+++ /dev/null
-/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
-
-const Tweener = imports.tweener.tweener;
-const Clutter = imports.gi.Clutter;
-
-const Main = imports.ui.main;
-const Overlay = imports.ui.overlay;
-const Panel = imports.ui.panel;
-const Meta = imports.gi.Meta;
-const Shell = imports.gi.Shell;
-
-// Windows are slightly translucent in the overlay mode
-const WINDOW_OPACITY = 0.9 * 255;
-
-// Define a layout scheme for small window counts. For larger
-// counts we fall back to an algorithm. We need more schemes here
-// unless we have a really good algorithm.
-
-// Each triplet is [xCenter, yCenter, scale] where the scale
-// is relative to the width of the desktop.
-const POSITIONS = {
- 1: [[0.5, 0.5, 0.8]],
- 2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
- 3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
- 4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]],
- 5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]]
-};
-
-// spacing between desktops
-const GRID_SPACING = 15;
-
-function Desktops(x, y, width, height) {
- this._init(x, y, width, height);
-}
-
-Desktops.prototype = {
- _init : function(x, y, width, height) {
-
- this._group = new Clutter.Group();
-
- this._x = x;
- this._y = y;
- this._width = width;
- this._height = height;
- this._workspaces = [];
- },
-
- show : function() {
- let global = Shell.Global.get();
-
- let windows = global.get_windows();
- let activeWorkspace = global.screen.get_active_workspace_index();
-
- // Create a group for each workspace (which lets us raise all of
- // its clone windows together when the workspace is activated)
- // and add the desktop windows
- this._workspaces = [];
- for (let w = 0; w < global.screen.n_workspaces; w++) {
- this._workspaces[w] = new Clutter.Group();
- this._group.add_actor(this._workspaces[w]);
- }
- this._createDesktopActors(windows);
-
- // The workspaces will go into a grid that is either square,
- // or else 1 cell wider than it is tall.
- // FIXME: need to make the metacity internal layout agree with this!
- let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
- let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
-
- let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
- let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
- let scale = wsWidth / global.screen_width;
-
- // Position/scale the desktop windows and their children. This
- // would be easier if we instead just positioned and scaled
- // the entire workspace group, but if we do that then the
- // windows of the active workspace will trace out a curved
- // path as they move into place, which looks odd. Positioning
- // everything independently lets us move them in a straight
- // line.
- for (let w = 0, x = this._x, y = this._y; w < this._workspaces.length; w++) {
- let workspace = this._workspaces[w];
- let desktop = workspace.get_nth_child(0);
-
- if (w == activeWorkspace) {
- // The currently-active workspace needs to
- // slide/shrink into place
- workspace.raise_top();
- Tweener.addTween(desktop,
- { x: x,
- y: y,
- scale_x: scale,
- scale_y: scale,
- time: Overlay.ANIMATION_TIME,
- transition: "easeOutQuad"
- });
- } else {
- // Other workspaces can start out in place; they'll be
- // revealed as the active workspace shrinks
- desktop.set_position(x, y);
- desktop.set_scale(scale, scale);
- }
-
- // Now handle the rest of the windows in this workspace
- let wswindows = windows.filter(function (win) { return win.get_workspace() == w; });
-
- // Do the windows in reverse order so that the active
- // actor ends up on top
-// for (let i = wswindows.length - 1, windowIndex = 0; i >= 0; i--) {
- for (let i = 0, windowIndex = 0; i < wswindows.length; i++) {
- let win = wswindows[i];
- if (win.get_window_type() == Meta.WindowType.DESKTOP ||
- win.is_override_redirect())
- continue;
-
- this._createWindowClone(wswindows[i], this._workspaces[w],
- x, y, scale,
- wswindows.length - windowIndex - 1,
- wswindows.length,
- w == activeWorkspace);
- windowIndex++;
- }
-
- x += (wsWidth + GRID_SPACING);
- if (x >= this._x + this._width - GRID_SPACING) {
- x = this._x;
- y += wsHeight + GRID_SPACING;
- }
- }
- },
-
- hide : function() {
- let global = Shell.Global.get();
- let activeWorkspace = global.screen.get_active_workspace_index();
-
- this._workspaces[activeWorkspace].raise_top();
- let windows = this._workspaces[activeWorkspace].get_children();
- for (let i = 0; i < windows.length; i++) {
- Tweener.addTween(windows[i],
- { x: windows[i].orig_x || 0,
- y: windows[i].orig_y || 0,
- scale_x: 1.0,
- scale_y: 1.0,
- time: Overlay.ANIMATION_TIME,
- opacity: 255,
- transition: "easeOutQuad"
- });
- }
- },
-
- hideDone : function() {
- for (let w = 0; w < this._workspaces.length; w++) {
- this._workspaces[w].destroy();
- }
- this._workspaces = [];
- },
-
- _createDesktopActors : function(windows) {
- let me = this;
- let global = Shell.Global.get();
-
- // Find the desktop window or windows
- for (let i = 0; i < windows.length; i++) {
- if (windows[i].get_window_type() != Meta.WindowType.DESKTOP)
- continue;
-
- if (windows[i].get_meta_window().is_on_all_workspaces()) {
- for (let w = 0; w < this._workspaces.length; w++)
- this._workspaces[w].add_actor(this._cloneWindow(windows[i]));
- break;
- } else
- this._workspaces[windows[i].get_workspace()].add_actor(this._cloneWindow(windows[i]));
- }
-
- // Create dummy desktops for workspaces that don't have
- // desktop windows, and hook up button events on all desktops
- for (let w = 0; w < this._workspaces.length; w++) {
- if (this._workspaces[w].get_n_children() == 0)
- this._workspaces[w].add_actor(this._createDesktopRectangle());
-
- let workspace = global.screen.get_workspace_by_index(w);
- this._workspaces[w].get_nth_child(0).connect(
- "button-press-event",
- function(clone, event) {
- workspace.activate(event.get_time());
- me._deactivate();
- });
- }
- },
-
- _cloneWindow : function(window) {
- let w = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
- reactive: true,
- x: window.x,
- y: window.y });
- w.orig_x = window.x;
- w.orig_y = window.y;
- return w;
- },
-
- _createDesktopRectangle : function() {
- let global = Shell.Global.get();
-
- // In the case when we have a desktop window from the file
- // manager, its height is full-screen, i.e. it includes the
- // height of the panel, so we should not subtract the height
- // of the panel from global.screen_height here either to have
- // them show up identically. We are also using (0,0)
- // coordinates in both cases which makes the background window
- // animate out from behind the panel.
-
- return new Clutter.Rectangle({ color: global.stage.color,
- reactive: true,
- x: 0,
- y: 0,
- width: global.screen_width,
- height: global.screen_height });
- },
-
- // windowIndex == 0 => top in stacking order
- _computeWindowPosition : function(windowIndex, numberOfWindows) {
- if (numberOfWindows in POSITIONS)
- return POSITIONS[numberOfWindows][windowIndex];
-
- // If we don't have a predefined scheme for this window count,
- // overlap the windows along the diagonal of the desktop
- // (improve this!)
- let fraction = Math.sqrt(1/numberOfWindows);
-
- // The top window goes at the lower right - this is different from the
- // fixed position schemes where the windows are in "reading order"
- // and the top window goes at the upper left.
- let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
- let xCenter = (fraction / 2) + (1 - fraction) * pos;
- let yCenter = xCenter;
-
- return [xCenter, yCenter, fraction];
- },
-
- _createWindowClone : function(w, workspace, wsX, wsY, wsScale,
- windowIndex, numberOfWindows, animate) {
- let me = this;
- let global = Shell.Global.get();
-
- // We show the window using "clones" of the texture .. separate
- // actors that mirror the original actors for the window. For
- // animation purposes, it may be better to actually move the
- // original actors about instead.
-
- let clone = this._cloneWindow(w);
- let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
-
- let desiredSize = global.screen_width * fraction;
-
- xCenter = wsX + wsScale * (xCenter * global.screen_width);
- yCenter = wsY + wsScale * (yCenter * global.screen_height);
-
- let size = clone.width;
- if (clone.height > size)
- size = clone.height;
-
- // Never scale up
- let scale = desiredSize / size;
- if (scale > 1)
- scale = 1;
- scale *= wsScale;
-
- workspace.add_actor(clone);
-
- if (animate) {
- Tweener.addTween(clone,
- { x: xCenter - 0.5 * scale * w.width,
- y: yCenter - 0.5 * scale * w.height,
- scale_x: scale,
- scale_y: scale,
- time: Overlay.ANIMATION_TIME,
- opacity: WINDOW_OPACITY,
- transition: "easeOutQuad"
- });
- } else {
- clone.set_position(xCenter - 0.5 * scale * w.width,
- yCenter - 0.5 * scale * w.height);
- clone.set_scale(scale, scale);
- clone.set_opacity(WINDOW_OPACITY);
- }
-
- clone.connect("button-press-event",
- function(clone, event) {
- clone.raise_top();
- me._activateWindow(w, event.get_time());
- });
- },
-
- _activateWindow : function(w, time) {
- let global = Shell.Global.get();
- let activeWorkspace = global.screen.get_active_workspace_index();
- let windowWorkspace = w.get_workspace();
-
- if (windowWorkspace != activeWorkspace) {
- let workspace = global.screen.get_workspace_by_index(windowWorkspace);
- workspace.activate_with_focus(w.get_meta_window(), time);
- } else
- w.get_meta_window().activate(time);
- this._deactivate();
- },
-
- _deactivate : function() {
- Main.hide_overlay();
- }
-};
-
const Gio = imports.gi.Gio;
const Gtk = imports.gi.Gtk;
-const Desktops = imports.ui.desktops;
+const Workspaces = imports.ui.workspaces;
const Main = imports.ui.main;
const Panel = imports.ui.panel;
const Meta = imports.gi.Meta;
// Time for initial animation going into overlay mode
const ANIMATION_TIME = 0.5;
-// How much to scale the desktop down by in overlay mode
-const DESKTOP_SCALE = 0.75;
+// How much of the screen the workspace grid takes up
+const WORKSPACE_GRID_SCALE = 0.75;
function Sideshow(parent, width) {
this._init(parent, width);
// TODO - recalculate everything when desktop size changes
this._recalculateSize();
- this._desktops = new Desktops.Desktops(this._desktopX, this._desktopY,
- this._desktopWidth, this._desktopHeight);
- this._group.add_actor(this._desktops._group);
+ this._workspaces = new Workspaces.Workspaces(
+ this._workspaceGridX, this._workspaceGridY,
+ this._workspaceGridWidth, this._workspaceGridHeight);
+ this._group.add_actor(this._workspaces._group);
- this._sideshow = new Sideshow(this._group, this._desktopX - 10);
+ this._sideshow = new Sideshow(this._group, this._workspaceGridX - 10);
this._sideshow.connect('activated', function(sideshow) {
// TODO - have some sort of animation/effect while
// transitioning to the new app. We definitely need
let screenWidth = global.screen_width;
let screenHeight = global.screen_height;
- // The desktop windows are shown on top of a scaled down version of the
- // desktop. This is positioned at the right side of the screen
- this._desktopWidth = screenWidth * DESKTOP_SCALE;
- this._desktopHeight = screenHeight * DESKTOP_SCALE;
- this._desktopX = screenWidth - this._desktopWidth - 10;
- this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
+ // The area allocated for the workspace grid
+ this._workspaceGridWidth = screenWidth * WORKSPACE_GRID_SCALE;
+ this._workspaceGridHeight = screenHeight * WORKSPACE_GRID_SCALE;
+ this._workspaceGridX = screenWidth - this._workspaceGridWidth - 10;
+ this._workspaceGridY = Panel.PANEL_HEIGHT + (screenHeight - this._workspaceGridHeight - Panel.PANEL_HEIGHT) / 2;
},
show : function() {
this._recalculateSize();
this._sideshow.show();
- this._desktops.show();
- this._desktops._group.raise_top();
+ this._workspaces.show();
+ this._workspaces._group.raise_top();
// All the the actors in the window group are completely obscured,
// hiding the group holding them while the overlay is displayed greatly
if (!this.visible)
return;
- this._desktops.hide();
+ this._workspaces.hide();
this._sideshow.hide();
// Dummy tween, just waiting for the workspace animation
global.window_group.show();
this._group.lower_bottom();
this._group.hide();
- this._desktops.hideDone();
+ this._workspaces.hideDone();
},
_deactivate : function() {
--- /dev/null
+/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
+
+const Tweener = imports.tweener.tweener;
+const Clutter = imports.gi.Clutter;
+
+const Main = imports.ui.main;
+const Overlay = imports.ui.overlay;
+const Panel = imports.ui.panel;
+const Meta = imports.gi.Meta;
+const Shell = imports.gi.Shell;
+
+// Windows are slightly translucent in the overlay mode
+const WINDOW_OPACITY = 0.9 * 255;
+
+// Define a layout scheme for small window counts. For larger
+// counts we fall back to an algorithm. We need more schemes here
+// unless we have a really good algorithm.
+
+// Each triplet is [xCenter, yCenter, scale] where the scale
+// is relative to the width of the workspace.
+const POSITIONS = {
+ 1: [[0.5, 0.5, 0.8]],
+ 2: [[0.25, 0.5, 0.4], [0.75, 0.5, 0.4]],
+ 3: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.5, 0.75, 0.33]],
+ 4: [[0.25, 0.25, 0.33], [0.75, 0.25, 0.33], [0.75, 0.75, 0.33], [0.25, 0.75, 0.33]],
+ 5: [[0.165, 0.25, 0.28], [0.495, 0.25, 0.28], [0.825, 0.25, 0.28], [0.25, 0.75, 0.4], [0.75, 0.75, 0.4]]
+};
+
+// spacing between workspaces
+const GRID_SPACING = 15;
+
+function Workspaces(x, y, width, height) {
+ this._init(x, y, width, height);
+}
+
+Workspaces.prototype = {
+ _init : function(x, y, width, height) {
+
+ this._group = new Clutter.Group();
+
+ this._x = x;
+ this._y = y;
+ this._width = width;
+ this._height = height;
+ this._workspaces = [];
+ },
+
+ show : function() {
+ let global = Shell.Global.get();
+
+ let windows = global.get_windows();
+ let activeWorkspace = global.screen.get_active_workspace_index();
+
+ // Create a group for each workspace (which lets us raise all of
+ // its clone windows together when the workspace is activated)
+ // and add the desktop windows
+ this._workspaces = [];
+ for (let w = 0; w < global.screen.n_workspaces; w++) {
+ this._workspaces[w] = new Clutter.Group();
+ this._group.add_actor(this._workspaces[w]);
+ }
+ this._createDesktopActors(windows);
+
+ // The workspaces will go into a grid that is either square,
+ // or else 1 cell wider than it is tall.
+ // FIXME: need to make the metacity internal layout agree with this!
+ let gridWidth = Math.ceil(Math.sqrt(this._workspaces.length));
+ let gridHeight = Math.ceil(this._workspaces.length / gridWidth);
+
+ let wsWidth = (this._width - (gridWidth - 1) * GRID_SPACING) / gridWidth;
+ let wsHeight = (this._height - (gridHeight - 1) * GRID_SPACING) / gridHeight;
+ let scale = wsWidth / global.screen_width;
+
+ // Position/scale the desktop windows and their children. This
+ // would be easier if we instead just positioned and scaled
+ // the entire workspace group, but if we do that then the
+ // windows of the active workspace will trace out a curved
+ // path as they move into place, which looks odd. Positioning
+ // everything independently lets us move them in a straight
+ // line.
+ for (let w = 0, x = this._x, y = this._y; w < this._workspaces.length; w++) {
+ let workspace = this._workspaces[w];
+ let desktop = workspace.get_nth_child(0);
+
+ if (w == activeWorkspace) {
+ // The currently-active workspace needs to
+ // slide/shrink into place
+ workspace.raise_top();
+ Tweener.addTween(desktop,
+ { x: x,
+ y: y,
+ scale_x: scale,
+ scale_y: scale,
+ time: Overlay.ANIMATION_TIME,
+ transition: "easeOutQuad"
+ });
+ } else {
+ // Other workspaces can start out in place; they'll be
+ // revealed as the active workspace shrinks
+ desktop.set_position(x, y);
+ desktop.set_scale(scale, scale);
+ }
+
+ // Now handle the rest of the windows in this workspace
+ let wswindows = windows.filter(function (win) { return win.get_workspace() == w; });
+
+ // Do the windows in reverse order so that the active
+ // actor ends up on top
+// for (let i = wswindows.length - 1, windowIndex = 0; i >= 0; i--) {
+ for (let i = 0, windowIndex = 0; i < wswindows.length; i++) {
+ let win = wswindows[i];
+ if (win.get_window_type() == Meta.WindowType.DESKTOP ||
+ win.is_override_redirect())
+ continue;
+
+ this._createWindowClone(wswindows[i], this._workspaces[w],
+ x, y, scale,
+ wswindows.length - windowIndex - 1,
+ wswindows.length,
+ w == activeWorkspace);
+ windowIndex++;
+ }
+
+ x += (wsWidth + GRID_SPACING);
+ if (x >= this._x + this._width - GRID_SPACING) {
+ x = this._x;
+ y += wsHeight + GRID_SPACING;
+ }
+ }
+ },
+
+ hide : function() {
+ let global = Shell.Global.get();
+ let activeWorkspace = global.screen.get_active_workspace_index();
+
+ this._workspaces[activeWorkspace].raise_top();
+ let windows = this._workspaces[activeWorkspace].get_children();
+ for (let i = 0; i < windows.length; i++) {
+ Tweener.addTween(windows[i],
+ { x: windows[i].orig_x || 0,
+ y: windows[i].orig_y || 0,
+ scale_x: 1.0,
+ scale_y: 1.0,
+ time: Overlay.ANIMATION_TIME,
+ opacity: 255,
+ transition: "easeOutQuad"
+ });
+ }
+ },
+
+ hideDone : function() {
+ for (let w = 0; w < this._workspaces.length; w++) {
+ this._workspaces[w].destroy();
+ }
+ this._workspaces = [];
+ },
+
+ _createDesktopActors : function(windows) {
+ let me = this;
+ let global = Shell.Global.get();
+
+ // Find the desktop window or windows
+ for (let i = 0; i < windows.length; i++) {
+ if (windows[i].get_window_type() != Meta.WindowType.DESKTOP)
+ continue;
+
+ if (windows[i].get_meta_window().is_on_all_workspaces()) {
+ for (let w = 0; w < this._workspaces.length; w++)
+ this._workspaces[w].add_actor(this._cloneWindow(windows[i]));
+ break;
+ } else
+ this._workspaces[windows[i].get_workspace()].add_actor(this._cloneWindow(windows[i]));
+ }
+
+ // Create dummy desktops for workspaces that don't have
+ // desktop windows, and hook up button events on all desktops
+ for (let w = 0; w < this._workspaces.length; w++) {
+ if (this._workspaces[w].get_n_children() == 0)
+ this._workspaces[w].add_actor(this._createDesktopRectangle());
+
+ let workspace = global.screen.get_workspace_by_index(w);
+ this._workspaces[w].get_nth_child(0).connect(
+ "button-press-event",
+ function(clone, event) {
+ workspace.activate(event.get_time());
+ me._deactivate();
+ });
+ }
+ },
+
+ _cloneWindow : function(window) {
+ let w = new Clutter.CloneTexture({ parent_texture: window.get_texture(),
+ reactive: true,
+ x: window.x,
+ y: window.y });
+ w.orig_x = window.x;
+ w.orig_y = window.y;
+ return w;
+ },
+
+ _createDesktopRectangle : function() {
+ let global = Shell.Global.get();
+
+ // In the case when we have a desktop window from the file
+ // manager, its height is full-screen, i.e. it includes the
+ // height of the panel, so we should not subtract the height
+ // of the panel from global.screen_height here either to have
+ // them show up identically. We are also using (0,0)
+ // coordinates in both cases which makes the background window
+ // animate out from behind the panel.
+
+ return new Clutter.Rectangle({ color: global.stage.color,
+ reactive: true,
+ x: 0,
+ y: 0,
+ width: global.screen_width,
+ height: global.screen_height });
+ },
+
+ // windowIndex == 0 => top in stacking order
+ _computeWindowPosition : function(windowIndex, numberOfWindows) {
+ if (numberOfWindows in POSITIONS)
+ return POSITIONS[numberOfWindows][windowIndex];
+
+ // If we don't have a predefined scheme for this window count,
+ // overlap the windows along the diagonal of the workspace
+ // (improve this!)
+ let fraction = Math.sqrt(1/numberOfWindows);
+
+ // The top window goes at the lower right - this is different from the
+ // fixed position schemes where the windows are in "reading order"
+ // and the top window goes at the upper left.
+ let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
+ let xCenter = (fraction / 2) + (1 - fraction) * pos;
+ let yCenter = xCenter;
+
+ return [xCenter, yCenter, fraction];
+ },
+
+ _createWindowClone : function(w, workspace, wsX, wsY, wsScale,
+ windowIndex, numberOfWindows, animate) {
+ let me = this;
+ let global = Shell.Global.get();
+
+ // We show the window using "clones" of the texture .. separate
+ // actors that mirror the original actors for the window. For
+ // animation purposes, it may be better to actually move the
+ // original actors about instead.
+
+ let clone = this._cloneWindow(w);
+ let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
+
+ let desiredSize = global.screen_width * fraction;
+
+ xCenter = wsX + wsScale * (xCenter * global.screen_width);
+ yCenter = wsY + wsScale * (yCenter * global.screen_height);
+
+ let size = clone.width;
+ if (clone.height > size)
+ size = clone.height;
+
+ // Never scale up
+ let scale = desiredSize / size;
+ if (scale > 1)
+ scale = 1;
+ scale *= wsScale;
+
+ workspace.add_actor(clone);
+
+ if (animate) {
+ Tweener.addTween(clone,
+ { x: xCenter - 0.5 * scale * w.width,
+ y: yCenter - 0.5 * scale * w.height,
+ scale_x: scale,
+ scale_y: scale,
+ time: Overlay.ANIMATION_TIME,
+ opacity: WINDOW_OPACITY,
+ transition: "easeOutQuad"
+ });
+ } else {
+ clone.set_position(xCenter - 0.5 * scale * w.width,
+ yCenter - 0.5 * scale * w.height);
+ clone.set_scale(scale, scale);
+ clone.set_opacity(WINDOW_OPACITY);
+ }
+
+ clone.connect("button-press-event",
+ function(clone, event) {
+ clone.raise_top();
+ me._activateWindow(w, event.get_time());
+ });
+ },
+
+ _activateWindow : function(w, time) {
+ let global = Shell.Global.get();
+ let activeWorkspace = global.screen.get_active_workspace_index();
+ let windowWorkspace = w.get_workspace();
+
+ if (windowWorkspace != activeWorkspace) {
+ let workspace = global.screen.get_workspace_by_index(windowWorkspace);
+ workspace.activate_with_focus(w.get_meta_window(), time);
+ } else
+ w.get_meta_window().activate(time);
+ this._deactivate();
+ },
+
+ _deactivate : function() {
+ Main.hide_overlay();
+ }
+};
+