gnome-shell/js/ui/layout.js
Giovanni Campagna 17c46c2452 Port everything to class framework
The last patch in the sequence. Every place that was previously
setting prototype has been ported to Lang.Class, to make code more
concise and allow for better toString().

https://bugzilla.gnome.org/show_bug.cgi?id=664436
2011-11-24 09:50:04 +01:00

979 lines
36 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 Shell = imports.gi.Shell;
const Signals = imports.signals;
const St = imports.gi.St;
const Main = imports.ui.main;
const Params = imports.misc.params;
const ScreenSaver = imports.misc.screenSaver;
const Tweener = imports.ui.tweener;
const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
const STARTUP_ANIMATION_TIME = 0.2;
const KEYBOARD_ANIMATION_TIME = 0.5;
const LayoutManager = new Lang.Class({
Name: 'LayoutManager',
_init: function () {
this._rtl = (St.Widget.get_default_direction() == St.TextDirection.RTL);
this.monitors = [];
this.primaryMonitor = null;
this.primaryIndex = -1;
this._hotCorners = [];
this._leftPanelBarrier = 0;
this._rightPanelBarrier = 0;
this._trayBarrier = 0;
this._chrome = new Chrome(this);
this.panelBox = new St.BoxLayout({ name: 'panelBox',
vertical: true });
this.addChrome(this.panelBox, { affectsStruts: true });
this.panelBox.connect('allocation-changed',
Lang.bind(this, this._updatePanelBarriers));
this.trayBox = new St.BoxLayout({ name: 'trayBox' });
this.addChrome(this.trayBox, { visibleInFullscreen: true });
this.trayBox.connect('allocation-changed',
Lang.bind(this, this._updateTrayBarrier));
this.keyboardBox = new St.BoxLayout({ name: 'keyboardBox',
reactive: true,
track_hover: true });
this.addChrome(this.keyboardBox, { visibleInFullscreen: true });
this._keyboardHeightNotifyId = 0;
global.screen.connect('monitors-changed',
Lang.bind(this, this._monitorsChanged));
this._monitorsChanged();
},
// This is called by Main after everything else is constructed;
// Chrome.init() needs access to Main.overview, which didn't exist
// yet when the LayoutManager was constructed.
init: function() {
this._chrome.init();
this._startupAnimation();
},
_updateMonitors: function() {
let screen = global.screen;
this.monitors = [];
let nMonitors = screen.get_n_monitors();
for (let i = 0; i < nMonitors; i++)
this.monitors.push(screen.get_monitor_geometry(i));
if (nMonitors == 1) {
this.primaryIndex = this.bottomIndex = 0;
} else {
// If there are monitors below the primary, then we need
// to split primary from bottom.
this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (this._isAboveOrBelowPrimary(monitor)) {
if (monitor.y > this.monitors[this.bottomIndex].y)
this.bottomIndex = i;
}
}
}
this.primaryMonitor = this.monitors[this.primaryIndex];
this.bottomMonitor = this.monitors[this.bottomIndex];
},
_updateHotCorners: function() {
// destroy old hot corners
for (let i = 0; i < this._hotCorners.length; i++)
this._hotCorners[i].destroy();
this._hotCorners = [];
// build new hot corners
for (let i = 0; i < this.monitors.length; i++) {
if (i == this.primaryIndex)
continue;
let monitor = this.monitors[i];
let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
let cornerY = monitor.y;
let haveTopLeftCorner = true;
// Check if we have a top left (right for RTL) corner.
// I.e. if there is no monitor directly above or to the left(right)
let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
let besideY = cornerY;
let aboveX = cornerX;
let aboveY = cornerY - 1;
for (let j = 0; j < this.monitors.length; j++) {
if (i == j)
continue;
let otherMonitor = this.monitors[j];
if (besideX >= otherMonitor.x &&
besideX < otherMonitor.x + otherMonitor.width &&
besideY >= otherMonitor.y &&
besideY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
if (aboveX >= otherMonitor.x &&
aboveX < otherMonitor.x + otherMonitor.width &&
aboveY >= otherMonitor.y &&
aboveY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
}
if (!haveTopLeftCorner)
continue;
let corner = new HotCorner();
this._hotCorners.push(corner);
corner.actor.set_position(cornerX, cornerY);
this._chrome.addActor(corner.actor);
}
},
_updateBoxes: function() {
this.panelBox.set_position(this.primaryMonitor.x, this.primaryMonitor.y);
this.panelBox.set_size(this.primaryMonitor.width, -1);
this.keyboardBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.keyboardBox.set_size(this.bottomMonitor.width, -1);
this.trayBox.set_position(this.bottomMonitor.x,
this.bottomMonitor.y + this.bottomMonitor.height);
this.trayBox.set_size(this.bottomMonitor.width, -1);
// Set trayBox's clip to show things above it, but not below
// it (so it's not visible behind the keyboard). The exact
// height of the clip doesn't matter, as long as it's taller
// than any Notification.actor.
this.trayBox.set_clip(0, -this.bottomMonitor.height,
this.bottomMonitor.width, this.bottomMonitor.height);
},
_updatePanelBarriers: function() {
if (this._leftPanelBarrier)
global.destroy_pointer_barrier(this._leftPanelBarrier);
if (this._rightPanelBarrier)
global.destroy_pointer_barrier(this._rightPanelBarrier);
if (this.panelBox.height) {
let primary = this.primaryMonitor;
this._leftPanelBarrier =
global.create_pointer_barrier(primary.x, primary.y,
primary.x, primary.y + this.panelBox.height,
1 /* BarrierPositiveX */);
this._rightPanelBarrier =
global.create_pointer_barrier(primary.x + primary.width, primary.y,
primary.x + primary.width, primary.y + this.panelBox.height,
4 /* BarrierNegativeX */);
} else {
this._leftPanelBarrier = 0;
this._rightPanelBarrier = 0;
}
},
_updateTrayBarrier: function() {
let monitor = this.bottomMonitor;
if (this._trayBarrier)
global.destroy_pointer_barrier(this._trayBarrier);
if (Main.messageTray) {
this._trayBarrier =
global.create_pointer_barrier(monitor.x + monitor.width, monitor.y + monitor.height - Main.messageTray.actor.height,
monitor.x + monitor.width, monitor.y + monitor.height,
4 /* BarrierNegativeX */);
} else {
this._trayBarrier = 0;
}
},
_monitorsChanged: function() {
this._updateMonitors();
this._updateBoxes();
this._updateHotCorners();
this.emit('monitors-changed');
},
_isAboveOrBelowPrimary: function(monitor) {
let primary = this.monitors[this.primaryIndex];
let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
if ((monitorLeft >= primaryLeft && monitorLeft < primaryRight) ||
(monitorRight > primaryLeft && monitorRight <= primaryRight) ||
(primaryLeft >= monitorLeft && primaryLeft < monitorRight) ||
(primaryRight > monitorLeft && primaryRight <= monitorRight))
return true;
return false;
},
get focusIndex() {
let focusWindow = global.display.focus_window;
if (focusWindow) {
let wrect = focusWindow.get_outer_rect();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (monitor.x <= wrect.x && monitor.y <= wrect.y &&
monitor.x + monitor.width > wrect.x &&
monitor.y + monitor.height > wrect.y)
return i;
}
}
return this.primaryIndex;
},
get focusMonitor() {
return this.monitors[this.focusIndex];
},
_startupAnimation: function() {
// Don't animate the strut
this._chrome.freezeUpdateRegions();
this.panelBox.anchor_y = this.panelBox.height;
Tweener.addTween(this.panelBox,
{ anchor_y: 0,
time: STARTUP_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._startupAnimationComplete,
onCompleteScope: this
});
},
_startupAnimationComplete: function() {
this._chrome.thawUpdateRegions();
},
showKeyboard: function () {
Main.messageTray.hide();
this.keyboardBox.raise_top();
Tweener.addTween(this.keyboardBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: this._showKeyboardComplete,
onCompleteScope: this
});
Tweener.addTween(this.trayBox,
{ anchor_y: this.keyboardBox.height,
time: KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad'
});
},
_showKeyboardComplete: function() {
// Poke Chrome to update the input shape; it doesn't notice
// anchor point changes
this._chrome.updateRegions();
this._keyboardHeightNotifyId = this.keyboardBox.connect('notify::height', Lang.bind(this, function () {
this.keyboardBox.anchor_y = this.keyboardBox.height;
this.trayBox.anchor_y = this.keyboardBox.height;
}));
},
hideKeyboard: function (immediate) {
Main.messageTray.hide();
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: 'easeOutQuad',
onComplete: this._hideKeyboardComplete,
onCompleteScope: this
});
Tweener.addTween(this.trayBox,
{ anchor_y: 0,
time: immediate ? 0 : KEYBOARD_ANIMATION_TIME,
transition: 'easeOutQuad'
});
},
_hideKeyboardComplete: function() {
this._chrome.updateRegions();
},
// 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 %visibleInFullscreen in @params is %true, the actor will be
// visible even when a fullscreen window should be covering it.
addChrome: function(actor, params) {
this._chrome.addActor(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 (eg, trying to have
// a %visibleInFullscreen child of a non-%visibleInFullscreen
// parent). By default, @actor has the same params as its chrome
// ancestor.
trackChrome: function(actor, params) {
this._chrome.trackActor(actor, params);
},
// untrackChrome:
// @actor: an actor previously tracked via trackChrome()
//
// Undoes the effect of trackChrome()
untrackChrome: function(actor) {
this._chrome.untrackActor(actor);
},
// removeChrome:
// @actor: a chrome actor
//
// Removes @actor from the chrome
removeChrome: function(actor) {
this._chrome.removeActor(actor);
},
findMonitorForActor: function(actor) {
return this._chrome.findMonitorForActor(actor);
}
});
Signals.addSignalMethods(LayoutManager.prototype);
// HotCorner:
//
// This class manages a "hot corner" that can toggle switching to
// overview.
const HotCorner = new Lang.Class({
Name: 'HotCorner',
_init : function() {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this.actor = new Clutter.Group({ name: 'hot-corner-environs',
width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ name: 'hot-corner',
width: 1,
height: 1,
opacity: 0,
reactive: true });
this._corner._delegate = this;
this.actor.add_actor(this._corner);
if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this._activationTime = 0;
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
// Clicking on the hot corner environs should result in the
// same behavior as clicking on the hot corner.
this.actor.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
// In addition to being triggered by the mouse enter event,
// the hot corner can be triggered by clicking on it. This is
// useful if the user wants to undo the effect of triggering
// the hot corner once in the hot corner.
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
// Cache the three ripples instead of dynamically creating and destroying them.
this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0 });
Main.uiGroup.add_actor(this._ripple1);
Main.uiGroup.add_actor(this._ripple2);
Main.uiGroup.add_actor(this._ripple3);
},
destroy: function() {
this.actor.destroy();
},
_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
ripple._opacity = startOpacity;
if (ripple.get_direction() == St.TextDirection.RTL)
ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
ripple.visible = true;
ripple.opacity = 255 * Math.sqrt(startOpacity);
ripple.scale_x = ripple.scale_y = startScale;
let [x, y] = this._corner.get_transformed_position();
ripple.x = x;
ripple.y = y;
Tweener.addTween(ripple, { _opacity: 0,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.visible = false; } });
},
rippleAnimation: function() {
// 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
// delay time scale opacity => scale
this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
},
handleDragOver: function(source, actor, x, y, time) {
if (source != Main.xdndHandler)
return;
if (!Main.overview.visible && !Main.overview.animationInProgress) {
this.rippleAnimation();
Main.overview.showTemporarily();
Main.overview.beginItemDrag(actor);
}
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
if (!Main.overview.animationInProgress) {
this._activationTime = Date.now() / 1000;
this.rippleAnimation();
Main.overview.toggle();
}
}
return false;
},
_onCornerClicked : function() {
if (this.shouldToggleOverviewOnClick())
Main.overview.toggle();
return true;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
},
// Checks if the Activities button is currently sensitive to
// clicks. The first call to this function within the
// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
// triggered will return false. This avoids opening and closing
// the overview if the user both triggered the hot corner and
// clicked the Activities button.
shouldToggleOverviewOnClick: function() {
if (Main.overview.animationInProgress)
return false;
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
return true;
return false;
}
});
// This manages the shell "chrome"; the UI that's visible in the
// normal mode (ie, outside the Overview), that surrounds the main
// workspace content.
const defaultParams = {
visibleInFullscreen: false,
affectsStruts: false,
affectsInputRegion: true
};
const Chrome = new Lang.Class({
Name: 'Chrome',
_init: function(layoutManager) {
this._layoutManager = layoutManager;
this._monitors = [];
this._inOverview = false;
this._updateRegionIdle = 0;
this._freezeUpdateCount = 0;
this._trackedActors = [];
this._layoutManager.connect('monitors-changed',
Lang.bind(this, this._relayout));
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
this._screenSaverActive = false;
this._screenSaverProxy = new ScreenSaver.ScreenSaverProxy();
this._screenSaverProxy.connectSignal('ActiveChanged', Lang.bind(this, function(proxy, senderName, [isActive]) {
this._onScreenSaverActiveChanged(isActive);
}));
this._screenSaverProxy.GetActiveRemote(Lang.bind(this, function(result, err) {
if (!err)
this._onScreenSaverActiveChanged(result[0]);
}));
this._relayout();
},
init: function() {
Main.overview.connect('showing',
Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden',
Lang.bind(this, this._overviewHidden));
},
addActor: function(actor, params) {
Main.uiGroup.add_actor(actor);
this._trackActor(actor, params);
},
trackActor: 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);
},
untrackActor: function(actor) {
this._untrackActor(actor);
},
removeActor: function(actor) {
Main.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.isToplevel = actor.get_parent() == Main.uiGroup;
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(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.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
let newParent = actor.get_parent();
if (!newParent)
this._untrackActor(actor);
else
actorData.isToplevel = (newParent == Main.uiGroup);
},
_updateVisibility: function() {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i], visible;
if (!actorData.isToplevel)
continue;
if (this._screenSaverActive)
visible = false;
else if (this._inOverview)
visible = true;
else if (!actorData.visibleInFullscreen &&
this.findMonitorForActor(actorData.actor).inFullscreen)
visible = false;
else
visible = true;
Main.uiGroup.set_skip_paint(actorData.actor, !visible);
}
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_relayout: function() {
this._monitors = this._layoutManager.monitors;
this._primaryMonitor = this._layoutManager.primaryMonitor;
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
},
_onScreenSaverActiveChanged: function(screenSaverActive) {
this._screenSaverActive = screenSaverActive;
this._updateVisibility();
this._queueUpdateRegions();
},
_findMonitorForRect: function(x, y, w, h) {
// First look at what monitor the center of the rectangle is at
let cx = x + w/2;
let cy = y + h/2;
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (cx >= monitor.x && cx < monitor.x + monitor.width &&
cy >= monitor.y && cy < monitor.y + monitor.height)
return monitor;
}
// If the center is not on a monitor, return the first overlapping monitor
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (x + w > monitor.x && x < monitor.x + monitor.width &&
y + h > monitor.y && y < monitor.y + monitor.height)
return monitor;
}
// otherwise on no monitor
return null;
},
_findMonitorForWindow: function(window) {
return this._findMonitorForRect(window.x, window.y, window.width, window.height);
},
// 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
findMonitorForActor: function(actor) {
let [x, y] = actor.get_transformed_position();
let [w, h] = actor.get_transformed_size();
let monitor = this._findMonitorForRect(x, y, w, h);
if (monitor)
return monitor;
return this._primaryMonitor; // Not on any monitor, pretend its on the primary
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle && !this._freezeUpdateCount)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this.updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
freezeUpdateRegions: function() {
if (this._updateRegionIdle)
this.updateRegions();
this._freezeUpdateCount++;
},
thawUpdateRegions: function() {
this._freezeUpdateCount--;
this._queueUpdateRegions();
},
_updateFullscreen: function() {
let windows = Main.getWindowActorsForWorkspace(global.screen.get_active_workspace_index());
// Reset all monitors to not fullscreen
for (let i = 0; i < this._monitors.length; i++)
this._monitors[i].inFullscreen = false;
// Ordinary chrome should be visible unless there is a window
// with layer FULLSCREEN, or a window with layer
// OVERRIDE_REDIRECT that covers the whole screen.
// ('override_redirect' is not actually a layer above all
// other windows, but this seems to be how mutter treats it
// currently...) If we wanted to be extra clever, we could
// figure out when an OVERRIDE_REDIRECT window was trying to
// partially overlap us, and then adjust the input region and
// our clip region accordingly...
// @windows is sorted bottom to top.
for (let i = windows.length - 1; i > -1; i--) {
let window = windows[i];
let layer = window.get_meta_window().get_layer();
// Skip minimized windows
if (!window.showing_on_its_workspace())
continue;
if (layer == Meta.StackLayer.FULLSCREEN) {
let monitor = this._findMonitorForWindow(window);
if (monitor)
monitor.inFullscreen = true;
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
// Check whether the window is screen sized
let isScreenSized =
(window.x == 0 && window.y == 0 &&
window.width == global.screen_width &&
window.height == global.screen_height);
if (isScreenSized) {
for (let i = 0; i < this._monitors.length; i++)
this._monitors[i].inFullscreen = true;
}
// Or whether it is monitor sized
let monitor = this._findMonitorForWindow(window);
if (monitor &&
window.x <= monitor.x &&
window.x + window.width >= monitor.x + monitor.width &&
window.y <= monitor.y &&
window.y + window.height >= monitor.y + monitor.height)
monitor.inFullscreen = true;
} else
break;
}
},
_windowsRestacked: function() {
let wasInFullscreen = [];
for (let i = 0; i < this._monitors.length; i++)
wasInFullscreen[i] = this._monitors[i].inFullscreen;
this._updateFullscreen();
let changed = false;
for (let i = 0; i < wasInFullscreen.length; i++) {
if (wasInFullscreen[i] != this._monitors[i].inFullscreen) {
changed = true;
break;
}
}
if (changed) {
this._updateVisibility();
this._queueUpdateRegions();
}
},
updateRegions: function() {
let rects = [], struts = [], i;
if (this._updateRegionIdle) {
Mainloop.source_remove(this._updateRegionIdle);
delete this._updateRegionIdle;
}
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!actorData.affectsInputRegion && !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);
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.affectsInputRegion &&
actorData.actor.get_paint_visibility() &&
!Main.uiGroup.get_skip_paint(actorData.actor))
rects.push(rect);
if (!actorData.affectsStruts)
continue;
// 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);
// NetWM struts are not really powerful enought to handle
// a multi-monitor scenario, they only describe what happens
// around the outer sides of the full display region. However
// it can describe a partial region along each side, so
// we can support having the struts only affect the
// primary monitor. This should be enough as we only have
// chrome affecting the struts on the primary monitor so
// far.
//
// Metacity wants to know what side of the screen the
// strut is considered to be attached to. If the actor is
// only touching one edge, or is touching the entire
// border of the primary 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 side;
let primary = this._primaryMonitor;
if (x1 <= primary.x && x2 >= primary.x + primary.width) {
if (y1 <= primary.y)
side = Meta.Side.TOP;
else if (y2 >= primary.y + primary.height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
if (x1 <= 0)
side = Meta.Side.LEFT;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x1 <= 0)
side = Meta.Side.LEFT;
else if (y1 <= 0)
side = Meta.Side.TOP;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y2 >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
// Ensure that the strut rects goes all the way to the screen edge,
// as this really what mutter expects.
switch (side) {
case Meta.Side.TOP:
y1 = 0;
break;
case Meta.Side.BOTTOM:
y2 = global.screen_height;
break;
case Meta.Side.LEFT:
x1 = 0;
break;
case Meta.Side.RIGHT:
x2 = global.screen_width;
break;
}
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);
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 false;
}
});