d0d79c5b3e
Rather than doing "let global = Shell.Global.get()" everywhere we need it, just create a global variable called "global". http://bugzilla.gnome.org/show_bug.cgi?id=594546
352 lines
12 KiB
JavaScript
352 lines
12 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Main = imports.ui.main;
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// This manages the shell "chrome"; the UI that's visible in the
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// normal mode (ie, outside the Overview), that surrounds the main
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// workspace content.
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function Chrome() {
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this._init();
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}
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Chrome.prototype = {
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_init: function() {
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// The group itself has zero size so it doesn't interfere with DND
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this.actor = new Clutter.Group({ width: 0, height: 0 });
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global.stage.add_actor(this.actor);
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this.nonOverviewActor = new Clutter.Group();
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this.actor.add_actor(this.nonOverviewActor);
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this._obscuredByFullscreen = false;
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this._trackedActors = [];
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global.screen.connect('restacked',
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Lang.bind(this, this._windowsRestacked));
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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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Main.overview.connect('showing',
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Lang.bind(this, this._overviewShowing));
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Main.overview.connect('hidden',
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Lang.bind(this, this._overviewHidden));
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this._queueUpdateRegions();
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},
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_verifyAncestry: function(actor, ancestor) {
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while (actor) {
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if (actor == ancestor)
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return true;
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actor = actor.get_parent();
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}
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return false;
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},
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// addActor:
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// @actor: an actor to add to the chrome layer
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// @shapeActor: optional "shape actor".
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//
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// Adds @actor to the chrome layer and extends the input region
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// and window manager struts to include it. (Window manager struts
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// will only be affected if @actor is touching a screen edge.)
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// Changes in @actor's size and position will automatically result
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// in appropriate changes to the input region and struts. Changes
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// in its visibility will affect the input region, but NOT the
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// struts.
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//
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// If @shapeActor is provided, it will be used instead of @actor
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// for the input region/strut shape. (This lets you have things like
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// drop shadows in @actor that don't affect the struts.) It must
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// be a child of @actor. Alternatively, you can pass %null for
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// @shapeActor to indicate that @actor should not affect the input
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// region or struts at all.
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addActor: function(actor, shapeActor) {
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if (shapeActor === undefined)
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shapeActor = actor;
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else if (shapeActor && !this._verifyAncestry(shapeActor, actor))
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throw new Error('shapeActor is not a descendent of actor');
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this.nonOverviewActor.add_actor(actor);
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if (shapeActor)
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this._trackActor(shapeActor, true, true);
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},
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// setVisibleInOverview:
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// @actor: an actor in the chrome layer
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// @visible: Overview visibility
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//
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// By default, actors in the chrome layer are automatically hidden
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// when the Overview is shown. This can be used to override that
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// behavior
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setVisibleInOverview: function(actor, visible) {
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if (!this._verifyAncestry(actor, this.actor))
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throw new Error('actor is not a descendent of the chrome layer');
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if (visible)
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actor.reparent(this.actor);
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else
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actor.reparent(this.nonOverviewActor);
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},
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// addInputRegionActor:
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// @actor: an actor to add to the stage input region
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//
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// Adds @actor to the stage input region, as with addActor(), but
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// for actors that are already descendants of the chrome layer.
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addInputRegionActor: function(actor) {
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if (!this._verifyAncestry(actor, this.actor))
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throw new Error('actor is not a descendent of the chrome layer');
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this._trackActor(actor, true, false);
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},
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// removeInputRegionActor:
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// @actor: an actor previously added to the stage input region
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//
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// Undoes the effect of addInputRegionActor()
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removeInputRegionActor: function(actor) {
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this._untrackActor(actor, true, false);
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},
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// removeActor:
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// @actor: a child of the chrome layer
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//
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// Removes @actor from the chrome layer
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removeActor: function(actor) {
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if (actor.get_parent() == this.nonOverviewActor)
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this.nonOverviewActor.remove_actor(actor);
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else
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this.actor.remove_actor(actor);
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this._untrackActor(actor, true, true);
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},
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_findActor: function(actor) {
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for (let i = 0; i < this._trackedActors.length; i++) {
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let actorData = this._trackedActors[i];
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if (actorData.actor == actor)
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return i;
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}
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return -1;
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},
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_trackActor: function(actor, inputRegion, strut) {
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let actorData;
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let i = this._findActor(actor);
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if (i != -1) {
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actorData = this._trackedActors[i];
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if (inputRegion)
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actorData.inputRegion++;
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if (strut)
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actorData.strut++;
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if (!inputRegion && !strut)
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actorData.children++;
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return;
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}
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actorData = { actor: actor,
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inputRegion: inputRegion ? 1 : 0,
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strut: strut ? 1 : 0,
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children: 0 };
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actorData.visibleId = actor.connect('notify::visible',
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Lang.bind(this, this._queueUpdateRegions));
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actorData.allocationId = actor.connect('notify::allocation',
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Lang.bind(this, this._queueUpdateRegions));
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actorData.parentSetId = actor.connect('parent-set',
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Lang.bind(this, this._actorReparented));
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this._trackedActors.push(actorData);
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actor = actor.get_parent();
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if (actor != this.actor && actor != this.nonOverviewActor)
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this._trackActor(actor, false, false);
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if (inputRegion || strut)
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this._queueUpdateRegions();
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},
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_untrackActor: function(actor, inputRegion, strut) {
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let i = this._findActor(actor);
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if (i == -1)
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return;
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let actorData = this._trackedActors[i];
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if (inputRegion)
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actorData.inputRegion--;
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if (strut)
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actorData.strut--;
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if (!inputRegion && !strut)
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actorData.children--;
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if (actorData.inputRegion <= 0 && actorData.strut <= 0 && actorData.children <= 0) {
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this._trackedActors.splice(i, 1);
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actor.disconnect(actorData.visibleId);
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actor.disconnect(actorData.allocationId);
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actor.disconnect(actorData.parentSetId);
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actor = actor.get_parent();
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if (actor && actor != this.actor && actor != this.nonOverviewActor)
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this._untrackActor(actor, false, false);
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}
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if (inputRegion || strut)
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this._queueUpdateRegions();
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},
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_actorReparented: function(actor, oldParent) {
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if (this._verifyAncestry(actor, this.actor)) {
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let newParent = actor.get_parent();
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if (newParent != this.actor && newParent != this.nonOverviewActor)
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this._trackActor(newParent, false, false);
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}
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if (oldParent != this.actor && oldParent != this.nonOverviewActor)
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this._untrackActor(oldParent, false, false);
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},
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_overviewShowing: function() {
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this.actor.show();
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this.nonOverviewActor.hide();
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this._queueUpdateRegions();
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},
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_overviewHidden: function() {
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if (this._obscuredByFullscreen)
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this.actor.hide();
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this.nonOverviewActor.show();
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this._queueUpdateRegions();
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},
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_queueUpdateRegions: function() {
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if (!this._updateRegionIdle)
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this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
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Meta.PRIORITY_BEFORE_REDRAW);
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},
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_windowsRestacked: function() {
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let windows = global.get_windows();
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// The chrome layer should be visible unless there is a window
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// with layer FULLSCREEN, or a window with layer
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// OVERRIDE_REDIRECT that covers the whole screen.
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// ("override_redirect" is not actually a layer above all
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// other windows, but this seems to be how mutter treats it
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// currently...) If we wanted to be extra clever, we could
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// figure out when an OVERRIDE_REDIRECT window was trying to
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// partially overlap us, and then adjust the input region and
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// our clip region accordingly...
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// @windows is sorted bottom to top.
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this._obscuredByFullscreen = false;
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for (let i = windows.length - 1; i > -1; i--) {
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let layer = windows[i].get_meta_window().get_layer();
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if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
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if (windows[i].x <= 0 &&
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windows[i].x + windows[i].width >= global.screen_width &&
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windows[i].y <= 0 &&
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windows[i].y + windows[i].height >= global.screen_height) {
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this._obscuredByFullscreen = true;
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break;
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}
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} else if (layer == Meta.StackLayer.FULLSCREEN) {
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this._obscuredByFullscreen = true;
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break;
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} else
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break;
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}
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let shouldBeVisible = !this._obscuredByFullscreen || Main.overview.visible;
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if (this.actor.visible != shouldBeVisible) {
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this.actor.visible = shouldBeVisible;
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this._queueUpdateRegions();
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}
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},
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_updateRegions: function() {
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let rects = [], struts = [], i;
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delete this._updateRegionIdle;
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for (i = 0; i < this._trackedActors.length; i++) {
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let actorData = this._trackedActors[i];
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if (!actorData.inputRegion && !actorData.strut)
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continue;
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let [x, y] = actorData.actor.get_transformed_position();
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let [w, h] = actorData.actor.get_transformed_size();
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x = Math.round(x);
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y = Math.round(y);
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w = Math.round(w);
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h = Math.round(h);
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let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
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if (actorData.inputRegion && actorData.actor.get_paint_visibility())
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rects.push(rect);
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if (!actorData.strut)
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continue;
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// Metacity wants to know what side of the screen the
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// strut is considered to be attached to. If the actor is
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// only touching one edge, or is touching the entire
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// width/height of one edge, then it's obvious which side
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// to call it. If it's in a corner, we pick a side
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// arbitrarily. If it doesn't touch any edges, or it spans
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// the width/height across the middle of the screen, then
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// we don't create a strut for it at all.
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let side;
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if (w >= global.screen_width) {
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if (y <= 0)
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side = Meta.Side.TOP;
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else if (y + h >= global.screen_height)
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side = Meta.Side.BOTTOM;
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else
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continue;
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} else if (h >= global.screen_height) {
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if (x <= 0)
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side = Meta.Side.LEFT;
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else if (x + w >= global.screen_width)
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side = Meta.Side.RIGHT;
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else
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continue;
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} else if (x <= 0)
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side = Meta.Side.LEFT;
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else if (y <= 0)
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side = Meta.Side.TOP;
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else if (x + w >= global.screen_width)
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side = Meta.Side.RIGHT;
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else if (y + h >= global.screen_height)
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side = Meta.Side.BOTTOM;
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else
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continue;
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let strut = new Meta.Strut({ rect: rect, side: side });
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struts.push(strut);
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}
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global.set_stage_input_region(rects);
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let screen = global.screen;
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for (let w = 0; w < screen.n_workspaces; w++) {
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let workspace = screen.get_workspace_by_index(w);
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workspace.set_builtin_struts(struts);
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}
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return false;
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}
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};
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