gnome-shell/js/ui/workspace.js

1652 lines
59 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Pango = imports.gi.Pango;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Tweener = imports.ui.tweener;
const WINDOW_DND_SIZE = 256;
const WINDOW_CLONE_MAXIMUM_SCALE = 0.7;
const CLOSE_BUTTON_FADE_TIME = 0.1;
const DRAGGING_WINDOW_OPACITY = 100;
// When calculating a layout, we calculate the scale of windows and the percent
// of the available area the new layout uses. If the values for the new layout,
// when weighted with the values as below, are worse than the previous layout's,
// we stop looking for a new layout and use the previous layout.
// Otherwise, we keep looking for a new layout.
const LAYOUT_SCALE_WEIGHT = 1;
const LAYOUT_SPACE_WEIGHT = 0.1;
function _interpolate(start, end, step) {
return start + (end - start) * step;
}
const WindowClone = new Lang.Class({
Name: 'WindowClone',
_init : function(realWindow, workspace) {
this.realWindow = realWindow;
this.metaWindow = realWindow.meta_window;
this.metaWindow._delegate = this;
this._workspace = workspace;
let [borderX, borderY] = this._getInvisibleBorderPadding();
this._windowClone = new Clutter.Clone({ source: realWindow.get_texture(),
x: -borderX,
y: -borderY });
// We expect this.actor to be used for all interaction rather than
// this._windowClone; as the former is reactive and the latter
// is not, this just works for most cases. However, for DND all
// actors are picked, so DND operations would operate on the clone.
// To avoid this, we hide it from pick.
Shell.util_set_hidden_from_pick(this._windowClone, true);
this.origX = realWindow.x + borderX;
this.origY = realWindow.y + borderY;
let outerRect = realWindow.meta_window.get_outer_rect();
// The MetaShapedTexture that we clone has a size that includes
// the invisible border; this is inconvenient; rather than trying
// to compensate all over the place we insert a ClutterActor into
// the hierarchy that is sized to only the visible portion.
this.actor = new Clutter.Actor({ reactive: true,
x: this.origX,
y: this.origY,
width: outerRect.width,
height: outerRect.height });
this.actor.add_child(this._windowClone);
this.actor._delegate = this;
this._slot = [0, 0, 0, 0];
this._dragSlot = [0, 0, 0, 0];
this._stackAbove = null;
this._sizeChangedId = this.realWindow.connect('size-changed',
Lang.bind(this, this._onRealWindowSizeChanged));
this._realWindowDestroyId = this.realWindow.connect('destroy',
Lang.bind(this, this._disconnectRealWindowSignals));
let clickAction = new Clutter.ClickAction();
clickAction.connect('clicked', Lang.bind(this, this._onClicked));
clickAction.connect('long-press', Lang.bind(this, this._onLongPress));
this.actor.add_action(clickAction);
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
this._draggable = DND.makeDraggable(this.actor,
{ restoreOnSuccess: true,
manualMode: true,
dragActorMaxSize: WINDOW_DND_SIZE,
dragActorOpacity: DRAGGING_WINDOW_OPACITY });
this._draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
this._draggable.connect('drag-cancelled', Lang.bind(this, this._onDragCancelled));
this._draggable.connect('drag-end', Lang.bind(this, this._onDragEnd));
this.inDrag = false;
this._selected = false;
},
set slot(slot) {
this._slot = slot;
},
get slot() {
if (this.inDrag)
return this._dragSlot;
else
return this._slot;
},
// Find the actor just below us, respecting reparenting done
// by DND code
getActualStackAbove: function() {
if (this._stackAbove == null)
return null;
if (this.inDrag) {
if (this._stackAbove._delegate)
return this._stackAbove._delegate.getActualStackAbove();
else
return null;
} else {
return this._stackAbove;
}
},
setStackAbove: function (actor) {
this._stackAbove = actor;
if (this.inDrag)
// We'll fix up the stack after the drag
return;
let actualAbove = this.getActualStackAbove();
if (actualAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(actualAbove);
},
destroy: function () {
this.actor.destroy();
},
_disconnectRealWindowSignals: function() {
if (this._sizeChangedId > 0)
this.realWindow.disconnect(this._sizeChangedId);
this._sizeChangedId = 0;
if (this._realWindowDestroyId > 0)
this.realWindow.disconnect(this._realWindowDestroyId);
this._realWindowDestroyId = 0;
},
_getInvisibleBorderPadding: function() {
// We need to adjust the position of the actor because of the
// consequences of invisible borders -- in reality, the texture
// has an extra set of "padding" around it that we need to trim
// down.
// The outer rect paradoxically is the smaller rectangle,
// containing the positions of the visible frame. The input
// rect contains everything, including the invisible border
// padding.
let outerRect = this.metaWindow.get_outer_rect();
let inputRect = this.metaWindow.get_input_rect();
let [borderX, borderY] = [outerRect.x - inputRect.x,
outerRect.y - inputRect.y];
return [borderX, borderY];
},
_onRealWindowSizeChanged: function() {
let [borderX, borderY] = this._getInvisibleBorderPadding();
let outerRect = this.metaWindow.get_outer_rect();
this.actor.set_size(outerRect.width, outerRect.height);
this._windowClone.set_position(-borderX, -borderY);
this.emit('size-changed');
},
_onDestroy: function() {
this._disconnectRealWindowSignals();
this.metaWindow._delegate = null;
this.actor._delegate = null;
if (this.inDrag) {
this.emit('drag-end');
this.inDrag = false;
}
this.disconnectAll();
},
_onClicked: function(action, actor) {
this._selected = true;
this.emit('selected', global.get_current_time());
},
_onLongPress: function(action, actor, state) {
// Take advantage of the Clutter policy to consider
// a long-press canceled when the pointer movement
// exceeds dnd-drag-threshold to manually start the drag
if (state == Clutter.LongPressState.CANCEL) {
// A click cancels a long-press before any click handler is
// run - make sure to not start a drag in that case
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function() {
if (this._selected)
return;
let [x, y] = action.get_coords();
action.release();
this._draggable.startDrag(x, y, global.get_current_time());
}));
}
return true;
},
_onDragBegin : function (draggable, time) {
this._dragSlot = this._slot;
[this.dragOrigX, this.dragOrigY] = this.actor.get_position();
this.dragOrigScale = this.actor.scale_x;
this.inDrag = true;
this.emit('drag-begin');
},
handleDragOver : function(source, actor, x, y, time) {
return this._workspace.handleDragOver(source, actor, x, y, time);
},
acceptDrop : function(source, actor, x, y, time) {
this._workspace.acceptDrop(source, actor, x, y, time);
},
_onDragCancelled : function (draggable, time) {
this.emit('drag-cancelled');
},
_onDragEnd : function (draggable, time, snapback) {
this.inDrag = false;
// We may not have a parent if DnD completed successfully, in
// which case our clone will shortly be destroyed and replaced
// with a new one on the target workspace.
if (this.actor.get_parent() != null) {
if (this._stackAbove == null)
this.actor.lower_bottom();
else
this.actor.raise(this._stackAbove);
}
this.emit('drag-end');
}
});
Signals.addSignalMethods(WindowClone.prototype);
/**
* @windowClone: Corresponding window clone
* @parentActor: The actor which will be the parent of all overlay items
* such as app icon and window caption
*/
const WindowOverlay = new Lang.Class({
Name: 'WindowOverlay',
_init : function(windowClone, parentActor) {
let metaWindow = windowClone.metaWindow;
this._windowClone = windowClone;
this._parentActor = parentActor;
this._hidden = false;
this.borderSize = 0;
this.border = new St.Bin({ style_class: 'window-clone-border' });
let title = new St.Label({ style_class: 'window-caption',
text: metaWindow.title });
title.clutter_text.ellipsize = Pango.EllipsizeMode.END;
title._spacing = 0;
this._updateCaptionId = metaWindow.connect('notify::title',
Lang.bind(this, function(w) {
this.title.text = w.title;
this.relayout(false);
}));
let button = new St.Button({ style_class: 'window-close' });
button._overlap = 0;
this._idleToggleCloseId = 0;
button.connect('clicked', Lang.bind(this, this._closeWindow));
windowClone.actor.connect('destroy', Lang.bind(this, this._onDestroy));
windowClone.actor.connect('enter-event',
Lang.bind(this, this._onEnter));
windowClone.actor.connect('leave-event',
Lang.bind(this, this._onLeave));
this._windowAddedId = 0;
button.hide();
this.title = title;
this.closeButton = button;
parentActor.add_actor(this.title);
parentActor.add_actor(this.border);
parentActor.add_actor(this.closeButton);
title.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
button.connect('style-changed',
Lang.bind(this, this._onStyleChanged));
this.border.connect('style-changed', Lang.bind(this, this._onStyleChanged));
// force a style change if we are already on a stage - otherwise
// the signal will be emitted normally when we are added
if (parentActor.get_stage())
this._onStyleChanged();
},
hide: function() {
this._hidden = true;
this.title.hide();
this.hideCloseButton();
},
show: function() {
this._hidden = false;
this.title.show();
if (this._windowClone.actor.has_pointer)
this._animateVisible();
},
chromeHeights: function () {
return [Math.max(this.borderSize, this.closeButton.height - this.closeButton._overlap),
this.title.height + this.title._spacing];
},
chromeWidths: function () {
return [this.borderSize,
Math.max(this.borderSize, this.closeButton.width - this.closeButton._overlap)];
},
relayout: function(animate) {
let button = this.closeButton;
let title = this.title;
let border = this.border;
Tweener.removeTweens(button);
Tweener.removeTweens(border);
let [cloneX, cloneY, cloneWidth, cloneHeight] = this._windowClone.slot;
let layout = Meta.prefs_get_button_layout();
let side = layout.left_buttons.indexOf(Meta.ButtonFunction.CLOSE) > -1 ? St.Side.LEFT : St.Side.RIGHT;
let buttonX;
let buttonY = cloneY - (button.height - button._overlap);
if (side == St.Side.LEFT)
buttonX = cloneX - (button.width - button._overlap);
else
buttonX = cloneX + (cloneWidth - button._overlap);
if (animate)
this._animateOverlayActor(button, Math.floor(buttonX), Math.floor(buttonY), button.width);
else
button.set_position(Math.floor(buttonX), Math.floor(buttonY));
// Clutter.Actor.get_preferred_width() will return the fixed width if one
// is set, so we need to reset the width by calling set_width(-1), to forward
// the call down to StLabel.
// We also need to save and restore the current width, otherwise the animation
// starts from the wrong point.
let prevTitleWidth = title.width;
title.set_width(-1);
let [titleMinWidth, titleNatWidth] = title.get_preferred_width(-1);
let titleWidth = Math.max(titleMinWidth, Math.min(titleNatWidth, cloneWidth));
title.width = prevTitleWidth;
let titleX = cloneX + (cloneWidth - titleWidth) / 2;
let titleY = cloneY + cloneHeight + title._spacing;
if (animate)
this._animateOverlayActor(title, Math.floor(titleX), Math.floor(titleY), titleWidth);
else {
title.width = titleWidth;
title.set_position(Math.floor(titleX), Math.floor(titleY));
}
let borderX = cloneX - this.borderSize;
let borderY = cloneY - this.borderSize;
let borderWidth = cloneWidth + 2 * this.borderSize;
let borderHeight = cloneHeight + 2 * this.borderSize;
if (animate) {
this._animateOverlayActor(this.border, borderX, borderY,
borderWidth, borderHeight);
} else {
this.border.set_position(borderX, borderY);
this.border.set_size(borderWidth, borderHeight);
}
},
_animateOverlayActor: function(actor, x, y, width, height) {
let params = { x: x,
y: y,
width: width,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad' };
if (height !== undefined)
params.height = height;
Tweener.addTween(actor, params);
},
_closeWindow: function(actor) {
let metaWindow = this._windowClone.metaWindow;
this._workspace = metaWindow.get_workspace();
this._windowAddedId = this._workspace.connect('window-added',
Lang.bind(this,
this._onWindowAdded));
metaWindow.delete(global.get_current_time());
},
_windowCanClose: function() {
return this._windowClone.metaWindow.can_close();
},
_onWindowAdded: function(workspace, win) {
let metaWindow = this._windowClone.metaWindow;
if (win.get_transient_for() == metaWindow) {
workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
// use an idle handler to avoid mapping problems -
// see comment in Workspace._windowAdded
Mainloop.idle_add(Lang.bind(this,
function() {
this._windowClone.emit('selected');
return false;
}));
}
},
_onDestroy: function() {
if (this._windowAddedId > 0) {
this._workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
}
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this._windowClone.metaWindow.disconnect(this._updateCaptionId);
this.title.destroy();
this.closeButton.destroy();
this.border.destroy();
},
_animateVisible: function() {
this._parentActor.raise_top();
if (this._windowCanClose()) {
this.closeButton.show();
this.closeButton.opacity = 0;
Tweener.addTween(this.closeButton,
{ opacity: 255,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeOutQuad' });
}
this.border.show();
this.border.opacity = 0;
Tweener.addTween(this.border,
{ opacity: 255,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeOutQuad' });
this.title.add_style_pseudo_class('hover');
},
_animateInvisible: function() {
this.closeButton.opacity = 255;
Tweener.addTween(this.closeButton,
{ opacity: 0,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeInQuad' });
this.border.opacity = 255;
Tweener.addTween(this.border,
{ opacity: 0,
time: CLOSE_BUTTON_FADE_TIME,
transition: 'easeInQuad' });
this.title.remove_style_pseudo_class('hover');
},
_onEnter: function() {
// We might get enter events on the clone while the overlay is
// hidden, e.g. during animations, we ignore these events,
// as the close button will be shown as needed when the overlays
// are shown again
if (this._hidden)
return;
this._animateVisible();
this.emit('show-close-button');
},
_onLeave: function() {
if (this._idleToggleCloseId == 0)
this._idleToggleCloseId = Mainloop.timeout_add(750, Lang.bind(this, this._idleToggleCloseButton));
},
_idleToggleCloseButton: function() {
this._idleToggleCloseId = 0;
if (!this._windowClone.actor.has_pointer &&
!this.closeButton.has_pointer)
this._animateInvisible();
return false;
},
hideCloseButton: function() {
if (this._idleToggleCloseId > 0) {
Mainloop.source_remove(this._idleToggleCloseId);
this._idleToggleCloseId = 0;
}
this.closeButton.hide();
this.border.hide();
this.title.remove_style_pseudo_class('hover');
},
_onStyleChanged: function() {
let titleNode = this.title.get_theme_node();
this.title._spacing = titleNode.get_length('-shell-caption-spacing');
let closeNode = this.closeButton.get_theme_node();
this.closeButton._overlap = closeNode.get_length('-shell-close-overlap');
let borderNode = this.border.get_theme_node();
this.borderSize = borderNode.get_border_width(St.Side.TOP);
this._parentActor.queue_relayout();
}
});
Signals.addSignalMethods(WindowOverlay.prototype);
const WindowPositionFlags = {
NONE: 0,
INITIAL: 1 << 0,
ANIMATE: 1 << 1
};
// Window Thumbnail Layout Algorithm
// =================================
//
// General overview
// ----------------
//
// The window thumbnail layout algorithm calculates some optimal layout
// by computing layouts with some number of rows, calculating how good
// each layout is, and stopping iterating when it finds one that is worse
// than the previous layout. A layout consists of which windows are in
// which rows, row sizes and other general state tracking that would make
// calculating window positions from this information fairly easy.
//
// We don't compute some global order of windows right now for optimal
// travel when animating into the overview; windows are assumed to be
// in some stable order.
//
// After a layout is computed that's considered the best layout, we
// compute the layout scale to fit it in the area, and then compute
// slots (sizes and positions) for each thumbnail.
//
// Layout generation
// -----------------
//
// Layout generation is naive and simple: we simply add windows to a row
// until we've added too many windows to a row, and then make a new row,
// until we have our required N rows. The potential issue with this strategy
// is that we may have too many windows at the bottom in some pathological
// cases, which tends to make the thumbnails have the shape of a pile of
// sand with a peak, with one window at the top.
//
// Scaling factors
// ---------------
//
// Thumbnail position is mostly straightforward -- the main issue is
// computing an optimal scale for each window that fits the constraints,
// and doesn't make the thumbnail too small to see. There are two factors
// involved in thumbnail scale to make sure that these two goals are met:
// the window scale (calculated by _computeWindowScale) and the layout
// scale (calculated by computeSizeAndScale).
//
// The calculation logic becomes slightly more complicated because row
// and column spacing are not scaled, they're constant, so we can't
// simply generate a bunch of window positions and then scale it. In
// practice, it's not too bad -- we can simply try to fit the layout
// in the input area minus whatever spacing we have, and then add
// it back afterwards.
//
// The window scale is constant for the window's size regardless of the
// input area or the layout scale or rows or anything else, and right
// now just enlarges the window if it's too small. The fact that this
// factor is stable makes it easy to calculate, so there's no sense
// in not applying it in most calculations.
//
// The layout scale depends on the input area, the rows, etc, but is the
// same for the entire layout, rather than being per-window. After
// generating the rows of windows, we basically do some basic math to
// fit the full, unscaled layout to the input area, as described above.
//
// With these two factors combined, the final scale of each thumbnail is
// simply windowScale * layoutScale... almost.
//
// There's one additional constraint: the thumbnail scale must never be
// larger than WINDOW_CLONE_MAXIMUM_SCALE, which means that the inequality:
//
// windowScale * layoutScale <= WINDOW_CLONE_MAXIMUM_SCALE
//
// must always be true. This is for each individual window -- while we
// could adjust layoutScale to make the largest thumbnail smaller than
// WINDOW_CLONE_MAXIMUM_SCALE, it would shrink windows which are already
// under the inequality. To solve this, we simply cheat: we simply keep
// each window's "cell" area to be the same, but we shrink the thumbnail
// and center it horizontally, and align it to the bottom vertically.
const LayoutStrategy = new Lang.Class({
Name: 'LayoutStrategy',
Abstract: true,
_init: function(monitor, rowSpacing, columnSpacing) {
this._monitor = monitor;
this._rowSpacing = rowSpacing;
this._columnSpacing = columnSpacing;
},
_newRow: function() {
// Row properties:
//
// * x, y are the position of row, relative to area
//
// * width, height are the scaled versions of fullWidth, fullHeight
//
// * width also has the spacing in between windows. It's not in
// fullWidth, as the spacing is constant, whereas fullWidth is
// meant to be scaled
//
// * neither height/fullHeight have any sort of spacing or padding
return { x: 0, y: 0,
width: 0, height: 0,
fullWidth: 0, fullHeight: 0,
windows: [] };
},
// Computes and returns an individual scaling factor for @window,
// to be applied in addition to the overal layout scale.
_computeWindowScale: function(window) {
// Since we align windows next to each other, the height of the
// thumbnails is much more important to preserve than the width of
// them, so two windows with equal height, but maybe differering
// widths line up.
let ratio = window.actor.height / this._monitor.height;
// The purpose of this manipulation here is to prevent windows
// from getting too small. For something like a calculator window,
// we need to bump up the size just a bit to make sure it looks
// good. We'll use a multiplier of 1.5 for this.
// Map from [0, 1] to [1.5, 1]
return _interpolate(1.5, 1, ratio);
},
// Compute the size of each row, by assigning to the properties
// row.width, row.height, row.fullWidth, row.fullHeight, and
// (optionally) for each row in @layout.rows. This method is
// intended to be called by subclasses.
_computeRowSizes: function(layout) {
throw new Error('_computeRowSizes not implemented');
},
// Compute strategy-specific window slots for each window in
// @windows, given the @layout. The strategy may also use @layout
// as strategy-specific storage.
//
// This must calculate:
// * maxColumns - The maximum number of columns used by the layout.
// * gridWidth - The total width used by the grid, unscaled, unspaced.
// * gridHeight - The totial height used by the grid, unscaled, unspaced.
// * rows - A list of rows, which should be instantiated by _newRow.
computeLayout: function(windows, layout) {
throw new Error('computeLayout not implemented');
},
// Given @layout, compute the overall scale and space of the layout.
// The scale is the individual, non-fancy scale of each window, and
// the space is the percentage of the available area eventually
// used by the layout.
// This method does not return anything, but instead installs
// the properties "scale" and "space" on @layout directly.
//
// Make sure to call this methods before calling computeWindowSlots(),
// as it depends on the scale property installed in @layout here.
computeScaleAndSpace: function(layout) {
let area = layout.area;
let hspacing = (layout.maxColumns - 1) * this._columnSpacing;
let vspacing = (layout.numRows - 1) * this._rowSpacing;
let spacedWidth = area.width - hspacing;
let spacedHeight = area.height - vspacing;
let horizontalScale = spacedWidth / layout.gridWidth;
let verticalScale = spacedHeight / layout.gridHeight;
// Thumbnails should be less than 70% of the original size
let scale = Math.min(horizontalScale, verticalScale, WINDOW_CLONE_MAXIMUM_SCALE);
let scaledLayoutWidth = layout.gridWidth * scale + hspacing;
let scaledLayoutHeight = layout.gridHeight * scale + vspacing;
let space = (scaledLayoutWidth * scaledLayoutHeight) / (area.width * area.height);
layout.scale = scale;
layout.space = space;
},
computeWindowSlots: function(layout, area) {
this._computeRowSizes(layout);
let { rows: rows, scale: scale } = layout;
let slots = [];
// Do this in three parts.
let height = 0;
for (let i = 0; i < rows.length; i++) {
let row = rows[i];
height += row.height + this._rowSpacing;
}
height -= this._rowSpacing;
let y = 0;
for (let i = 0; i < rows.length; i++) {
let row = rows[i];
// If this window layout row doesn't fit in the actual
// geometry, then apply an additional scale to it.
row.additionalScale = Math.min(1, area.width / row.width, area.height / height);
row.x = area.x + (Math.max(area.width - row.width, 0) / 2) * row.additionalScale;
row.y = area.y + (y + Math.max(area.height - height, 0) / 2) * row.additionalScale;
y += row.height + this._rowSpacing;
}
for (let i = 0; i < rows.length; i++) {
let row = rows[i];
let x = row.x;
for (let j = 0; j < row.windows.length; j++) {
let window = row.windows[j];
let s = scale * this._computeWindowScale(window) * row.additionalScale;
let cellWidth = window.actor.width * s;
let cellHeight = window.actor.height * s;
s = Math.min(s, WINDOW_CLONE_MAXIMUM_SCALE);
let cloneWidth = window.actor.width * s;
let cloneX = x + (cellWidth - cloneWidth) / 2;
let cloneY = row.y + row.height - cellHeight;
slots.push([cloneX, cloneY, s, window]);
x += cellWidth + this._columnSpacing;
}
}
return slots;
}
});
const UnalignedLayoutStrategy = new Lang.Class({
Name: 'UnalignedLayoutStrategy',
Extends: LayoutStrategy,
_computeRowSizes: function(layout) {
let { rows: rows, scale: scale } = layout;
for (let i = 0; i < rows.length; i++) {
let row = rows[i];
row.width = row.fullWidth * scale + (row.windows.length - 1) * this._columnSpacing;
row.height = row.fullHeight * scale;
}
},
_keepSameRow: function(row, window, width, idealRowWidth) {
if (row.fullWidth + width <= idealRowWidth)
return true;
let oldRatio = row.fullWidth / idealRowWidth;
let newRatio = (row.fullWidth + width) / idealRowWidth;
if (Math.abs(1 - newRatio) < Math.abs(1 - oldRatio))
return true;
return false;
},
_sortRow: function(row) {
// Sort windows horizontally to minimize travel distance
row.windows.sort(function(a, b) {
return a.realWindow.x - b.realWindow.x;
});
},
computeLayout: function(windows, layout) {
let numRows = layout.numRows;
let rows = [];
let totalWidth = 0;
for (let i = 0; i < windows.length; i++) {
let window = windows[i];
let s = this._computeWindowScale(window);
totalWidth += window.actor.width * s;
}
let idealRowWidth = totalWidth / numRows;
let windowIdx = 0;
for (let i = 0; i < numRows; i++) {
let col = 0;
let row = this._newRow();
rows.push(row);
for (; windowIdx < windows.length; windowIdx++) {
let window = windows[windowIdx];
let s = this._computeWindowScale(window);
let width = window.actor.width * s;
let height = window.actor.height * s;
row.fullHeight = Math.max(row.fullHeight, height);
// either new width is < idealWidth or new width is nearer from idealWidth then oldWidth
if (this._keepSameRow(row, window, width, idealRowWidth) || (i == numRows - 1)) {
row.windows.push(window);
row.fullWidth += width;
} else {
break;
}
}
}
let gridHeight = 0;
let maxRow;
for (let i = 0; i < numRows; i++) {
let row = rows[i];
this._sortRow(row);
if (!maxRow || row.fullWidth > maxRow.fullWidth)
maxRow = row;
gridHeight += row.fullHeight;
}
layout.rows = rows;
layout.maxColumns = maxRow.windows.length;
layout.gridWidth = maxRow.fullWidth;
layout.gridHeight = gridHeight;
}
});
function padArea(area, padding) {
return {
x: area.x + padding.left,
y: area.y + padding.top,
width: area.width - padding.left - padding.right,
height: area.height - padding.top - padding.bottom,
};
}
function rectEqual(one, two) {
if (one == two)
return true;
if (!one || !two)
return false;
return (one.x == two.x &&
one.y == two.y &&
one.width == two.width &&
one.height == two.height);
}
/**
* @metaWorkspace: a #Meta.Workspace, or null
*/
const Workspace = new Lang.Class({
Name: 'Workspace',
_init : function(metaWorkspace, monitorIndex) {
// When dragging a window, we use this slot for reserve space.
this._reservedSlot = null;
this.metaWorkspace = metaWorkspace;
// The full geometry is the geometry we should try and position
// windows for. The actual geometry we allocate may be less than
// this, like if the workspace switcher is slid out.
this._fullGeometry = null;
// The actual geometry is the geometry we need to arrange windows
// in. If this is a smaller area than the full geometry, we'll
// do some simple aspect ratio like math to fit the layout calculated
// for the full geometry into this area.
this._actualGeometry = null;
this._currentLayout = null;
this.monitorIndex = monitorIndex;
this._monitor = Main.layoutManager.monitors[this.monitorIndex];
this._windowOverlaysGroup = new Clutter.Actor();
// Without this the drop area will be overlapped.
this._windowOverlaysGroup.set_size(0, 0);
this.actor = new St.Widget({ style_class: 'window-picker' });
if (monitorIndex != Main.layoutManager.primaryIndex)
this.actor.add_style_class_name('external-monitor');
this.actor.set_size(0, 0);
this._dropRect = new Clutter.Actor({ opacity: 0 });
this._dropRect._delegate = this;
this.actor.add_actor(this._dropRect);
this.actor.add_actor(this._windowOverlaysGroup);
this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
let windows = global.get_window_actors().filter(this._isMyWindow, this);
// Create clones for windows that should be
// visible in the Overview
this._windows = [];
this._windowOverlays = [];
for (let i = 0; i < windows.length; i++) {
if (this._isOverviewWindow(windows[i])) {
this._addWindowClone(windows[i], true);
}
}
// Track window changes
if (this.metaWorkspace) {
this._windowAddedId = this.metaWorkspace.connect('window-added',
Lang.bind(this, this._windowAdded));
this._windowRemovedId = this.metaWorkspace.connect('window-removed',
Lang.bind(this, this._windowRemoved));
}
this._windowEnteredMonitorId = global.screen.connect('window-entered-monitor',
Lang.bind(this, this._windowEnteredMonitor));
this._windowLeftMonitorId = global.screen.connect('window-left-monitor',
Lang.bind(this, this._windowLeftMonitor));
this._repositionWindowsId = 0;
this.leavingOverview = false;
this._positionWindowsFlags = 0;
this._positionWindowsId = 0;
},
setFullGeometry: function(geom) {
if (rectEqual(this._fullGeometry, geom))
return;
this._fullGeometry = geom;
this._recalculateWindowPositions(WindowPositionFlags.NONE);
},
setActualGeometry: function(geom) {
if (rectEqual(this._actualGeometry, geom))
return;
this._actualGeometry = geom;
if (this._actualGeometryLater)
return;
this._actualGeometryLater = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this, function() {
let geom = this._actualGeometry;
this._dropRect.set_position(geom.x, geom.y);
this._dropRect.set_size(geom.width, geom.height);
this._updateWindowPositions(Main.overview.animationInProgress ? WindowPositionFlags.ANIMATE : WindowPositionFlags.NONE);
this._actualGeometryLater = 0;
return false;
}));
},
_lookupIndex: function (metaWindow) {
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i].metaWindow == metaWindow) {
return i;
}
}
return -1;
},
containsMetaWindow: function (metaWindow) {
return this._lookupIndex(metaWindow) >= 0;
},
isEmpty: function() {
return this._windows.length == 0;
},
setReservedSlot: function(clone) {
if (this._reservedSlot == clone)
return;
if (clone && this.containsMetaWindow(clone.metaWindow))
clone = null;
this._reservedSlot = clone;
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
},
_recalculateWindowPositions: function(flags) {
this._positionWindowsFlags |= flags;
if (this._positionWindowsId > 0)
return;
this._positionWindowsId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this, function() {
this._realRecalculateWindowPositions(this._positionWindowsFlags);
this._positionWindowsFlags = 0;
this._positionWindowsId = 0;
return false;
}));
},
_realRecalculateWindowPositions: function(flags) {
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
let clones = this._windows.slice();
if (clones.length == 0)
return;
clones.sort(function(a, b) {
return a.metaWindow.get_stable_sequence() - b.metaWindow.get_stable_sequence();
});
if (this._reservedSlot)
clones.push(this._reservedSlot);
this._currentLayout = this._computeLayout(clones);
this._updateWindowPositions(flags);
},
_updateWindowPositions: function(flags) {
if (this._currentLayout == null) {
this._recalculateWindowPositions(flags);
return;
}
let initialPositioning = flags & WindowPositionFlags.INITIAL;
let animate = flags & WindowPositionFlags.ANIMATE;
let layout = this._currentLayout;
let strategy = layout.strategy;
let [, , padding] = this._getSpacingAndPadding();
let area = padArea(this._actualGeometry, padding);
let slots = strategy.computeWindowSlots(layout, area);
let currentWorkspace = global.screen.get_active_workspace();
let isOnCurrentWorkspace = this.metaWorkspace == null || this.metaWorkspace == currentWorkspace;
for (let i = 0; i < slots.length; i++) {
let slot = slots[i];
let [x, y, scale, clone] = slot;
let metaWindow = clone.metaWindow;
let overlay = clone.overlay;
clone.slotId = i;
// Positioning a window currently being dragged must be avoided;
// we'll just leave a blank spot in the layout for it.
if (clone.inDrag)
continue;
let cloneWidth = clone.actor.width * scale;
let cloneHeight = clone.actor.height * scale;
clone.slot = [x, y, cloneWidth, cloneHeight];
if (overlay && (initialPositioning || !clone.positioned))
overlay.hide();
if (!clone.positioned) {
// This window appeared after the overview was already up
// Grow the clone from the center of the slot
clone.actor.x = x + cloneWidth / 2;
clone.actor.y = y + cloneHeight / 2;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.positioned = true;
}
if (animate && isOnCurrentWorkspace) {
if (!metaWindow.showing_on_its_workspace()) {
/* Hidden windows should fade in and grow
* therefore we need to resize them now so they
* can be scaled up later */
if (initialPositioning) {
clone.actor.opacity = 0;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.actor.x = x;
clone.actor.y = y;
}
Tweener.addTween(clone.actor,
{ opacity: 255,
time: Overview.ANIMATION_TIME,
transition: 'easeInQuad'
});
}
this._animateClone(clone, overlay, x, y, scale, initialPositioning);
} else {
// cancel any active tweens (otherwise they might override our changes)
Tweener.removeTweens(clone.actor);
clone.actor.set_position(x, y);
clone.actor.set_scale(scale, scale);
clone.actor.set_opacity(255);
clone.overlay.relayout(false);
this._showWindowOverlay(clone, overlay);
}
}
},
syncStacking: function(stackIndices) {
let clones = this._windows.slice();
clones.sort(function (a, b) { return stackIndices[a.metaWindow.get_stable_sequence()] - stackIndices[b.metaWindow.get_stable_sequence()]; });
for (let i = 0; i < clones.length; i++) {
let clone = clones[i];
let metaWindow = clone.metaWindow;
if (i == 0) {
clone.setStackAbove(this._dropRect);
} else {
let previousClone = clones[i - 1];
clone.setStackAbove(previousClone.actor);
}
}
},
_animateClone: function(clone, overlay, x, y, scale, initialPositioning) {
Tweener.addTween(clone.actor,
{ x: x,
y: y,
scale_x: scale,
scale_y: scale,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: Lang.bind(this, function() {
this._showWindowOverlay(clone, overlay);
})
});
clone.overlay.relayout(true);
},
_showWindowOverlay: function(clone, overlay) {
if (clone.inDrag)
return;
if (overlay && overlay._hidden)
overlay.show();
},
_delayedWindowRepositioning: function() {
let [x, y, mask] = global.get_pointer();
let pointerHasMoved = (this._cursorX != x && this._cursorY != y);
let inWorkspace = (this._fullGeometry.x < x && x < this._fullGeometry.x + this._fullGeometry.width &&
this._fullGeometry.y < y && y < this._fullGeometry.y + this._fullGeometry.height);
if (pointerHasMoved && inWorkspace) {
// store current cursor position
this._cursorX = x;
this._cursorY = y;
return true;
}
let actorUnderPointer = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
for (let i = 0; i < this._windows.length; i++) {
if (this._windows[i].actor == actorUnderPointer)
return true;
}
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
this._repositionWindowsId = 0;
return false;
},
_doRemoveWindow : function(metaWin) {
let win = metaWin.get_compositor_private();
// find the position of the window in our list
let index = this._lookupIndex (metaWin);
if (index == -1)
return;
// Check if window still should be here
if (win && this._isMyWindow(win))
return;
let clone = this._windows[index];
this._windows.splice(index, 1);
this._windowOverlays.splice(index, 1);
// If metaWin.get_compositor_private() returned non-NULL, that
// means the window still exists (and is just being moved to
// another workspace or something), so set its overviewHint
// accordingly. (If it returned NULL, then the window is being
// destroyed; we'd like to animate this, but it's too late at
// this point.)
if (win) {
let [stageX, stageY] = clone.actor.get_transformed_position();
let [stageWidth, stageHeight] = clone.actor.get_transformed_size();
win._overviewHint = {
x: stageX,
y: stageY,
scale: stageWidth / clone.actor.width
};
}
clone.destroy();
// We need to reposition the windows; to avoid shuffling windows
// around while the user is interacting with the workspace, we delay
// the positioning until the pointer remains still for at least 750 ms
// or is moved outside the workspace
// remove old handler
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
// setup new handler
let [x, y, mask] = global.get_pointer();
this._cursorX = x;
this._cursorY = y;
this._currentLayout = null;
this._repositionWindowsId = Mainloop.timeout_add(750,
Lang.bind(this, this._delayedWindowRepositioning));
},
_doAddWindow : function(metaWin) {
if (this.leavingOverview)
return;
let win = metaWin.get_compositor_private();
if (!win) {
// Newly-created windows are added to a workspace before
// the compositor finds out about them...
Mainloop.idle_add(Lang.bind(this,
function () {
if (this.actor &&
metaWin.get_compositor_private() &&
metaWin.get_workspace() == this.metaWorkspace)
this._doAddWindow(metaWin);
return false;
}));
return;
}
// We might have the window in our list already if it was on all workspaces and
// now was moved to this workspace
if (this._lookupIndex (metaWin) != -1)
return;
if (!this._isMyWindow(win) || !this._isOverviewWindow(win))
return;
let [clone, overlay] = this._addWindowClone(win, false);
if (win._overviewHint) {
let x = win._overviewHint.x - this.actor.x;
let y = win._overviewHint.y - this.actor.y;
let scale = win._overviewHint.scale;
delete win._overviewHint;
clone.slot = [x, y, clone.actor.width * scale, clone.actor.height * scale];
clone.positioned = true;
clone.actor.set_position (x, y);
clone.actor.set_scale (scale, scale);
clone.overlay.relayout(false);
}
this._currentLayout = null;
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE);
},
_windowAdded : function(metaWorkspace, metaWin) {
this._doAddWindow(metaWin);
},
_windowRemoved : function(metaWorkspace, metaWin) {
this._doRemoveWindow(metaWin);
},
_windowEnteredMonitor : function(metaScreen, monitorIndex, metaWin) {
if (monitorIndex == this.monitorIndex) {
this._doAddWindow(metaWin);
}
},
_windowLeftMonitor : function(metaScreen, monitorIndex, metaWin) {
if (monitorIndex == this.monitorIndex) {
this._doRemoveWindow(metaWin);
}
},
// check for maximized windows on the workspace
hasMaximizedWindows: function() {
for (let i = 0; i < this._windows.length; i++) {
let metaWindow = this._windows[i].metaWindow;
if (metaWindow.showing_on_its_workspace() &&
metaWindow.maximized_horizontally &&
metaWindow.maximized_vertically)
return true;
}
return false;
},
// Animate the full-screen to Overview transition.
zoomToOverview : function() {
// Position and scale the windows.
this._recalculateWindowPositions(WindowPositionFlags.ANIMATE | WindowPositionFlags.INITIAL);
},
// Animates the return from Overview mode
zoomFromOverview : function() {
let currentWorkspace = global.screen.get_active_workspace();
this.leavingOverview = true;
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
Tweener.removeTweens(clone.actor);
}
if (this._repositionWindowsId > 0) {
Mainloop.source_remove(this._repositionWindowsId);
this._repositionWindowsId = 0;
}
this._overviewHiddenId = Main.overview.connect('hidden', Lang.bind(this,
this._doneLeavingOverview));
if (this.metaWorkspace != null && this.metaWorkspace != currentWorkspace)
return;
// Position and scale the windows.
for (let i = 0; i < this._windows.length; i++) {
let clone = this._windows[i];
let overlay = this._windowOverlays[i];
if (overlay)
overlay.hide();
if (clone.metaWindow.showing_on_its_workspace()) {
Tweener.addTween(clone.actor,
{ x: clone.origX,
y: clone.origY,
scale_x: 1.0,
scale_y: 1.0,
time: Overview.ANIMATION_TIME,
opacity: 255,
transition: 'easeOutQuad'
});
} else {
// The window is hidden, make it shrink and fade it out
Tweener.addTween(clone.actor,
{ scale_x: 0,
scale_y: 0,
opacity: 0,
time: Overview.ANIMATION_TIME,
transition: 'easeOutQuad'
});
}
}
},
destroy : function() {
this.actor.destroy();
},
_onDestroy: function(actor) {
if (this._overviewHiddenId) {
Main.overview.disconnect(this._overviewHiddenId);
this._overviewHiddenId = 0;
}
Tweener.removeTweens(actor);
if (this.metaWorkspace) {
this.metaWorkspace.disconnect(this._windowAddedId);
this.metaWorkspace.disconnect(this._windowRemovedId);
}
global.screen.disconnect(this._windowEnteredMonitorId);
global.screen.disconnect(this._windowLeftMonitorId);
if (this._repositionWindowsId > 0)
Mainloop.source_remove(this._repositionWindowsId);
if (this._positionWindowsId > 0)
Meta.later_remove(this._positionWindowsId);
if (this._actualGeometryLater > 0)
Meta.later_remove(this._actualGeometryLater);
this._windows = [];
},
// Sets this.leavingOverview flag to false.
_doneLeavingOverview : function() {
this.leavingOverview = false;
},
// Tests if @actor belongs to this workspaces and monitor
_isMyWindow : function (actor) {
let win = actor.meta_window;
return (this.metaWorkspace == null || win.located_on_workspace(this.metaWorkspace)) &&
(win.get_monitor() == this.monitorIndex);
},
// Tests if @win should be shown in the Overview
_isOverviewWindow : function (win) {
let tracker = Shell.WindowTracker.get_default();
return tracker.is_window_interesting(win.get_meta_window());
},
// Create a clone of a (non-desktop) window and add it to the window list
_addWindowClone : function(win, positioned) {
let clone = new WindowClone(win, this);
let overlay = new WindowOverlay(clone, this._windowOverlaysGroup);
clone.overlay = overlay;
clone.positioned = positioned;
clone.connect('selected',
Lang.bind(this, this._onCloneSelected));
clone.connect('drag-begin',
Lang.bind(this, function() {
Main.overview.beginWindowDrag(clone);
overlay.hide();
}));
clone.connect('drag-cancelled',
Lang.bind(this, function() {
Main.overview.cancelledWindowDrag(clone);
}));
clone.connect('drag-end',
Lang.bind(this, function() {
Main.overview.endWindowDrag(clone);
overlay.show();
}));
clone.connect('size-changed',
Lang.bind(this, function() {
this._recalculateWindowPositions(WindowPositionFlags.NONE);
}));
this.actor.add_actor(clone.actor);
overlay.connect('show-close-button', Lang.bind(this, this._onShowOverlayClose));
if (this._windows.length == 0)
clone.setStackAbove(null);
else
clone.setStackAbove(this._windows[this._windows.length - 1].actor);
this._windows.push(clone);
this._windowOverlays.push(overlay);
return [clone, overlay];
},
_onShowOverlayClose: function (windowOverlay) {
for (let i = 0; i < this._windowOverlays.length; i++) {
let overlay = this._windowOverlays[i];
if (overlay == windowOverlay)
continue;
overlay.hideCloseButton();
}
},
_isBetterLayout: function(oldLayout, newLayout) {
if (oldLayout.scale === undefined)
return true;
let spacePower = (newLayout.space - oldLayout.space) * LAYOUT_SPACE_WEIGHT;
let scalePower = (newLayout.scale - oldLayout.scale) * LAYOUT_SCALE_WEIGHT;
if (newLayout.scale > oldLayout.scale && newLayout.space > oldLayout.space) {
// Win win -- better scale and better space
return true;
} else if (newLayout.scale > oldLayout.scale && newLayout.space <= oldLayout.space) {
// Keep new layout only if scale gain outweights aspect space loss
return scalePower > spacePower;
} else if (newLayout.scale <= oldLayout.scale && newLayout.space > oldLayout.space) {
// Keep new layout only if aspect space gain outweights scale loss
return spacePower > scalePower;
} else {
// Lose -- worse scale and space
return false;
}
},
_getBestLayout: function(windows, area, rowSpacing, columnSpacing) {
// We look for the largest scale that allows us to fit the
// largest row/tallest column on the workspace.
let lastLayout = {};
let strategy = new UnalignedLayoutStrategy(this._monitor, rowSpacing, columnSpacing);
for (let numRows = 1; ; numRows++) {
let numColumns = Math.ceil(windows.length / numRows);
// If adding a new row does not change column count just stop
// (for instance: 9 windows, with 3 rows -> 3 columns, 4 rows ->
// 3 columns as well => just use 3 rows then)
if (numColumns == lastLayout.numColumns)
break;
let layout = { area: area, strategy: strategy, numRows: numRows, numColumns: numColumns };
strategy.computeLayout(windows, layout);
strategy.computeScaleAndSpace(layout);
if (!this._isBetterLayout(lastLayout, layout))
break;
lastLayout = layout;
}
return lastLayout;
},
_getSpacingAndPadding: function() {
let node = this.actor.get_theme_node();
// Window grid spacing
let columnSpacing = node.get_length('-horizontal-spacing');
let rowSpacing = node.get_length('-vertical-spacing');
let padding = {
left: node.get_padding(St.Side.LEFT),
top: node.get_padding(St.Side.TOP),
bottom: node.get_padding(St.Side.BOTTOM),
right: node.get_padding(St.Side.RIGHT),
};
let closeButtonHeight, captionHeight;
let leftBorder, rightBorder;
// All of the overlays have the same chrome sizes,
// so just pick the first one.
let overlay = this._windowOverlays[0];
[closeButtonHeight, captionHeight] = overlay.chromeHeights();
[leftBorder, rightBorder] = overlay.chromeWidths();
rowSpacing += captionHeight;
columnSpacing += (rightBorder + leftBorder) / 2;
padding.top += closeButtonHeight;
padding.bottom += captionHeight;
padding.left += leftBorder;
padding.right += rightBorder;
return [rowSpacing, columnSpacing, padding];
},
_computeLayout: function(windows) {
let [rowSpacing, columnSpacing, padding] = this._getSpacingAndPadding();
let area = padArea(this._fullGeometry, padding);
return this._getBestLayout(windows, area, rowSpacing, columnSpacing);
},
_onCloneSelected : function (clone, time) {
let wsIndex = undefined;
if (this.metaWorkspace)
wsIndex = this.metaWorkspace.index();
Main.activateWindow(clone.metaWindow, time, wsIndex);
},
// Draggable target interface
handleDragOver : function(source, actor, x, y, time) {
if (source.realWindow && !this._isMyWindow(source.realWindow))
return DND.DragMotionResult.MOVE_DROP;
if (source.shellWorkspaceLaunch)
return DND.DragMotionResult.COPY_DROP;
return DND.DragMotionResult.CONTINUE;
},
acceptDrop : function(source, actor, x, y, time) {
if (source.realWindow) {
let win = source.realWindow;
if (this._isMyWindow(win))
return false;
// Set a hint on the Mutter.Window so its initial position
// in the new workspace will be correct
win._overviewHint = {
x: actor.x,
y: actor.y,
scale: actor.scale_x
};
let metaWindow = win.get_meta_window();
// We need to move the window before changing the workspace, because
// the move itself could cause a workspace change if the window enters
// the primary monitor
if (metaWindow.get_monitor() != this.monitorIndex)
metaWindow.move_to_monitor(this.monitorIndex);
let index = this.metaWorkspace ? this.metaWorkspace.index() : global.screen.get_active_workspace_index();
metaWindow.change_workspace_by_index(index, false);
return true;
} else if (source.shellWorkspaceLaunch) {
source.shellWorkspaceLaunch({ workspace: this.metaWorkspace ? this.metaWorkspace.index() : -1,
timestamp: time });
return true;
}
return false;
}
});
Signals.addSignalMethods(Workspace.prototype);