f059492a20
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
557 lines
23 KiB
JavaScript
557 lines
23 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
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const Tweener = imports.tweener.tweener;
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const Clutter = imports.gi.Clutter;
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const GtkClutter = imports.gi.GtkClutter;
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const Pango = imports.gi.Pango;
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const Main = imports.ui.main;
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const Overlay = imports.ui.overlay;
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const Panel = imports.ui.panel;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Big = imports.gi.Big;
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// Windows are slightly translucent in the overlay mode
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const WINDOW_OPACITY = 0.9 * 255;
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const WINDOWCLONE_BG_COLOR = new Clutter.Color();
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WINDOWCLONE_BG_COLOR.from_pixel(0x000000f0);
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const WINDOWCLONE_TITLE_COLOR = new Clutter.Color();
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WINDOWCLONE_TITLE_COLOR.from_pixel(0xffffffff);
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// Define a layout scheme for small window counts. For larger
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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// Each triplet is [xCenter, yCenter, scale] where the scale
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// is relative to the width of the workspace.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
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3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
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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]],
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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]]
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};
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// Spacing between workspaces. At the moment, the same spacing is used
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// in both zoomed-in and zoomed-out views; this is slightly
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// metaphor-breaking, but the alternatives are also weird.
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const GRID_SPACING = 15;
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function Workspaces(x, y, width, height) {
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this._init(x, y, width, height);
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}
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Workspaces.prototype = {
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_init : function(x, y, width, height) {
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let me = this;
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this.actor = new Clutter.Group();
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this._x = x;
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this._y = y;
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this._width = width;
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this._height = height;
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this._workspaces = [];
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this._clones = [];
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let global = Shell.Global.get();
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let windows = global.get_windows();
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let activeWorkspaceIndex = global.screen.get_active_workspace_index();
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let activeWorkspace;
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// Create a group for each workspace (which lets us raise all
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// of its clone windows together when the workspace is
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// activated), figure out their initial grid positions, and
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// add the desktop windows
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for (let w = 0; w < global.screen.n_workspaces; w++) {
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this._workspaces[w] = new Clutter.Group();
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if (w == activeWorkspaceIndex)
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activeWorkspace = this._workspaces[w];
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this.actor.add_actor(this._workspaces[w]);
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}
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activeWorkspace.raise_top();
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this._positionWorkspaces(global, activeWorkspace);
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this._createDesktopActors(windows);
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// Create a backdrop rectangle, so that you don't see the
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// other parts of the overlay (eg, sidebar) through the gaps
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// between the workspaces when they're zooming in/out
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this._backdrop = new Clutter.Rectangle({ color: Overlay.OVERLAY_BACKGROUND_COLOR,
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x: this._backdropX,
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y: this._backdropY,
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width: this._backdropWidth,
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height: this._backdropHeight
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});
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this.actor.add_actor(this._backdrop);
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this._backdrop.lower_bottom();
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Tweener.addTween(this._backdrop,
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{ x: this._x,
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y: this._y,
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width: this._width,
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height: this._height,
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time: Overlay.ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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// Position/scale the desktop windows and their children. This
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// would be easier if we instead just positioned and scaled
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// the entire workspace group, but if we do that then the
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// windows of the active workspace will trace out a curved
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// path as they move into place, which looks odd. Positioning
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// everything independently lets us move them in a straight
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// line.
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for (let w = 0; w < this._workspaces.length; w++) {
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let workspace = this._workspaces[w];
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let desktop = workspace.get_nth_child(0);
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desktop.set_position(workspace.zoomedOutX, workspace.zoomedOutY);
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Tweener.addTween(desktop,
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{ x: workspace.gridX,
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y: workspace.gridY,
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scale_x: workspace.gridScale,
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scale_y: workspace.gridScale,
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time: Overlay.ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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// Now handle the rest of the windows in this workspace
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let wswindows = windows.filter(function (win) { return win.get_workspace() == w; });
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for (let i = 0, windowIndex = 0; i < wswindows.length; i++) {
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let win = wswindows[i];
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if (win.get_window_type() == Meta.WindowType.DESKTOP ||
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win.is_override_redirect())
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continue;
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let clone = this._createWindowClone(wswindows[i], workspace,
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wswindows.length - windowIndex - 1,
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wswindows.length);
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this._clones.push(clone);
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windowIndex++;
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}
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}
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// Track changes to the number of workspaces
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this._nWorkspacesNotifyId =
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global.screen.connect('notify::n-workspaces',
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function() {
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me._workspacesChanged();
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});
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},
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hide : function() {
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let global = Shell.Global.get();
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let activeWorkspaceIndex = global.screen.get_active_workspace_index();
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let activeWorkspace = this._workspaces[activeWorkspaceIndex];
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this._positionWorkspaces(global, activeWorkspace);
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activeWorkspace.raise_top();
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this._clones.forEach(function (v, i, a) { if (v.cloneTitle) v.cloneTitle.destroy(); });
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this._clones = [];
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for (let w = 0; w < this._workspaces.length; w++) {
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let workspace = this._workspaces[w];
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let windows = workspace.get_children();
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for (let i = 0; i < windows.length; i++) {
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Tweener.addTween(windows[i],
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{ x: workspace.zoomedOutX + windows[i].origX,
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y: workspace.zoomedOutY + windows[i].origY,
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scale_x: 1.0,
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scale_y: 1.0,
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time: Overlay.ANIMATION_TIME,
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opacity: 255,
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transition: "easeOutQuad"
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});
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}
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}
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Tweener.addTween(this._backdrop,
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{ x: this._backdropX,
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y: this._backdropY,
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width: this._backdropWidth,
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height: this._backdropHeight,
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time: Overlay.ANIMATION_TIME,
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transition: "easeOutQuad"
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});
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},
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destroy : function() {
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let global = Shell.Global.get();
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for (let w = 0; w < this._workspaces.length; w++) {
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this._workspaces[w].destroy();
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}
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this._workspaces = [];
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this._backdrop.destroy();
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this._backdrop = null;
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global.screen.disconnect(this._nWorkspacesNotifyId);
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},
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// Assign grid positions to workspaces. We can't just do a simple
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// row-major or column-major numbering, because we don't want the
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// existing workspaces to get rearranged when we add a row or
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// column. So we alternate between adding to rows and adding to
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// columns. (So, eg, when going from a 2x2 grid of 4 workspaces to
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// a 3x2 grid of 5 workspaces, the 4 existing workspaces stay
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// where they are, and the 5th one is added to the end of the
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// first row.)
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//
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// FIXME: need to make the metacity internal layout agree with this!
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_positionWorkspaces : function(global, activeWorkspace) {
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if (!activeWorkspace) {
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let activeWorkspaceIndex = global.screen.get_active_workspace_index();
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activeWorkspace = this._workspaces[activeWorkspaceIndex];
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}
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let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
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let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
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let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
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let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
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let scale = wsWidth / global.screen_width;
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let span = 1, n = 0, row = 0, col = 0, horiz = true;
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for (let w = 0; w < this._workspaces.length; w++) {
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let workspace = this._workspaces[w];
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workspace.gridRow = row;
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workspace.gridCol = col;
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workspace.gridX = this._x + workspace.gridCol * (wsWidth + GRID_SPACING);
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workspace.gridY = this._y + workspace.gridRow * (wsHeight + GRID_SPACING);
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workspace.gridScale = scale;
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if (horiz) {
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col++;
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if (col == span) {
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row = 0;
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horiz = false;
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}
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} else {
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row++;
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if (row == span) {
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col = 0;
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horiz = true;
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span++;
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}
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}
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}
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// Now figure out their zoomed-out coordinates
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for (let w = 0; w < this._workspaces.length; w++) {
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let workspace = this._workspaces[w];
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workspace.zoomedOutX = (workspace.gridCol - activeWorkspace.gridCol) * (global.screen_width + GRID_SPACING);
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workspace.zoomedOutY = (workspace.gridRow - activeWorkspace.gridRow) * (global.screen_height + GRID_SPACING);
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}
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// And the backdrop
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this._backdropX = this._workspaces[0].zoomedOutX;
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this._backdropY = this._workspaces[0].zoomedOutY;
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this._backdropWidth = gridWidth * (global.screen_width + GRID_SPACING) - GRID_SPACING;
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this._backdropHeight = gridHeight * (global.screen_height + GRID_SPACING) - GRID_SPACING;
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},
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_setupDesktop : function(desktop, workspaceNum) {
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let global = Shell.Global.get();
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let workspace = global.screen.get_workspace_by_index(workspaceNum);
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desktop.connect("button-press-event",
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function(clone, event) {
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workspace.activate(event.get_time());
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Main.hide_overlay();
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});
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this._workspaces[workspaceNum].add_actor(desktop);
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desktop.origX = desktop.origY = 0;
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},
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_createDesktopActors : function(windows) {
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if (!windows) {
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let global = Shell.Global.get();
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windows = global.get_windows();
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}
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// Find the desktop window or windows
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for (let i = 0; i < windows.length; i++) {
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if (windows[i].get_window_type() != Meta.WindowType.DESKTOP)
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continue;
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if (windows[i].get_meta_window().is_on_all_workspaces()) {
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for (let w = 0; w < this._workspaces.length; w++) {
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if (this._workspaces[w].get_n_children() == 0)
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this._setupDesktop(this._cloneWindow(windows[i]), w);
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}
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break;
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} else {
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let desktopWorkspace = windows[i].get_workspace;
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if (this._workspaces[desktopWorkspace].get_n_children() == 0)
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this._setupDesktop(this._cloneWindow(windows[i]), desktopWorkspace);
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}
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}
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// Create dummy desktops for workspaces that don't have
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// desktop windows, and hook up button events on all desktops
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for (let w = 0; w < this._workspaces.length; w++) {
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if (this._workspaces[w].get_n_children() == 0)
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this._setupDesktop(this._createDesktopRectangle(), w);
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}
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},
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_cloneWindow : function(window) {
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let w = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
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reactive: true,
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x: window.x,
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y: window.y });
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w.origX = window.x;
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w.origY = window.y;
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return w;
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},
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_createDesktopRectangle : function() {
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let global = Shell.Global.get();
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// In the case when we have a desktop window from the file
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// manager, its height is full-screen, i.e. it includes the
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// height of the panel, so we should not subtract the height
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// of the panel from global.screen_height here either to have
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// them show up identically. We are also using (0,0)
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// coordinates in both cases which makes the background window
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// animate out from behind the panel.
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return new Clutter.Rectangle({ color: global.stage.color,
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reactive: true,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: global.screen_height });
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},
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_addCloneTitle : function (clone, window) {
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let transformed = clone.get_transformed_size();
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let icon = window.meta_window.mini_icon;
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let iconTexture = new Clutter.Texture({ width: 16, height: 16, keep_aspect_ratio: true});
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Shell.clutter_texture_set_from_pixbuf(iconTexture, icon);
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let box = new Big.Box({background_color : WINDOWCLONE_BG_COLOR,
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y_align: Big.BoxAlignment.CENTER,
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corner_radius: 5,
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padding: 4,
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spacing: 4,
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orientation: Big.BoxOrientation.HORIZONTAL});
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box.append(iconTexture, Big.BoxPackFlags.NONE);
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let title = new Clutter.Label({color: WINDOWCLONE_TITLE_COLOR,
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font_name: "Sans 14",
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text: window.meta_window.title,
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ellipsize: Pango.EllipsizeMode.END});
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// Get current width (just the icon), with spacing, plus title
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let width = box.width + box.spacing + title.width;
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let maxWidth = transformed[0];
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if (width > transformed[0])
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width = transformed[0];
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box.width = width;
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box.append(title, Big.BoxPackFlags.EXPAND);
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box.set_position(clone.x, clone.y);
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let parent = clone.get_parent();
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clone.cloneTitle = box;
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parent.add_actor(box);
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},
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// windowIndex == 0 => top in stacking order
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_computeWindowPosition : function(windowIndex, numberOfWindows) {
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if (numberOfWindows in POSITIONS)
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return POSITIONS[numberOfWindows][windowIndex];
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// If we don't have a predefined scheme for this window count,
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// overlap the windows along the diagonal of the workspace
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// (improve this!)
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let fraction = Math.sqrt(1/numberOfWindows);
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// The top window goes at the lower right - this is different from the
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// fixed position schemes where the windows are in "reading order"
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// and the top window goes at the upper left.
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let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
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let xCenter = (fraction / 2) + (1 - fraction) * pos;
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let yCenter = xCenter;
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return [xCenter, yCenter, fraction];
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},
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_createWindowClone : function(w, workspace, windowIndex, numberOfWindows) {
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let me = this;
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let global = Shell.Global.get();
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// We show the window using "clones" of the texture .. separate
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// actors that mirror the original actors for the window. For
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// animation purposes, it may be better to actually move the
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// original actors about instead.
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let clone = this._cloneWindow(w);
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let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
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let desiredSize = global.screen_width * fraction;
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xCenter = workspace.gridX + workspace.gridScale * (xCenter * global.screen_width);
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yCenter = workspace.gridY + workspace.gridScale * (yCenter * global.screen_height);
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desiredSize / size;
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if (scale > 1)
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scale = 1;
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scale *= workspace.gridScale;
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workspace.add_actor(clone);
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clone.set_position(workspace.zoomedOutX + clone.origX,
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workspace.zoomedOutY + clone.origY);
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Tweener.addTween(clone,
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{ x: xCenter - 0.5 * scale * w.width,
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y: yCenter - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: Overlay.ANIMATION_TIME,
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opacity: WINDOW_OPACITY,
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transition: "easeOutQuad",
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onComplete: function () {
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me._addCloneTitle(clone, w);
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}
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});
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clone.connect("button-press-event",
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function(clone, event) {
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clone.raise_top();
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me._activateWindow(w, event.get_time());
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});
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return clone;
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},
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_activateWindow : function(w, time) {
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let global = Shell.Global.get();
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let activeWorkspace = global.screen.get_active_workspace_index();
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let windowWorkspace = w.get_workspace();
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if (windowWorkspace != activeWorkspace) {
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let workspace = global.screen.get_workspace_by_index(windowWorkspace);
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workspace.activate_with_focus(w.get_meta_window(), time);
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} else
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w.get_meta_window().activate(time);
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Main.hide_overlay();
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},
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_workspacesChanged : function() {
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let global = Shell.Global.get();
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let oldNumWorkspaces = this._workspaces.length;
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let newNumWorkspaces = global.screen.n_workspaces;
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if (oldNumWorkspaces == newNumWorkspaces)
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return;
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let oldScale = this._workspaces[0].gridScale;
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let oldGridWidth = Math.ceil(Math.sqrt(oldNumWorkspaces));
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let oldGridHeight = Math.ceil(oldNumWorkspaces / oldGridWidth);
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let lostWorkspaces = [];
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if (newNumWorkspaces > oldNumWorkspaces) {
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// Create new workspace groups
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for (let w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
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this._workspaces[w] = new Clutter.Group();
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this.actor.add_actor(this._workspaces[w]);
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}
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} else {
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// Truncate the list of workspaces
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// FIXME: assumes that the workspaces are being removed from
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// the end of the list, not the start/middle
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lostWorkspaces = this._workspaces.splice(newNumWorkspaces);
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}
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// Figure out the new layout
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this._positionWorkspaces(global);
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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
|
|
}
|
|
}
|
|
};
|