f546d92033
When we are animating the overlay, we don't want to be continually redrawing the (obscured) window actors. src/shell-global.c: Add 'window-group' property to expose the group holding the window actors. js/ui/overlay.js: Hide the window group while the overlay is up. svn path=/trunk/; revision=39
228 lines
6.4 KiB
JavaScript
228 lines
6.4 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; -*- */
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const Clutter = imports.gi.Clutter;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Tweener = imports.tweener.tweener;
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const Panel = imports.ui.panel;
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const OVERLAY_BACKGROUND_COLOR = new Clutter.Color();
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OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff);
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// Time for initial animation going into overlay mode
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const ANIMATION_TIME = 0.3;
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// How much to scale the desktop down by in overlay mode
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const DESKTOP_SCALE = 0.75;
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// Windows are slightly translucent in the overlay mode
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const WINDOW_OPACITY = 0.9 * 255;
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// Define a layout scheme for small window counts. For larger
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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//
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// Each triplet is [x_center, y_center, scale] where the scale
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// is relative to the width of the desktop.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
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3: [[0.2, 0.33, 0.3], [0.5, 0.67, 0.3], [0.8, 0.33, 0.3]],
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4: [[0.25, 0.25, 0.3], [0.75, 0.25, 0.3], [0.75, 0.75, 0.3], [0.25, 0.75, 0.3]]
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};
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function Overlay() {
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this._init();
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};
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Overlay.prototype = {
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_init : function() {
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let global = Shell.global_get();
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this._group = new Clutter.Group();
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this.visible = false;
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let background = new Clutter.Rectangle({ color: OVERLAY_BACKGROUND_COLOR,
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reactive: true,
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x: 0,
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y: Panel.PANEL_HEIGHT,
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width: global.screen_width,
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height: global.screen_width - Panel.PANEL_HEIGHT });
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this._group.add_actor(background);
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this._group.hide();
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global.overlay_group.add_actor(this._group);
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this._window_clones = []
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},
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show : function() {
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if (!this.visible) {
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this.visible = true;
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let global = Shell.global_get();
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let windows = global.get_windows();
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let desktop_window = null;
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let screen_width = global.screen_width
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let screen_height = global.screen_height
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for (let i = 0; i < windows.length; i++)
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if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
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desktop_window = windows[i];
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// The desktop windows are shown on top of a scaled down version of the
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// desktop. This is positioned at the right side of the screen
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this._desktop_width = screen_width * DESKTOP_SCALE;
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this._desktop_height = screen_height * DESKTOP_SCALE;
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this._desktop_x = screen_width - this._desktop_width - 10;
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this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
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if (desktop_window)
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this._createDesktopClone(desktop_window);
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// Count the total number of windows so we know what layout scheme to use
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let n_windows = 0;
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for (let i = 0; i < windows.length; i++) {
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let w = windows[i];
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if (w == desktop_window || w.is_override_redirect())
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continue;
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n_windows++;
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}
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// Now create actors for all the desktop windows
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let window_index = 0;
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for (let i = 0; i < windows.length; i++) {
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let w = windows[i];
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if (w == desktop_window || w.is_override_redirect())
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continue;
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this._createWindowClone(w, window_index, n_windows);
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window_index++;
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}
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// All the the actors in the window group are completely obscured,
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// hiding the group holding them while the overlay is displayed greatly
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// increases performance of the overlay especially when there are many
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// windows visible.
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//
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// If we switched to displaying the actors in the overlay rather than
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// clones of them, this would obviously no longer be necessary.
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global.window_group.hide()
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this._group.show();
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}
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},
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hide : function() {
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if (this.visible) {
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let global = Shell.global_get();
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this.visible = false;
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global.window_group.show()
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this._group.hide();
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for (let i = 0; i < this._window_clones.length; i++) {
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this._window_clones[i].destroy();
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}
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this._window_clones = [];
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}
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},
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_createDesktopClone : function(w) {
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: 0,
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y: 0 });
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this._window_clones.push(clone);
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this._group.add_actor(clone);
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Tweener.addTween(clone,
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{ x: this._desktop_x,
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y: this._desktop_y,
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scale_x: DESKTOP_SCALE,
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scale_y: DESKTOP_SCALE,
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time: ANIMATION_TIME,
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transition: "linear"
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});
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let me = this;
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clone.connect("button-press-event",
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function() {
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me._deactivate();
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});
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},
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_computeWindowPosition : function(window_index, n_windows) {
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if (n_windows in POSITIONS)
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return POSITIONS[n_windows][window_index];
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// If we don't have a predefined scheme for this window count, overlap the windows
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// along the diagonal of the desktop (improve this!)
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let fraction = Math.sqrt(1/n_windows);
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let x_center = (fraction / 2) + (1 - fraction) * window_index / (n_windows - 1);
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let y_center = x_center;
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return [x_center, y_center, fraction];
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},
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_createWindowClone : function(w, window_index, n_windows) {
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// We show the window using "clones" of the texture .. separate
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// actors that mirror the original actors for the window. For
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// animation purposes, it may be better to actually move the
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// original actors about instead.
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let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
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reactive: true,
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x: w.x,
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y: w.y });
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let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
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let desired_size = this._desktop_width * fraction;
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x_center = this._desktop_x + x_center * this._desktop_width;
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y_center = this._desktop_y + y_center * this._desktop_height;
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desired_size / size;
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if (scale > 1)
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scale = 1;
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this._group.add_actor(clone);
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this._window_clones.push(clone);
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Tweener.addTween(clone,
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{ x: x_center - 0.5 * scale * w.width,
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y: y_center - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: ANIMATION_TIME,
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opacity: WINDOW_OPACITY,
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transition: "linear"
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});
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let me = this;
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clone.connect("button-press-event",
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function(clone, event) {
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me._activateWindow(w, event.get_time());
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});
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},
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_activateWindow : function(w, time) {
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this._deactivate();
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w.get_meta_window().activate(time);
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},
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_deactivate : function() {
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let Main = imports.ui.main;
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Main.hide_overlay();
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}
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};
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