE);
let title = new Clutter.Label({color: WINDOWCLONE_TITLE_COLOR,
font_name: "Sans 14",
text: window.meta_window.title,
ellipsize: Pango.EllipsizeMode.END});
// Get current width (just the icon), with spacing, plus title
let width = box.width + box.spacing + title.width;
let maxWidth = transformed[0];
if (width > transformed[0])
width = transformed[0];
box.width = width;
box.append(title, Big.BoxPackFlags.EXPAND);
box.set_position(clone.x, clone.y);
let parent = clone.get_parent();
clone.cloneTitle = box;
parent.add_actor(box);
},
// windowIndex == 0 => top in stacking order
_computeWindowPosition : function(windowIndex, numberOfWindows) {
if (numberOfWindows in POSITIONS)
return POSITIONS[numberOfWindows][windowIndex];
// If we don't have a predefined scheme for this window count,
// overlap the windows along the diagonal of the workspace
// (improve this!)
let fraction = Math.sqrt(1/numberOfWindows);
// The top window goes at the lower right - this is different from the
// fixed position schemes where the windows are in "reading order"
// and the top window goes at the upper left.
let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
let xCenter = (fraction / 2) + (1 - fraction) * pos;
let yCenter = xCenter;
return [xCenter, yCenter, fraction];
},
_createWindowClone : function(w, workspace, windowIndex, numberOfWindows) {
let me = this;
let global = Shell.Global.get();
// 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 = this._cloneWindow(w);
let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
let desiredSize = global.screen_width * fraction;
xCenter = workspace.gridX + workspace.gridScale * (xCenter * global.screen_width);
yCenter = workspace.gridY + workspace.gridScale * (yCenter * global.screen_height);
let size = clone.width;
if (clone.height > size)
size = clone.height;
// Never scale up
let scale = desiredSize / size;
if (scale > 1)
scale = 1;
scale *= workspace.gridScale;
workspace.add_actor(clone);
clone.set_position(workspace.zoomedOutX + clone.origX,
workspace.zoomedOutY + clone.origY);
Tweener.addTween(clone,
{ x: xCenter - 0.5 * scale * w.width,
y: yCenter - 0.5 * scale * w.height,
scale_x: scale,
scale_y: scale,
time: Overlay.ANIMATION_TIME,
opacity: WINDOW_OPACITY,
transition: "easeOutQuad",
onComplete: function () {
me._addCloneTitle(clone, w);
}
});
clone.connect("button-press-event",
function(clone, event) {
clone.raise_top();
me._activateWindow(w, event.get_time());
});
return clone;
},
_activateWindow : function(w, time) {
let global = Shell.Global.get();
let activeWorkspace = global.screen.get_active_workspace_index();
let windowWorkspace = w.get_workspace();
if (windowWorkspace != activeWorkspace) {
let workspace = global.screen.get_workspace_by_index(windowWorkspace);
workspace.activate_with_focus(w.get_meta_window(), time);
} else
w.get_meta_window().activate(time);
Main.hide_overlay();
},
_workspacesChanged : function() {
let global = Shell.Global.get();
let oldNumWorkspaces = this._workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
if (oldNumWorkspaces == newNumWorkspaces)
return;
let oldScale = this._workspaces[0].gridScale;
let oldGridWidth = Math.ceil(Math.sqrt(oldNumWorkspaces));
let oldGridHeight = Math.ceil(oldNumWorkspaces / oldGridWidth);
let lostWorkspaces = [];
if (newNumWorkspaces > oldNumWorkspaces) {
// Create new workspace groups
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
this._workspaces[w] = new Clutter.Group();
this.actor.add_actor(this._workspaces[w]);
}
} else {
// Truncate the list of workspaces
// FIXME: assumes that the workspaces are being removed from
// the end of the list, not the start/middle
lostWorkspaces = this._workspaces.splice(newNumWorkspaces);
}
// Figure out the new layout
this._positionWorkspaces(global);
let newScale = this._workspaces[0].gridScale;
let newGridWidth = Math.ceil(Math.sqrt(newNumWorkspaces));
let newGridHeight = Math.ceil(newNumWorkspaces / newGridWidth);
if (newGridWidth != oldGridWidth || newGridHeight != oldGridHeight) {
// We need to resize/move the existing workspaces/windows
let existingWorkspaces = Math.min(oldNumWorkspaces, newNumWorkspaces);
for (let w = 0; w < existingWorkspaces; w++) {
let workspace = this._workspaces[w];
let windows = workspace.get_children();
let desktop = windows[0];
for (let i = 0; i < windows.length; i++) {
let newX = workspace.gridX + (windows[i].x - desktop.x) * newScale / oldScale;
let newY = workspace.gridY + (windows[i].y - desktop.y) * newScale / oldScale;
let newWindowScale = windows[i].scale_x * newScale / oldScale;
Tweener.addTween(windows[i],
{ x: newX,
y: newY,
scale_x: newWindowScale,
scale_y: newWindowScale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
}
}
}
if (newNumWorkspaces > oldNumWorkspaces) {
// Slide new workspaces in from offscreen
this._createDesktopActors();
for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
let workspace = this._workspaces[w];
let desktop = this._workspaces[w].get_nth_child(0);
if (workspace.gridCol > workspace.gridRow) {
desktop.set_position(global.screen_width, workspace.gridY);
desktop.set_scale(oldScale, oldScale);
} else {
desktop.set_position(workspace.gridX, global.screen_height);
desktop.set_scale(workspace.gridScale, workspace.gridScale);
}
Tweener.addTween(desktop,
{ x: workspace.gridX,
y: workspace.gridY,
scale_x: workspace.gridScale,
scale_y: workspace.gridScale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad"
});
}
} else {
// Slide old workspaces out
for (let w = 0; w < lostWorkspaces.length; w++) {
let workspace = lostWorkspaces[w];
let desktop = lostWorkspaces[w].get_nth_child(0);
let destX = desktop.x, destY = desktop.y;
if (workspace.gridCol > workspace.gridRow)
destX = global.screen_width;
else
destY = global.screen_height;
Tweener.addTween(desktop,
{ x: destX,
y: destY,
scale_x: newScale,
scale_y: newScale,
time: Overlay.ANIMATION_TIME,
transition: "easeOutQuad",
onComplete: function() { workspace.destroy(); }
});
}
// FIXME: deal with windows on the lost workspaces
}
}
};