70f1f2d7be
findMonitorForActor() may be called before the layoutManager gets to initialize monitors, so make sure the monitor index is in range to avoid a warning. https://bugzilla.gnome.org/show_bug.cgi?id=781471
1385 lines
50 KiB
JavaScript
1385 lines
50 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const GLib = imports.gi.GLib;
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const GObject = imports.gi.GObject;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const St = imports.gi.St;
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const Background = imports.ui.background;
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const BackgroundMenu = imports.ui.backgroundMenu;
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const LoginManager = imports.misc.loginManager;
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const DND = imports.ui.dnd;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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const Tweener = imports.ui.tweener;
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const STARTUP_ANIMATION_TIME = 0.5;
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const KEYBOARD_ANIMATION_TIME = 0.15;
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const BACKGROUND_FADE_ANIMATION_TIME = 1.0;
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const HOT_CORNER_PRESSURE_THRESHOLD = 100; // pixels
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const HOT_CORNER_PRESSURE_TIMEOUT = 1000; // ms
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function isPopupMetaWindow(actor) {
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switch(actor.meta_window.get_window_type()) {
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case Meta.WindowType.DROPDOWN_MENU:
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case Meta.WindowType.POPUP_MENU:
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case Meta.WindowType.COMBO:
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return true;
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default:
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return false;
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}
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}
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const MonitorConstraint = new Lang.Class({
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Name: 'MonitorConstraint',
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Extends: Clutter.Constraint,
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Properties: {'primary': GObject.ParamSpec.boolean('primary',
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'Primary', 'Track primary monitor',
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GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
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false),
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'index': GObject.ParamSpec.int('index',
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'Monitor index', 'Track specific monitor',
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GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
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-1, 64, -1),
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'work-area': GObject.ParamSpec.boolean('work-area',
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'Work-area', 'Track monitor\'s work-area',
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GObject.ParamFlags.READABLE | GObject.ParamFlags.WRITABLE,
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false)},
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_init: function(props) {
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this._primary = false;
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this._index = -1;
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this._workArea = false;
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this.parent(props);
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},
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get primary() {
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return this._primary;
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},
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set primary(v) {
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if (v)
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this._index = -1;
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this._primary = v;
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if (this.actor)
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this.actor.queue_relayout();
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this.notify('primary');
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},
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get index() {
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return this._index;
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},
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set index(v) {
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this._primary = false;
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this._index = v;
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if (this.actor)
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this.actor.queue_relayout();
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this.notify('index');
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},
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get work_area() {
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return this._workArea;
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},
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set work_area(v) {
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if (v == this._workArea)
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return;
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this._workArea = v;
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if (this.actor)
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this.actor.queue_relayout();
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this.notify('work-area');
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},
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vfunc_set_actor: function(actor) {
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if (actor) {
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if (!this._monitorsChangedId) {
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this._monitorsChangedId = Main.layoutManager.connect('monitors-changed', Lang.bind(this, function() {
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this.actor.queue_relayout();
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}));
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}
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if (!this._workareasChangedId) {
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this._workareasChangedId = global.screen.connect('workareas-changed', Lang.bind(this, function() {
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if (this._workArea)
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this.actor.queue_relayout();
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}));
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}
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} else {
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if (this._monitorsChangedId)
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Main.layoutManager.disconnect(this._monitorsChangedId);
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this._monitorsChangedId = 0;
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if (this._workareasChangedId)
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global.screen.disconnect(this._workareasChangedId);
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this._workareasChangedId = 0;
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}
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this.parent(actor);
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},
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vfunc_update_allocation: function(actor, actorBox) {
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if (!this._primary && this._index < 0)
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return;
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let index;
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if (this._primary)
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index = Main.layoutManager.primaryIndex;
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else
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index = Math.min(this._index, Main.layoutManager.monitors.length - 1);
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let rect;
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if (this._workArea) {
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let ws = global.screen.get_workspace_by_index(0);
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rect = ws.get_work_area_for_monitor(index);
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} else {
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rect = Main.layoutManager.monitors[index];
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}
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actorBox.init_rect(rect.x, rect.y, rect.width, rect.height);
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}
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});
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const Monitor = new Lang.Class({
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Name: 'Monitor',
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_init: function(index, geometry) {
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this.index = index;
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this.x = geometry.x;
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this.y = geometry.y;
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this.width = geometry.width;
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this.height = geometry.height;
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},
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get inFullscreen() {
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return global.screen.get_monitor_in_fullscreen(this.index);
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}
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})
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const defaultParams = {
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trackFullscreen: false,
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affectsStruts: false,
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affectsInputRegion: true
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};
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const LayoutManager = new Lang.Class({
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Name: 'LayoutManager',
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_init: function () {
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this._rtl = (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL);
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this.monitors = [];
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this.primaryMonitor = null;
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this.primaryIndex = -1;
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this.hotCorners = [];
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this._keyboardIndex = -1;
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this._rightPanelBarrier = null;
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this._inOverview = false;
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this._updateRegionIdle = 0;
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this._trackedActors = [];
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this._topActors = [];
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this._isPopupWindowVisible = false;
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this._startingUp = true;
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// We don't want to paint the stage background color because either
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// the SystemBackground we create or the MetaBackgroundActor inside
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// global.window_group covers the entirety of the screen.
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global.stage.no_clear_hint = true;
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// Set up stage hierarchy to group all UI actors under one container.
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this.uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
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this.uiGroup.connect('allocate',
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function (actor, box, flags) {
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let children = actor.get_children();
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for (let i = 0; i < children.length; i++)
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children[i].allocate_preferred_size(flags);
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});
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this.uiGroup.connect('get-preferred-width',
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function(actor, forHeight, alloc) {
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let width = global.stage.width;
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[alloc.min_size, alloc.natural_size] = [width, width];
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});
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this.uiGroup.connect('get-preferred-height',
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function(actor, forWidth, alloc) {
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let height = global.stage.height;
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[alloc.min_size, alloc.natural_size] = [height, height];
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});
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global.stage.remove_actor(global.window_group);
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this.uiGroup.add_actor(global.window_group);
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global.stage.add_child(this.uiGroup);
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this.overviewGroup = new St.Widget({ name: 'overviewGroup',
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visible: false,
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reactive: true });
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this.addChrome(this.overviewGroup);
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this.screenShieldGroup = new St.Widget({ name: 'screenShieldGroup',
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visible: false,
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clip_to_allocation: true,
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layout_manager: new Clutter.BinLayout(),
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});
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this.addChrome(this.screenShieldGroup);
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this.panelBox = new St.BoxLayout({ name: 'panelBox',
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vertical: true });
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this.addChrome(this.panelBox, { affectsStruts: true,
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trackFullscreen: true });
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this.panelBox.connect('allocation-changed',
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Lang.bind(this, this._panelBoxChanged));
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this.modalDialogGroup = new St.Widget({ name: 'modalDialogGroup',
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layout_manager: new Clutter.BinLayout() });
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this.uiGroup.add_actor(this.modalDialogGroup);
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this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
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reactive: true,
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track_hover: true });
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this.addChrome(this.keyboardBox);
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this._keyboardHeightNotifyId = 0;
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// A dummy actor that tracks the mouse or text cursor, based on the
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// position and size set in setDummyCursorGeometry.
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this.dummyCursor = new St.Widget({ width: 0, height: 0, visible: false });
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this.uiGroup.add_actor(this.dummyCursor);
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global.stage.remove_actor(global.top_window_group);
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this.uiGroup.add_actor(global.top_window_group);
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let feedbackGroup = Meta.get_feedback_group_for_screen(global.screen);
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global.stage.remove_actor(feedbackGroup);
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this.uiGroup.add_actor(feedbackGroup);
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this._backgroundGroup = new Meta.BackgroundGroup();
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global.window_group.add_child(this._backgroundGroup);
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this._backgroundGroup.lower_bottom();
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this._bgManagers = [];
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// Need to update struts on new workspaces when they are added
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global.screen.connect('notify::n-workspaces',
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Lang.bind(this, this._queueUpdateRegions));
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global.screen.connect('restacked',
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Lang.bind(this, this._windowsRestacked));
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global.screen.connect('monitors-changed',
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Lang.bind(this, this._monitorsChanged));
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global.screen.connect('in-fullscreen-changed',
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Lang.bind(this, this._updateFullscreen));
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this._monitorsChanged();
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// NVIDIA drivers don't preserve FBO contents across
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// suspend/resume, see
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// https://bugzilla.gnome.org/show_bug.cgi?id=739178
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if (Shell.util_need_background_refresh()) {
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LoginManager.getLoginManager().connect('prepare-for-sleep',
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function(lm, suspending) {
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if (suspending)
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return;
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Meta.Background.refresh_all();
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});
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}
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},
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// This is called by Main after everything else is constructed
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init: function() {
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Main.sessionMode.connect('updated', Lang.bind(this, this._sessionUpdated));
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this._loadBackground();
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},
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showOverview: function() {
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this.overviewGroup.show();
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this._inOverview = true;
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this._updateVisibility();
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},
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hideOverview: function() {
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this.overviewGroup.hide();
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this._inOverview = false;
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this._updateVisibility();
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},
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_sessionUpdated: function() {
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this._updateVisibility();
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this._queueUpdateRegions();
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},
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_updateMonitors: function() {
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let screen = global.screen;
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this.monitors = [];
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let nMonitors = screen.get_n_monitors();
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for (let i = 0; i < nMonitors; i++)
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this.monitors.push(new Monitor(i, screen.get_monitor_geometry(i)));
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if (nMonitors == 1) {
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this.primaryIndex = this.bottomIndex = 0;
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} else {
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// If there are monitors below the primary, then we need
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// to split primary from bottom.
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this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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if (this._isAboveOrBelowPrimary(monitor)) {
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if (monitor.y > this.monitors[this.bottomIndex].y)
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this.bottomIndex = i;
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}
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}
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}
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this.primaryMonitor = this.monitors[this.primaryIndex];
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this.bottomMonitor = this.monitors[this.bottomIndex];
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},
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_updateHotCorners: function() {
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// destroy old hot corners
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this.hotCorners.forEach(function(corner) {
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if (corner)
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corner.destroy();
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});
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this.hotCorners = [];
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let size = this.panelBox.height;
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// build new hot corners
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for (let i = 0; i < this.monitors.length; i++) {
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let monitor = this.monitors[i];
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let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
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let cornerY = monitor.y;
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let haveTopLeftCorner = true;
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if (i != this.primaryIndex) {
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// Check if we have a top left (right for RTL) corner.
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// I.e. if there is no monitor directly above or to the left(right)
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let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
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let besideY = cornerY;
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let aboveX = cornerX;
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let aboveY = cornerY - 1;
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for (let j = 0; j < this.monitors.length; j++) {
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if (i == j)
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continue;
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let otherMonitor = this.monitors[j];
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if (besideX >= otherMonitor.x &&
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besideX < otherMonitor.x + otherMonitor.width &&
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besideY >= otherMonitor.y &&
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besideY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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if (aboveX >= otherMonitor.x &&
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aboveX < otherMonitor.x + otherMonitor.width &&
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aboveY >= otherMonitor.y &&
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aboveY < otherMonitor.y + otherMonitor.height) {
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haveTopLeftCorner = false;
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break;
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}
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}
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}
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if (haveTopLeftCorner) {
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let corner = new HotCorner(this, monitor, cornerX, cornerY);
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corner.setBarrierSize(size);
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this.hotCorners.push(corner);
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} else {
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this.hotCorners.push(null);
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}
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}
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this.emit('hot-corners-changed');
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},
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_addBackgroundMenu: function(bgManager) {
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BackgroundMenu.addBackgroundMenu(bgManager.backgroundActor, this);
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},
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_createBackgroundManager: function(monitorIndex) {
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let bgManager = new Background.BackgroundManager({ container: this._backgroundGroup,
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layoutManager: this,
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monitorIndex: monitorIndex });
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bgManager.connect('changed', Lang.bind(this, this._addBackgroundMenu));
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this._addBackgroundMenu(bgManager);
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return bgManager;
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},
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_showSecondaryBackgrounds: function() {
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for (let i = 0; i < this.monitors.length; i++) {
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if (i != this.primaryIndex) {
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let backgroundActor = this._bgManagers[i].backgroundActor;
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backgroundActor.show();
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backgroundActor.opacity = 0;
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Tweener.addTween(backgroundActor,
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{ opacity: 255,
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time: BACKGROUND_FADE_ANIMATION_TIME,
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transition: 'easeOutQuad' });
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}
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}
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},
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_updateBackgrounds: function() {
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let i;
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for (i = 0; i < this._bgManagers.length; i++)
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this._bgManagers[i].destroy();
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this._bgManagers = [];
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if (Main.sessionMode.isGreeter)
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return;
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for (let i = 0; i < this.monitors.length; i++) {
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let bgManager = this._createBackgroundManager(i);
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this._bgManagers.push(bgManager);
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if (i != this.primaryIndex && this._startingUp)
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bgManager.backgroundActor.hide();
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}
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},
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_updateKeyboardBox: function() {
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this.keyboardBox.set_position(this.keyboardMonitor.x,
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this.keyboardMonitor.y + this.keyboardMonitor.height);
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this.keyboardBox.set_size(this.keyboardMonitor.width, -1);
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},
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_updateBoxes: function() {
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this.screenShieldGroup.set_position(0, 0);
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this.screenShieldGroup.set_size(global.screen_width, global.screen_height);
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this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
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this.panelBox.set_size(this.primaryMonitor.width, -1);
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this.keyboardIndex = this.primaryIndex;
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},
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_panelBoxChanged: function() {
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this._updatePanelBarrier();
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let size = this.panelBox.height;
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this.hotCorners.forEach(function(corner) {
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if (corner)
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corner.setBarrierSize(size);
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});
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},
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_updatePanelBarrier: function() {
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if (this._rightPanelBarrier) {
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this._rightPanelBarrier.destroy();
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this._rightPanelBarrier = null;
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}
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if (this.panelBox.height) {
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let primary = this.primaryMonitor;
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this._rightPanelBarrier = new Meta.Barrier({ display: global.display,
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x1: primary.x + primary.width, y1: primary.y,
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x2: primary.x + primary.width, y2: primary.y + this.panelBox.height,
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directions: Meta.BarrierDirection.NEGATIVE_X });
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}
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},
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_monitorsChanged: function() {
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this._updateMonitors();
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this._updateBoxes();
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this._updateHotCorners();
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this._updateBackgrounds();
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this._updateFullscreen();
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this._updateVisibility();
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this._queueUpdateRegions();
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this.emit('monitors-changed');
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},
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_isAboveOrBelowPrimary: function(monitor) {
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let primary = this.monitors[this.primaryIndex];
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let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
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let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
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if ((monitorLeft >= primaryLeft && monitorLeft < primaryRight) ||
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(monitorRight > primaryLeft && monitorRight <= primaryRight) ||
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(primaryLeft >= monitorLeft && primaryLeft < monitorRight) ||
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(primaryRight > monitorLeft && primaryRight <= monitorRight))
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return true;
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return false;
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},
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get currentMonitor() {
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let index = global.screen.get_current_monitor();
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return this.monitors[index];
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},
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get keyboardMonitor() {
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return this.monitors[this.keyboardIndex];
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},
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get focusIndex() {
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let i = Main.layoutManager.primaryIndex;
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if (global.stage.key_focus != null)
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i = this.findIndexForActor(global.stage.key_focus);
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else if (global.display.focus_window != null)
|
|
i = global.display.focus_window.get_monitor();
|
|
return i;
|
|
},
|
|
|
|
get focusMonitor() {
|
|
return this.monitors[this.focusIndex];
|
|
},
|
|
|
|
set keyboardIndex(v) {
|
|
this._keyboardIndex = v;
|
|
this._updateKeyboardBox();
|
|
},
|
|
|
|
get keyboardIndex() {
|
|
return this._keyboardIndex;
|
|
},
|
|
|
|
_loadBackground: function() {
|
|
this._systemBackground = new Background.SystemBackground();
|
|
this._systemBackground.actor.hide();
|
|
|
|
global.stage.insert_child_below(this._systemBackground.actor, null);
|
|
|
|
let constraint = new Clutter.BindConstraint({ source: global.stage,
|
|
coordinate: Clutter.BindCoordinate.ALL });
|
|
this._systemBackground.actor.add_constraint(constraint);
|
|
|
|
let signalId = this._systemBackground.connect('loaded', Lang.bind(this, function() {
|
|
this._systemBackground.disconnect(signalId);
|
|
this._systemBackground.actor.show();
|
|
global.stage.show();
|
|
|
|
this._prepareStartupAnimation();
|
|
}));
|
|
},
|
|
|
|
// Startup Animations
|
|
//
|
|
// We have two different animations, depending on whether we're a greeter
|
|
// or a normal session.
|
|
//
|
|
// In the greeter, we want to animate the panel from the top, and smoothly
|
|
// fade the login dialog on top of whatever plymouth left on screen which
|
|
// we get as a still frame background before drawing anything else.
|
|
//
|
|
// Here we just have the code to animate the panel, and fade up the background.
|
|
// The login dialog animation is handled by modalDialog.js
|
|
//
|
|
// When starting a normal user session, we want to grow it out of the middle
|
|
// of the screen.
|
|
|
|
_prepareStartupAnimation: function() {
|
|
// During the initial transition, add a simple actor to block all events,
|
|
// so they don't get delivered to X11 windows that have been transformed.
|
|
this._coverPane = new Clutter.Actor({ opacity: 0,
|
|
width: global.screen_width,
|
|
height: global.screen_height,
|
|
reactive: true });
|
|
this.addChrome(this._coverPane);
|
|
|
|
if (Meta.is_restart()) {
|
|
// On restart, we don't do an animation. Force an update of the
|
|
// regions immediately so that maximized windows restore to the
|
|
// right size taking struts into account.
|
|
this._updateRegions();
|
|
} else if (Main.sessionMode.isGreeter) {
|
|
this.panelBox.translation_y = -this.panelBox.height;
|
|
} else {
|
|
this._updateBackgrounds();
|
|
|
|
// We need to force an update of the regions now before we scale
|
|
// the UI group to get the correct allocation for the struts.
|
|
this._updateRegions();
|
|
|
|
this.keyboardBox.hide();
|
|
|
|
let monitor = this.primaryMonitor;
|
|
let x = monitor.x + monitor.width / 2.0;
|
|
let y = monitor.y + monitor.height / 2.0;
|
|
|
|
this.uiGroup.set_pivot_point(x / global.screen_width,
|
|
y / global.screen_height);
|
|
this.uiGroup.scale_x = this.uiGroup.scale_y = 0.75;
|
|
this.uiGroup.opacity = 0;
|
|
global.window_group.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
|
|
}
|
|
|
|
this.emit('startup-prepared');
|
|
|
|
// We're mostly prepared for the startup animation
|
|
// now, but since a lot is going on asynchronously
|
|
// during startup, let's defer the startup animation
|
|
// until the event loop is uncontended and idle.
|
|
// This helps to prevent us from running the animation
|
|
// when the system is bogged down
|
|
let id = GLib.idle_add(GLib.PRIORITY_LOW, Lang.bind(this, function() {
|
|
this._startupAnimation();
|
|
return GLib.SOURCE_REMOVE;
|
|
}));
|
|
GLib.Source.set_name_by_id(id, '[gnome-shell] this._startupAnimation');
|
|
},
|
|
|
|
_startupAnimation: function() {
|
|
if (Meta.is_restart())
|
|
this._startupAnimationComplete();
|
|
else if (Main.sessionMode.isGreeter)
|
|
this._startupAnimationGreeter();
|
|
else
|
|
this._startupAnimationSession();
|
|
},
|
|
|
|
_startupAnimationGreeter: function() {
|
|
Tweener.addTween(this.panelBox,
|
|
{ translation_y: 0,
|
|
time: STARTUP_ANIMATION_TIME,
|
|
transition: 'easeOutQuad',
|
|
onComplete: this._startupAnimationComplete,
|
|
onCompleteScope: this });
|
|
},
|
|
|
|
_startupAnimationSession: function() {
|
|
Tweener.addTween(this.uiGroup,
|
|
{ scale_x: 1,
|
|
scale_y: 1,
|
|
opacity: 255,
|
|
time: STARTUP_ANIMATION_TIME,
|
|
transition: 'easeOutQuad',
|
|
onComplete: this._startupAnimationComplete,
|
|
onCompleteScope: this });
|
|
},
|
|
|
|
_startupAnimationComplete: function() {
|
|
this._coverPane.destroy();
|
|
this._coverPane = null;
|
|
|
|
this._systemBackground.actor.destroy();
|
|
this._systemBackground = null;
|
|
|
|
this._startingUp = false;
|
|
|
|
this.keyboardBox.show();
|
|
|
|
if (!Main.sessionMode.isGreeter) {
|
|
this._showSecondaryBackgrounds();
|
|
global.window_group.remove_clip();
|
|
}
|
|
|
|
this._queueUpdateRegions();
|
|
|
|
this.emit('startup-complete');
|
|
},
|
|
|
|
showKeyboard: function () {
|
|
Tweener.addTween(this.keyboardBox,
|
|
{ anchor_y: this.keyboardBox.height,
|
|
time: KEYBOARD_ANIMATION_TIME,
|
|
transition: 'easeOutQuad',
|
|
onComplete: this._showKeyboardComplete,
|
|
onCompleteScope: this
|
|
});
|
|
this.emit('keyboard-visible-changed', true);
|
|
},
|
|
|
|
_showKeyboardComplete: function() {
|
|
// Poke Chrome to update the input shape; it doesn't notice
|
|
// anchor point changes
|
|
this._updateRegions();
|
|
|
|
this._keyboardHeightNotifyId = this.keyboardBox.connect('notify::height', Lang.bind(this, function () {
|
|
this.keyboardBox.anchor_y = this.keyboardBox.height;
|
|
}));
|
|
},
|
|
|
|
hideKeyboard: function (immediate) {
|
|
if (this._keyboardHeightNotifyId) {
|
|
this.keyboardBox.disconnect(this._keyboardHeightNotifyId);
|
|
this._keyboardHeightNotifyId = 0;
|
|
}
|
|
Tweener.addTween(this.keyboardBox,
|
|
{ anchor_y: 0,
|
|
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
|
|
transition: 'easeInQuad',
|
|
onComplete: this._hideKeyboardComplete,
|
|
onCompleteScope: this
|
|
});
|
|
|
|
this.emit('keyboard-visible-changed', false);
|
|
},
|
|
|
|
_hideKeyboardComplete: function() {
|
|
this._updateRegions();
|
|
},
|
|
|
|
// setDummyCursorGeometry:
|
|
//
|
|
// The cursor dummy is a standard widget commonly used for popup
|
|
// menus and box pointers to track, as the box pointer API only
|
|
// tracks actors. If you want to pop up a menu based on where the
|
|
// user clicked, or where the text cursor is, the cursor dummy
|
|
// is what you should use. Given that the menu should not track
|
|
// the actual mouse pointer as it moves, you need to call this
|
|
// function before you show the menu to ensure it is at the right
|
|
// position and has the right size.
|
|
setDummyCursorGeometry: function(x, y, w, h) {
|
|
this.dummyCursor.set_position(Math.round(x), Math.round(y));
|
|
this.dummyCursor.set_size(Math.round(w), Math.round(h));
|
|
},
|
|
|
|
// addChrome:
|
|
// @actor: an actor to add to the chrome
|
|
// @params: (optional) additional params
|
|
//
|
|
// Adds @actor to the chrome, and (unless %affectsInputRegion in
|
|
// @params is %false) extends the input region to include it.
|
|
// Changes in @actor's size, position, and visibility will
|
|
// automatically result in appropriate changes to the input
|
|
// region.
|
|
//
|
|
// If %affectsStruts in @params is %true (and @actor is along a
|
|
// screen edge), then @actor's size and position will also affect
|
|
// the window manager struts. Changes to @actor's visibility will
|
|
// NOT affect whether or not the strut is present, however.
|
|
//
|
|
// If %trackFullscreen in @params is %true, the actor's visibility
|
|
// will be bound to the presence of fullscreen windows on the same
|
|
// monitor (it will be hidden whenever a fullscreen window is visible,
|
|
// and shown otherwise)
|
|
addChrome: function(actor, params) {
|
|
this.uiGroup.add_actor(actor);
|
|
if (this.uiGroup.contains(global.top_window_group))
|
|
this.uiGroup.set_child_below_sibling(actor, global.top_window_group);
|
|
this._trackActor(actor, params);
|
|
},
|
|
|
|
// trackChrome:
|
|
// @actor: a descendant of the chrome to begin tracking
|
|
// @params: parameters describing how to track @actor
|
|
//
|
|
// Tells the chrome to track @actor, which must be a descendant
|
|
// of an actor added via addChrome(). This can be used to extend the
|
|
// struts or input region to cover specific children.
|
|
//
|
|
// @params can have any of the same values as in addChrome(),
|
|
// though some possibilities don't make sense. By default, @actor has
|
|
// the same params as its chrome ancestor.
|
|
trackChrome: function(actor, params) {
|
|
let ancestor = actor.get_parent();
|
|
let index = this._findActor(ancestor);
|
|
while (ancestor && index == -1) {
|
|
ancestor = ancestor.get_parent();
|
|
index = this._findActor(ancestor);
|
|
}
|
|
if (!ancestor)
|
|
throw new Error('actor is not a descendent of a chrome actor');
|
|
|
|
let ancestorData = this._trackedActors[index];
|
|
if (!params)
|
|
params = {};
|
|
// We can't use Params.parse here because we want to drop
|
|
// the extra values like ancestorData.actor
|
|
for (let prop in defaultParams) {
|
|
if (!params.hasOwnProperty(prop))
|
|
params[prop] = ancestorData[prop];
|
|
}
|
|
|
|
this._trackActor(actor, params);
|
|
},
|
|
|
|
// untrackChrome:
|
|
// @actor: an actor previously tracked via trackChrome()
|
|
//
|
|
// Undoes the effect of trackChrome()
|
|
untrackChrome: function(actor) {
|
|
this._untrackActor(actor);
|
|
},
|
|
|
|
// removeChrome:
|
|
// @actor: a chrome actor
|
|
//
|
|
// Removes @actor from the chrome
|
|
removeChrome: function(actor) {
|
|
this.uiGroup.remove_actor(actor);
|
|
this._untrackActor(actor);
|
|
},
|
|
|
|
_findActor: function(actor) {
|
|
for (let i = 0; i < this._trackedActors.length; i++) {
|
|
let actorData = this._trackedActors[i];
|
|
if (actorData.actor == actor)
|
|
return i;
|
|
}
|
|
return -1;
|
|
},
|
|
|
|
_trackActor: function(actor, params) {
|
|
if (this._findActor(actor) != -1)
|
|
throw new Error('trying to re-track existing chrome actor');
|
|
|
|
let actorData = Params.parse(params, defaultParams);
|
|
actorData.actor = actor;
|
|
actorData.visibleId = actor.connect('notify::visible',
|
|
Lang.bind(this, this._queueUpdateRegions));
|
|
actorData.allocationId = actor.connect('notify::allocation',
|
|
Lang.bind(this, this._queueUpdateRegions));
|
|
actorData.destroyId = actor.connect('destroy',
|
|
Lang.bind(this, this._untrackActor));
|
|
// Note that destroying actor will unset its parent, so we don't
|
|
// need to connect to 'destroy' too.
|
|
|
|
this._trackedActors.push(actorData);
|
|
this._updateActorVisibility(actorData);
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_untrackActor: function(actor) {
|
|
let i = this._findActor(actor);
|
|
|
|
if (i == -1)
|
|
return;
|
|
let actorData = this._trackedActors[i];
|
|
|
|
this._trackedActors.splice(i, 1);
|
|
actor.disconnect(actorData.visibleId);
|
|
actor.disconnect(actorData.allocationId);
|
|
actor.disconnect(actorData.destroyId);
|
|
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_updateActorVisibility: function(actorData) {
|
|
if (!actorData.trackFullscreen)
|
|
return;
|
|
|
|
let monitor = this.findMonitorForActor(actorData.actor);
|
|
actorData.actor.visible = !(global.window_group.visible &&
|
|
monitor &&
|
|
monitor.inFullscreen);
|
|
},
|
|
|
|
_updateVisibility: function() {
|
|
let windowsVisible = Main.sessionMode.hasWindows && !this._inOverview;
|
|
|
|
global.window_group.visible = windowsVisible;
|
|
global.top_window_group.visible = windowsVisible;
|
|
|
|
this._trackedActors.forEach(Lang.bind(this, this._updateActorVisibility));
|
|
},
|
|
|
|
getWorkAreaForMonitor: function(monitorIndex) {
|
|
// Assume that all workspaces will have the same
|
|
// struts and pick the first one.
|
|
let ws = global.screen.get_workspace_by_index(0);
|
|
return ws.get_work_area_for_monitor(monitorIndex);
|
|
},
|
|
|
|
// This call guarantees that we return some monitor to simplify usage of it
|
|
// In practice all tracked actors should be visible on some monitor anyway
|
|
findIndexForActor: function(actor) {
|
|
let [x, y] = actor.get_transformed_position();
|
|
let [w, h] = actor.get_transformed_size();
|
|
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h });
|
|
return global.screen.get_monitor_index_for_rect(rect);
|
|
},
|
|
|
|
findMonitorForActor: function(actor) {
|
|
let index = this.findIndexForActor(actor);
|
|
if (index >= 0 && index < this.monitors.length)
|
|
return this.monitors[index];
|
|
return null;
|
|
},
|
|
|
|
_queueUpdateRegions: function() {
|
|
if (this._startingUp)
|
|
return;
|
|
|
|
if (!this._updateRegionIdle)
|
|
this._updateRegionIdle = Meta.later_add(Meta.LaterType.BEFORE_REDRAW,
|
|
Lang.bind(this, this._updateRegions));
|
|
},
|
|
|
|
_getWindowActorsForWorkspace: function(workspace) {
|
|
return global.get_window_actors().filter(function (actor) {
|
|
let win = actor.meta_window;
|
|
return win.located_on_workspace(workspace);
|
|
});
|
|
},
|
|
|
|
_updateFullscreen: function() {
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
},
|
|
|
|
_windowsRestacked: function() {
|
|
let changed = false;
|
|
|
|
if (this._isPopupWindowVisible != global.top_window_group.get_children().some(isPopupMetaWindow))
|
|
changed = true;
|
|
|
|
if (changed) {
|
|
this._updateVisibility();
|
|
this._queueUpdateRegions();
|
|
}
|
|
},
|
|
|
|
_updateRegions: function() {
|
|
if (this._updateRegionIdle) {
|
|
Meta.later_remove(this._updateRegionIdle);
|
|
delete this._updateRegionIdle;
|
|
}
|
|
|
|
// No need to update when we have a modal.
|
|
if (Main.modalCount > 0)
|
|
return GLib.SOURCE_REMOVE;
|
|
|
|
// Bug workaround - get_transformed_position()/get_transformed_size() don't work after
|
|
// a change in stage size until the first pick or paint.
|
|
// https://bugzilla.gnome.org/show_bug.cgi?id=761565
|
|
global.stage.get_actor_at_pos(Clutter.PickMode.ALL, 0, 0);
|
|
|
|
let rects = [], struts = [], i;
|
|
let isPopupMenuVisible = global.top_window_group.get_children().some(isPopupMetaWindow);
|
|
let wantsInputRegion = !isPopupMenuVisible;
|
|
|
|
for (i = 0; i < this._trackedActors.length; i++) {
|
|
let actorData = this._trackedActors[i];
|
|
if (!(actorData.affectsInputRegion && wantsInputRegion) && !actorData.affectsStruts)
|
|
continue;
|
|
|
|
let [x, y] = actorData.actor.get_transformed_position();
|
|
let [w, h] = actorData.actor.get_transformed_size();
|
|
x = Math.round(x);
|
|
y = Math.round(y);
|
|
w = Math.round(w);
|
|
h = Math.round(h);
|
|
|
|
if (actorData.affectsInputRegion && wantsInputRegion && actorData.actor.get_paint_visibility())
|
|
rects.push(new Meta.Rectangle({ x: x, y: y, width: w, height: h }));
|
|
|
|
if (actorData.affectsStruts) {
|
|
// Limit struts to the size of the screen
|
|
let x1 = Math.max(x, 0);
|
|
let x2 = Math.min(x + w, global.screen_width);
|
|
let y1 = Math.max(y, 0);
|
|
let y2 = Math.min(y + h, global.screen_height);
|
|
|
|
// Metacity wants to know what side of the monitor the
|
|
// strut is considered to be attached to. First, we find
|
|
// the monitor that contains the strut. If the actor is
|
|
// only touching one edge, or is touching the entire
|
|
// border of that monitor, then it's obvious which side
|
|
// to call it. If it's in a corner, we pick a side
|
|
// arbitrarily. If it doesn't touch any edges, or it
|
|
// spans the width/height across the middle of the
|
|
// screen, then we don't create a strut for it at all.
|
|
|
|
let monitor = this.findMonitorForActor(actorData.actor);
|
|
let side;
|
|
if (x1 <= monitor.x && x2 >= monitor.x + monitor.width) {
|
|
if (y1 <= monitor.y)
|
|
side = Meta.Side.TOP;
|
|
else if (y2 >= monitor.y + monitor.height)
|
|
side = Meta.Side.BOTTOM;
|
|
else
|
|
continue;
|
|
} else if (y1 <= monitor.y && y2 >= monitor.y + monitor.height) {
|
|
if (x1 <= monitor.x)
|
|
side = Meta.Side.LEFT;
|
|
else if (x2 >= monitor.x + monitor.width)
|
|
side = Meta.Side.RIGHT;
|
|
else
|
|
continue;
|
|
} else if (x1 <= monitor.x)
|
|
side = Meta.Side.LEFT;
|
|
else if (y1 <= monitor.y)
|
|
side = Meta.Side.TOP;
|
|
else if (x2 >= monitor.x + monitor.width)
|
|
side = Meta.Side.RIGHT;
|
|
else if (y2 >= monitor.y + monitor.height)
|
|
side = Meta.Side.BOTTOM;
|
|
else
|
|
continue;
|
|
|
|
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
|
|
let strut = new Meta.Strut({ rect: strutRect, side: side });
|
|
struts.push(strut);
|
|
}
|
|
}
|
|
|
|
global.set_stage_input_region(rects);
|
|
this._isPopupWindowVisible = isPopupMenuVisible;
|
|
|
|
let screen = global.screen;
|
|
for (let w = 0; w < screen.n_workspaces; w++) {
|
|
let workspace = screen.get_workspace_by_index(w);
|
|
workspace.set_builtin_struts(struts);
|
|
}
|
|
|
|
return GLib.SOURCE_REMOVE;
|
|
},
|
|
|
|
modalEnded: function() {
|
|
// We don't update the stage input region while in a modal,
|
|
// so queue an update now.
|
|
this._queueUpdateRegions();
|
|
},
|
|
});
|
|
Signals.addSignalMethods(LayoutManager.prototype);
|
|
|
|
|
|
// HotCorner:
|
|
//
|
|
// This class manages a "hot corner" that can toggle switching to
|
|
// overview.
|
|
const HotCorner = new Lang.Class({
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Name: 'HotCorner',
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_init : function(layoutManager, monitor, x, y) {
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// guard area (the "environs"). This avoids triggering the hot corner
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// multiple times due to an accidental jitter.
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this._entered = false;
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this._monitor = monitor;
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this._x = x;
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this._y = y;
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this._setupFallbackCornerIfNeeded(layoutManager);
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this._pressureBarrier = new PressureBarrier(HOT_CORNER_PRESSURE_THRESHOLD,
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HOT_CORNER_PRESSURE_TIMEOUT,
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Shell.ActionMode.NORMAL |
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Shell.ActionMode.OVERVIEW);
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this._pressureBarrier.connect('trigger', Lang.bind(this, this._toggleOverview));
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// Cache the three ripples instead of dynamically creating and destroying them.
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this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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layoutManager.uiGroup.add_actor(this._ripple1);
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layoutManager.uiGroup.add_actor(this._ripple2);
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layoutManager.uiGroup.add_actor(this._ripple3);
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},
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setBarrierSize: function(size) {
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if (this._verticalBarrier) {
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this._pressureBarrier.removeBarrier(this._verticalBarrier);
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this._verticalBarrier.destroy();
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this._verticalBarrier = null;
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}
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if (this._horizontalBarrier) {
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this._pressureBarrier.removeBarrier(this._horizontalBarrier);
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this._horizontalBarrier.destroy();
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this._horizontalBarrier = null;
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}
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if (size > 0) {
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if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
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this._verticalBarrier = new Meta.Barrier({ display: global.display,
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x1: this._x, x2: this._x, y1: this._y, y2: this._y + size,
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directions: Meta.BarrierDirection.NEGATIVE_X });
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this._horizontalBarrier = new Meta.Barrier({ display: global.display,
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x1: this._x - size, x2: this._x, y1: this._y, y2: this._y,
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directions: Meta.BarrierDirection.POSITIVE_Y });
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} else {
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this._verticalBarrier = new Meta.Barrier({ display: global.display,
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x1: this._x, x2: this._x, y1: this._y, y2: this._y + size,
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directions: Meta.BarrierDirection.POSITIVE_X });
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this._horizontalBarrier = new Meta.Barrier({ display: global.display,
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x1: this._x, x2: this._x + size, y1: this._y, y2: this._y,
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directions: Meta.BarrierDirection.POSITIVE_Y });
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}
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this._pressureBarrier.addBarrier(this._verticalBarrier);
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this._pressureBarrier.addBarrier(this._horizontalBarrier);
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}
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},
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_setupFallbackCornerIfNeeded: function(layoutManager) {
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if (!global.display.supports_extended_barriers()) {
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this.actor = new Clutter.Actor({ name: 'hot-corner-environs',
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x: this._x, y: this._y,
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width: 3,
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height: 3,
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reactive: true });
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this._corner = new Clutter.Actor({ name: 'hot-corner',
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width: 1,
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height: 1,
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opacity: 0,
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reactive: true });
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this._corner._delegate = this;
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this.actor.add_child(this._corner);
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layoutManager.addChrome(this.actor);
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if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
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this._corner.set_position(this.actor.width - this._corner.width, 0);
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this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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} else {
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this._corner.set_position(0, 0);
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}
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this.actor.connect('leave-event',
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Lang.bind(this, this._onEnvironsLeft));
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this._corner.connect('enter-event',
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Lang.bind(this, this._onCornerEntered));
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this._corner.connect('leave-event',
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Lang.bind(this, this._onCornerLeft));
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}
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},
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destroy: function() {
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this.setBarrierSize(0);
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this._pressureBarrier.destroy();
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this._pressureBarrier = null;
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if (this.actor)
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this.actor.destroy();
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},
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_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
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// We draw a ripple by using a source image and animating it scaling
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// outwards and fading away. We want the ripples to move linearly
|
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// or it looks unrealistic, but if the opacity of the ripple goes
|
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// linearly to zero it fades away too quickly, so we use Tweener's
|
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// 'onUpdate' to give a non-linear curve to the fade-away and make
|
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// it more visible in the middle section.
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ripple._opacity = startOpacity;
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if (ripple.get_text_direction() == Clutter.TextDirection.RTL)
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ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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ripple.visible = true;
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ripple.opacity = 255 * Math.sqrt(startOpacity);
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ripple.scale_x = ripple.scale_y = startScale;
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ripple.x = this._x;
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ripple.y = this._y;
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Tweener.addTween(ripple, { _opacity: 0,
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scale_x: finalScale,
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scale_y: finalScale,
|
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delay: delay,
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time: time,
|
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transition: 'linear',
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|
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
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|
onComplete: function() { ripple.visible = false; } });
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},
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_rippleAnimation: function() {
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// Show three concentric ripples expanding outwards; the exact
|
|
// parameters were found by trial and error, so don't look
|
|
// for them to make perfect sense mathematically
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|
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// delay time scale opacity => scale
|
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this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
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this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
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this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
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},
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_toggleOverview: function() {
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if (this._monitor.inFullscreen)
|
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return;
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if (Main.overview.shouldToggleByCornerOrButton()) {
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this._rippleAnimation();
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Main.overview.toggle();
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|
}
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},
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handleDragOver: function(source, actor, x, y, time) {
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if (source != Main.xdndHandler)
|
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return DND.DragMotionResult.CONTINUE;
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this._toggleOverview();
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|
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return DND.DragMotionResult.CONTINUE;
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},
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|
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_onCornerEntered : function() {
|
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if (!this._entered) {
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this._entered = true;
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this._toggleOverview();
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}
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return Clutter.EVENT_PROPAGATE;
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},
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_onCornerLeft : function(actor, event) {
|
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if (event.get_related() != this.actor)
|
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this._entered = false;
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// Consume event, otherwise this will confuse onEnvironsLeft
|
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return Clutter.EVENT_STOP;
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},
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|
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_onEnvironsLeft : function(actor, event) {
|
|
if (event.get_related() != this._corner)
|
|
this._entered = false;
|
|
return Clutter.EVENT_PROPAGATE;
|
|
}
|
|
});
|
|
|
|
const PressureBarrier = new Lang.Class({
|
|
Name: 'PressureBarrier',
|
|
|
|
_init: function(threshold, timeout, actionMode) {
|
|
this._threshold = threshold;
|
|
this._timeout = timeout;
|
|
this._actionMode = actionMode;
|
|
this._barriers = [];
|
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this._eventFilter = null;
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|
|
|
this._isTriggered = false;
|
|
this._reset();
|
|
},
|
|
|
|
addBarrier: function(barrier) {
|
|
barrier._pressureHitId = barrier.connect('hit', Lang.bind(this, this._onBarrierHit));
|
|
barrier._pressureLeftId = barrier.connect('left', Lang.bind(this, this._onBarrierLeft));
|
|
|
|
this._barriers.push(barrier);
|
|
},
|
|
|
|
_disconnectBarrier: function(barrier) {
|
|
barrier.disconnect(barrier._pressureHitId);
|
|
barrier.disconnect(barrier._pressureLeftId);
|
|
},
|
|
|
|
removeBarrier: function(barrier) {
|
|
this._disconnectBarrier(barrier);
|
|
this._barriers.splice(this._barriers.indexOf(barrier), 1);
|
|
},
|
|
|
|
destroy: function() {
|
|
this._barriers.forEach(Lang.bind(this, this._disconnectBarrier));
|
|
this._barriers = [];
|
|
},
|
|
|
|
setEventFilter: function(filter) {
|
|
this._eventFilter = filter;
|
|
},
|
|
|
|
_reset: function() {
|
|
this._barrierEvents = [];
|
|
this._currentPressure = 0;
|
|
this._lastTime = 0;
|
|
},
|
|
|
|
_isHorizontal: function(barrier) {
|
|
return barrier.y1 == barrier.y2;
|
|
},
|
|
|
|
_getDistanceAcrossBarrier: function(barrier, event) {
|
|
if (this._isHorizontal(barrier))
|
|
return Math.abs(event.dy);
|
|
else
|
|
return Math.abs(event.dx);
|
|
},
|
|
|
|
_getDistanceAlongBarrier: function(barrier, event) {
|
|
if (this._isHorizontal(barrier))
|
|
return Math.abs(event.dx);
|
|
else
|
|
return Math.abs(event.dy);
|
|
},
|
|
|
|
_trimBarrierEvents: function() {
|
|
// Events are guaranteed to be sorted in time order from
|
|
// oldest to newest, so just look for the first old event,
|
|
// and then chop events after that off.
|
|
let i = 0;
|
|
let threshold = this._lastTime - this._timeout;
|
|
|
|
while (i < this._barrierEvents.length) {
|
|
let [time, distance] = this._barrierEvents[i];
|
|
if (time >= threshold)
|
|
break;
|
|
i++;
|
|
}
|
|
|
|
let firstNewEvent = i;
|
|
|
|
for (i = 0; i < firstNewEvent; i++) {
|
|
let [time, distance] = this._barrierEvents[i];
|
|
this._currentPressure -= distance;
|
|
}
|
|
|
|
this._barrierEvents = this._barrierEvents.slice(firstNewEvent);
|
|
},
|
|
|
|
_onBarrierLeft: function(barrier, event) {
|
|
barrier._isHit = false;
|
|
if (this._barriers.every(function(b) { return !b._isHit; })) {
|
|
this._reset();
|
|
this._isTriggered = false;
|
|
}
|
|
},
|
|
|
|
_trigger: function() {
|
|
this._isTriggered = true;
|
|
this.emit('trigger');
|
|
this._reset();
|
|
},
|
|
|
|
_onBarrierHit: function(barrier, event) {
|
|
barrier._isHit = true;
|
|
|
|
// If we've triggered the barrier, wait until the pointer has the
|
|
// left the barrier hitbox until we trigger it again.
|
|
if (this._isTriggered)
|
|
return;
|
|
|
|
if (this._eventFilter && this._eventFilter(event))
|
|
return;
|
|
|
|
// Throw out all events not in the proper keybinding mode
|
|
if (!(this._actionMode & Main.actionMode))
|
|
return;
|
|
|
|
let slide = this._getDistanceAlongBarrier(barrier, event);
|
|
let distance = this._getDistanceAcrossBarrier(barrier, event);
|
|
|
|
if (distance >= this._threshold) {
|
|
this._trigger();
|
|
return;
|
|
}
|
|
|
|
// Throw out events where the cursor is move more
|
|
// along the axis of the barrier than moving with
|
|
// the barrier.
|
|
if (slide > distance)
|
|
return;
|
|
|
|
this._lastTime = event.time;
|
|
|
|
this._trimBarrierEvents();
|
|
distance = Math.min(15, distance);
|
|
|
|
this._barrierEvents.push([event.time, distance]);
|
|
this._currentPressure += distance;
|
|
|
|
if (this._currentPressure >= this._threshold)
|
|
this._trigger();
|
|
}
|
|
});
|
|
Signals.addSignalMethods(PressureBarrier.prototype);
|