// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- /* exported Workspace */ const {Clutter, GLib, GObject, Graphene, Meta, Shell, St} = imports.gi; const Background = imports.ui.background; const DND = imports.ui.dnd; const Main = imports.ui.main; const OverviewControls = imports.ui.overviewControls; const Params = imports.misc.params; const Util = imports.misc.util; const { WindowPreview } = imports.ui.windowPreview; var WINDOW_PREVIEW_MAXIMUM_SCALE = 0.95; var WINDOW_REPOSITIONING_DELAY = 750; // 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. var LAYOUT_SCALE_WEIGHT = 1; var LAYOUT_SPACE_WEIGHT = 0.1; const BACKGROUND_CORNER_RADIUS_PIXELS = 30; // 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. // // 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_PREVIEW_MAXIMUM_SCALE, which means that the inequality: // // windowScale * layoutScale <= WINDOW_PREVIEW_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_PREVIEW_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. var LayoutStrategy = class { constructor(params) { params = Params.parse(params, { monitor: null, rowSpacing: 0, columnSpacing: 0, }); if (!params.monitor) throw new Error(`No monitor param passed to ${this.constructor.name}`); this._monitor = params.monitor; this._rowSpacing = params.rowSpacing; this._columnSpacing = params.columnSpacing; } // Compute a strategy-specific overall layout given a list of WindowPreviews // @windows and the strategy-specific @layoutParams. // // Returns a strategy-specific layout object that is opaque to the user. computeLayout(_windows, _layoutParams) { throw new GObject.NotImplementedError(`computeLayout in ${this.constructor.name}`); } // Given @layout and @area, compute the overall scale of the layout and // space occupied by the layout. // // This method returns an array where the first element is the scale and // the second element is the space. // // This method must be called before calling computeWindowSlots(), as it // sets the fixed overall scale of the layout. computeScaleAndSpace(_layout, _area) { throw new GObject.NotImplementedError(`computeScaleAndSpace in ${this.constructor.name}`); } // Returns an array with final position and size information for each // window of the layout, given a bounding area that it will be inside of. computeWindowSlots(_layout, _area) { throw new GObject.NotImplementedError(`computeWindowSlots in ${this.constructor.name}`); } }; var UnalignedLayoutStrategy = class extends LayoutStrategy { _newRow() { // 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 overall layout scale. _computeWindowScale(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.boundingBox.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 Util.lerp(1.5, 1, ratio); } _computeRowSizes(layout) { let { rows, 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(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(row) { // Sort windows horizontally to minimize travel distance. // This affects in what order the windows end up in a row. row.windows.sort((a, b) => a.windowCenter.x - b.windowCenter.x); } computeLayout(windows, layoutParams) { layoutParams = Params.parse(layoutParams, { numRows: 0, }); if (layoutParams.numRows === 0) throw new Error(`${this.constructor.name}: No numRows given in layout params`); const numRows = layoutParams.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.boundingBox.width * s; } let idealRowWidth = totalWidth / numRows; // Sort windows vertically to minimize travel distance. // This affects what rows the windows get placed in. let sortedWindows = windows.slice(); sortedWindows.sort((a, b) => a.windowCenter.y - b.windowCenter.y); let windowIdx = 0; for (let i = 0; i < numRows; i++) { let row = this._newRow(); rows.push(row); for (; windowIdx < sortedWindows.length; windowIdx++) { let window = sortedWindows[windowIdx]; let s = this._computeWindowScale(window); let width = window.boundingBox.width * s; let height = window.boundingBox.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; } return { numRows, rows, maxColumns: maxRow.windows.length, gridWidth: maxRow.fullWidth, gridHeight, }; } computeScaleAndSpace(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_PREVIEW_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; return [scale, space]; } computeWindowSlots(layout, area) { this._computeRowSizes(layout); let { rows, scale } = layout; let slots = []; // Do this in three parts. let heightWithoutSpacing = 0; for (let i = 0; i < rows.length; i++) { let row = rows[i]; heightWithoutSpacing += row.height; } let verticalSpacing = (rows.length - 1) * this._rowSpacing; let additionalVerticalScale = Math.min(1, (area.height - verticalSpacing) / heightWithoutSpacing); // keep track how much smaller the grid becomes due to scaling // so it can be centered again let compensation = 0; 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. let horizontalSpacing = (row.windows.length - 1) * this._columnSpacing; let widthWithoutSpacing = row.width - horizontalSpacing; let additionalHorizontalScale = Math.min(1, (area.width - horizontalSpacing) / widthWithoutSpacing); if (additionalHorizontalScale < additionalVerticalScale) { row.additionalScale = additionalHorizontalScale; // Only consider the scaling in addition to the vertical scaling for centering. compensation += (additionalVerticalScale - additionalHorizontalScale) * row.height; } else { row.additionalScale = additionalVerticalScale; // No compensation when scaling vertically since centering based on a too large // height would undo what vertical scaling is trying to achieve. } row.x = area.x + (Math.max(area.width - (widthWithoutSpacing * row.additionalScale + horizontalSpacing), 0) / 2); row.y = area.y + (Math.max(area.height - (heightWithoutSpacing + verticalSpacing), 0) / 2) + y; y += row.height * row.additionalScale + this._rowSpacing; } compensation /= 2; for (let i = 0; i < rows.length; i++) { const row = rows[i]; const rowY = row.y + compensation; const rowHeight = row.height * row.additionalScale; 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.boundingBox.width * s; let cellHeight = window.boundingBox.height * s; s = Math.min(s, WINDOW_PREVIEW_MAXIMUM_SCALE); let cloneWidth = window.boundingBox.width * s; const cloneHeight = window.boundingBox.height * s; let cloneX = x + (cellWidth - cloneWidth) / 2; let cloneY; // If there's only one row, align windows vertically centered inside the row if (rows.length === 1) cloneY = rowY + (rowHeight - cloneHeight) / 2; // If there are multiple rows, align windows to the bottom edge of the row else cloneY = rowY + rowHeight - cellHeight; // Align with the pixel grid to prevent blurry windows at scale = 1 cloneX = Math.floor(cloneX); cloneY = Math.floor(cloneY); slots.push([cloneX, cloneY, cloneWidth, cloneHeight, window]); x += cellWidth + this._columnSpacing; } } return slots; } }; function animateAllocation(actor, box) { actor.save_easing_state(); actor.set_easing_mode(Clutter.AnimationMode.EASE_OUT_QUAD); actor.set_easing_duration(200); actor.allocate(box); actor.restore_easing_state(); return actor.get_transition('allocation'); } var WorkspaceLayout = GObject.registerClass({ Properties: { 'spacing': GObject.ParamSpec.double( 'spacing', 'Spacing', 'Spacing', GObject.ParamFlags.READWRITE, 0, Infinity, 20), 'layout-frozen': GObject.ParamSpec.boolean( 'layout-frozen', 'Layout frozen', 'Layout frozen', GObject.ParamFlags.READWRITE, false), }, }, class WorkspaceLayout extends Clutter.LayoutManager { _init(metaWorkspace, monitorIndex, overviewAdjustment) { super._init(); this._spacing = 20; this._layoutFrozen = false; this._metaWorkspace = metaWorkspace; this._monitorIndex = monitorIndex; this._overviewAdjustment = overviewAdjustment; this._container = null; this._windows = new Map(); this._sortedWindows = []; this._lastBox = null; this._windowSlots = []; this._layout = null; this._needsLayout = true; this._stateAdjustment = new St.Adjustment({ value: 0, lower: 0, upper: 1, }); this._stateAdjustment.connect('notify::value', () => { this._syncOpacities(); this.syncOverlays(); this.layout_changed(); }); this._workarea = null; this._workareasChangedId = 0; } _syncOpacity(actor, metaWindow) { if (!metaWindow.showing_on_its_workspace()) actor.opacity = this._stateAdjustment.value * 255; } _syncOpacities() { this._windows.forEach(({ metaWindow }, actor) => { this._syncOpacity(actor, metaWindow); }); } _isBetterScaleAndSpace(oldScale, oldSpace, scale, space) { let spacePower = (space - oldSpace) * LAYOUT_SPACE_WEIGHT; let scalePower = (scale - oldScale) * LAYOUT_SCALE_WEIGHT; if (scale > oldScale && space > oldSpace) { // Win win -- better scale and better space return true; } else if (scale > oldScale && space <= oldSpace) { // Keep new layout only if scale gain outweighs aspect space loss return scalePower > spacePower; } else if (scale <= oldScale && space > oldSpace) { // Keep new layout only if aspect space gain outweighs scale loss return spacePower > scalePower; } else { // Lose -- worse scale and space return false; } } _adjustSpacingAndPadding(rowSpacing, colSpacing, containerBox) { if (this._sortedWindows.length === 0) return [rowSpacing, colSpacing, containerBox]; // All of the overlays have the same chrome sizes, // so just pick the first one. const window = this._sortedWindows[0]; const [topOversize, bottomOversize] = window.chromeHeights(); const [leftOversize, rightOversize] = window.chromeWidths(); const oversize = Math.max(topOversize, bottomOversize, leftOversize, rightOversize); if (rowSpacing !== null) rowSpacing += oversize; if (colSpacing !== null) colSpacing += oversize; if (containerBox) { const monitor = Main.layoutManager.monitors[this._monitorIndex]; const bottomPoint = new Graphene.Point3D({ y: containerBox.y2 }); const transformedBottomPoint = this._container.apply_transform_to_point(bottomPoint); const bottomFreeSpace = (monitor.y + monitor.height) - transformedBottomPoint.y; const [, bottomOverlap] = window.overlapHeights(); if ((bottomOverlap + oversize) > bottomFreeSpace) containerBox.y2 -= (bottomOverlap + oversize) - bottomFreeSpace; } return [rowSpacing, colSpacing, containerBox]; } _createBestLayout(area) { const [rowSpacing, columnSpacing] = this._adjustSpacingAndPadding(this._spacing, this._spacing, null); // We look for the largest scale that allows us to fit the // largest row/tallest column on the workspace. this._layoutStrategy = new UnalignedLayoutStrategy({ monitor: Main.layoutManager.monitors[this._monitorIndex], rowSpacing, columnSpacing, }); let lastLayout = null; let lastNumColumns = -1; let lastScale = 0; let lastSpace = 0; for (let numRows = 1; ; numRows++) { const numColumns = Math.ceil(this._sortedWindows.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 === lastNumColumns) break; const layout = this._layoutStrategy.computeLayout(this._sortedWindows, { numRows, }); const [scale, space] = this._layoutStrategy.computeScaleAndSpace(layout, area); if (lastLayout && !this._isBetterScaleAndSpace(lastScale, lastSpace, scale, space)) break; lastLayout = layout; lastNumColumns = numColumns; lastScale = scale; lastSpace = space; } return lastLayout; } _getWindowSlots(containerBox) { [, , containerBox] = this._adjustSpacingAndPadding(null, null, containerBox); const availArea = { x: parseInt(containerBox.x1), y: parseInt(containerBox.y1), width: parseInt(containerBox.get_width()), height: parseInt(containerBox.get_height()), }; return this._layoutStrategy.computeWindowSlots(this._layout, availArea); } _getAdjustedWorkarea(container) { const workarea = this._workarea.copy(); if (container instanceof St.Widget) { const themeNode = container.get_theme_node(); workarea.width -= themeNode.get_horizontal_padding(); workarea.height -= themeNode.get_vertical_padding(); } return workarea; } _syncWorkareaTracking() { if (this._container) { if (this._workAreaChangedId) return; this._workarea = Main.layoutManager.getWorkAreaForMonitor(this._monitorIndex); this._workareasChangedId = global.display.connect('workareas-changed', () => { this._workarea = Main.layoutManager.getWorkAreaForMonitor(this._monitorIndex); this.layout_changed(); }); } else if (this._workareasChangedId) { global.display.disconnect(this._workareasChangedId); this._workareasChangedId = 0; } } vfunc_set_container(container) { this._container = container; this._syncWorkareaTracking(); this._stateAdjustment.actor = container; } vfunc_get_preferred_width(container, forHeight) { const workarea = this._getAdjustedWorkarea(container); if (forHeight === -1) return [0, workarea.width]; const workAreaAspectRatio = workarea.width / workarea.height; const widthPreservingAspectRatio = forHeight * workAreaAspectRatio; return [0, widthPreservingAspectRatio]; } vfunc_get_preferred_height(container, forWidth) { const workarea = this._getAdjustedWorkarea(container); if (forWidth === -1) return [0, workarea.height]; const workAreaAspectRatio = workarea.width / workarea.height; const heightPreservingAspectRatio = forWidth / workAreaAspectRatio; return [0, heightPreservingAspectRatio]; } vfunc_allocate(container, box) { const containerBox = container.allocation; const [containerWidth, containerHeight] = containerBox.get_size(); const containerAllocationChanged = this._lastBox === null || !this._lastBox.equal(containerBox); // If the containers size changed, we can no longer keep around // the old windowSlots, so we must unfreeze the layout. // // However, if the overview animation is in progress, don't unfreeze // the layout. This is needed to prevent windows "snapping" to their // new positions during the overview closing animation when the // allocation subtly expands every frame. if (this._layoutFrozen && containerAllocationChanged && !Main.overview.animationInProgress) { this._layoutFrozen = false; this.notify('layout-frozen'); } const { ControlsState } = OverviewControls; const { currentState } = this._overviewAdjustment.getStateTransitionParams(); const inSessionTransition = currentState <= ControlsState.WINDOW_PICKER; const window = this._sortedWindows[0]; if (inSessionTransition || !window) { container.remove_clip(); } else { const [, bottomOversize] = window.chromeHeights(); const [containerX, containerY] = containerBox.get_origin(); const extraHeightProgress = currentState - OverviewControls.ControlsState.WINDOW_PICKER; const extraClipHeight = bottomOversize * (1 - extraHeightProgress); container.set_clip(containerX, containerY, containerWidth, containerHeight + extraClipHeight); } let layoutChanged = false; if (!this._layoutFrozen || !this._lastBox) { if (this._needsLayout) { this._layout = this._createBestLayout(this._workarea); this._needsLayout = false; layoutChanged = true; } if (layoutChanged || containerAllocationChanged) { this._windowSlotsBox = box.copy(); this._windowSlots = this._getWindowSlots(this._windowSlotsBox); } } const slotsScale = box.get_width() / this._windowSlotsBox.get_width(); const workareaX = this._workarea.x; const workareaY = this._workarea.y; const workareaWidth = this._workarea.width; const stateAdjustementValue = this._stateAdjustment.value; const allocationScale = containerWidth / workareaWidth; const childBox = new Clutter.ActorBox(); const nSlots = this._windowSlots.length; for (let i = 0; i < nSlots; i++) { let [x, y, width, height, child] = this._windowSlots[i]; if (!child.visible) continue; x *= slotsScale; y *= slotsScale; width *= slotsScale; height *= slotsScale; const windowInfo = this._windows.get(child); let workspaceBoxX, workspaceBoxY; let workspaceBoxWidth, workspaceBoxHeight; if (windowInfo.metaWindow.showing_on_its_workspace()) { workspaceBoxX = (child.boundingBox.x - workareaX) * allocationScale; workspaceBoxY = (child.boundingBox.y - workareaY) * allocationScale; workspaceBoxWidth = child.boundingBox.width * allocationScale; workspaceBoxHeight = child.boundingBox.height * allocationScale; } else { workspaceBoxX = workareaX * allocationScale; workspaceBoxY = workareaY * allocationScale; workspaceBoxWidth = 0; workspaceBoxHeight = 0; } // Don't allow the scaled floating size to drop below // the target layout size. // We only want to apply this when the scaled floating size is // actually larger than the target layout size, that is while // animating between the session and the window picker. if (inSessionTransition) { workspaceBoxWidth = Math.max(workspaceBoxWidth, width); workspaceBoxHeight = Math.max(workspaceBoxHeight, height); } x = Util.lerp(workspaceBoxX, x, stateAdjustementValue); y = Util.lerp(workspaceBoxY, y, stateAdjustementValue); width = Util.lerp(workspaceBoxWidth, width, stateAdjustementValue); height = Util.lerp(workspaceBoxHeight, height, stateAdjustementValue); childBox.set_origin(x, y); childBox.set_size(width, height); if (windowInfo.currentTransition) { windowInfo.currentTransition.get_interval().set_final(childBox); // The timeline of the transition might not have been updated // before this allocation cycle, so make sure the child // still updates needs_allocation to FALSE. // Unfortunately, this relies on the fast paths in // clutter_actor_allocate(), otherwise we'd start a new // transition on the child, replacing the current one. child.allocate(child.allocation); continue; } // We want layout changes (ie. larger changes to the layout like // reshuffling the window order) to be animated, but small changes // like changes to the container size to happen immediately (for // example if the container height is being animated, we want to // avoid animating the children allocations to make sure they // don't "lag behind" the other animation). if (layoutChanged && !Main.overview.animationInProgress) { const transition = animateAllocation(child, childBox); if (transition) { windowInfo.currentTransition = transition; windowInfo.currentTransition.connect('stopped', () => { windowInfo.currentTransition = null; }); } } else { child.allocate(childBox); } } this._lastBox = containerBox.copy(); } _syncOverlay(preview) { const active = this._metaWorkspace?.active ?? true; preview.overlayEnabled = active && this._stateAdjustment.value === 1; } /** * syncOverlays: * * Synchronizes the overlay state of all window previews. */ syncOverlays() { [...this._windows.keys()].forEach(preview => this._syncOverlay(preview)); } /** * addWindow: * @param {WindowPreview} window: the window to add * @param {Meta.Window} metaWindow: the MetaWindow of the window * * Adds @window to the workspace, it will be shown immediately if * the layout isn't frozen using the layout-frozen property. * * If @window is already part of the workspace, nothing will happen. */ addWindow(window, metaWindow) { if (this._windows.has(window)) return; this._windows.set(window, { metaWindow, sizeChangedId: metaWindow.connect('size-changed', () => { this._needsLayout = true; this.layout_changed(); }), destroyId: window.connect('destroy', () => this.removeWindow(window)), currentTransition: null, }); this._sortedWindows.push(window); this._sortedWindows.sort((a, b) => { const winA = this._windows.get(a).metaWindow; const winB = this._windows.get(b).metaWindow; return winA.get_stable_sequence() - winB.get_stable_sequence(); }); this._syncOpacity(window, metaWindow); this._syncOverlay(window); this._container.add_child(window); this._needsLayout = true; this.layout_changed(); } /** * removeWindow: * @param {WindowPreview} window: the window to remove * * Removes @window from the workspace if @window is a part of the * workspace. If the layout-frozen property is set to true, the * window will still be visible until the property is set to false. */ removeWindow(window) { const windowInfo = this._windows.get(window); if (!windowInfo) return; windowInfo.metaWindow.disconnect(windowInfo.sizeChangedId); window.disconnect(windowInfo.destroyId); if (windowInfo.currentTransition) window.remove_transition('allocation'); this._windows.delete(window); this._sortedWindows.splice(this._sortedWindows.indexOf(window), 1); // The layout might be frozen and we might not update the windowSlots // on the next allocation, so remove the slot now already const index = this._windowSlots.findIndex(s => s[4] === window); if (index !== -1) this._windowSlots.splice(index, 1); // The window might have been reparented by DND if (window.get_parent() === this._container) this._container.remove_child(window); this._needsLayout = true; this.layout_changed(); } syncStacking(stackIndices) { const windows = [...this._windows.keys()]; windows.sort((a, b) => { const seqA = this._windows.get(a).metaWindow.get_stable_sequence(); const seqB = this._windows.get(b).metaWindow.get_stable_sequence(); return stackIndices[seqA] - stackIndices[seqB]; }); let lastWindow = null; for (const window of windows) { window.setStackAbove(lastWindow); lastWindow = window; } this._needsLayout = true; this.layout_changed(); } /** * getFocusChain: * * Gets the focus chain of the workspace. This function will return * an empty array if the floating window layout is used. * * @returns {Array} an array of {Clutter.Actor}s */ getFocusChain() { if (this._stateAdjustment.value === 0) return []; // The fifth element in the slot array is the WindowPreview return this._windowSlots.map(s => s[4]); } /** * An StAdjustment for controlling and transitioning between * the alignment of windows using the layout strategy and the * floating window layout. * * A value of 0 of the adjustment completely uses the floating * window layout while a value of 1 completely aligns windows using * the layout strategy. * * @type {St.Adjustment} */ get stateAdjustment() { return this._stateAdjustment; } get spacing() { return this._spacing; } set spacing(s) { if (this._spacing === s) return; this._spacing = s; this._needsLayout = true; this.notify('spacing'); this.layout_changed(); } get layoutFrozen() { return this._layoutFrozen; } set layoutFrozen(f) { if (this._layoutFrozen === f) return; this._layoutFrozen = f; this.notify('layout-frozen'); if (!this._layoutFrozen) this.layout_changed(); } }); var WorkspaceBackground = GObject.registerClass( class WorkspaceBackground extends Shell.WorkspaceBackground { _init(monitorIndex, stateAdjustment) { super._init({ style_class: 'workspace-background', x_expand: true, y_expand: true, monitor_index: monitorIndex, }); this._monitorIndex = monitorIndex; this._workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex); this._stateAdjustment = stateAdjustment; this._stateAdjustment.connectObject('notify::value', () => { this._updateBorderRadius(); this.queue_relayout(); }, this); this._stateAdjustment.bind_property( 'value', this, 'state-adjustment-value', GObject.BindingFlags.SYNC_CREATE ); this._bin = new Clutter.Actor({ layout_manager: new Clutter.BinLayout(), clip_to_allocation: true, }); this._backgroundGroup = new Meta.BackgroundGroup({ layout_manager: new Clutter.BinLayout(), x_expand: true, y_expand: true, }); this._bin.add_child(this._backgroundGroup); this.add_child(this._bin); this._bgManager = new Background.BackgroundManager({ container: this._backgroundGroup, monitorIndex: this._monitorIndex, controlPosition: false, useContentSize: false, }); this._bgManager.connect('changed', () => { this._updateRoundedClipBounds(); this._updateBorderRadius(); }); global.display.connectObject('workareas-changed', () => { this._workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex); this._updateRoundedClipBounds(); this.queue_relayout(); }, this); this._updateRoundedClipBounds(); this._updateBorderRadius(); this.connect('destroy', this._onDestroy.bind(this)); } _updateBorderRadius() { const { scaleFactor } = St.ThemeContext.get_for_stage(global.stage); const cornerRadius = scaleFactor * BACKGROUND_CORNER_RADIUS_PIXELS; const backgroundContent = this._bgManager.backgroundActor.content; backgroundContent.rounded_clip_radius = Util.lerp(0, cornerRadius, this._stateAdjustment.value); } _updateRoundedClipBounds() { const monitor = Main.layoutManager.monitors[this._monitorIndex]; const rect = new Graphene.Rect(); rect.origin.x = this._workarea.x - monitor.x; rect.origin.y = this._workarea.y - monitor.y; rect.size.width = this._workarea.width; rect.size.height = this._workarea.height; this._bgManager.backgroundActor.content.set_rounded_clip_bounds(rect); } _onDestroy() { if (this._bgManager) { this._bgManager.destroy(); this._bgManager = null; } } }); /** * @metaWorkspace: a #Meta.Workspace, or null */ var Workspace = GObject.registerClass( class Workspace extends St.Widget { _init(metaWorkspace, monitorIndex, overviewAdjustment) { super._init({ style_class: 'window-picker', pivot_point: new Graphene.Point({ x: 0.5, y: 0.5 }), layout_manager: new Clutter.BinLayout(), }); const layoutManager = new WorkspaceLayout(metaWorkspace, monitorIndex, overviewAdjustment); // Background this._background = new WorkspaceBackground(monitorIndex, layoutManager.stateAdjustment); this.add_child(this._background); // Window previews this._container = new Clutter.Actor({ reactive: true, x_expand: true, y_expand: true, }); this._container.layout_manager = layoutManager; this.add_child(this._container); this.metaWorkspace = metaWorkspace; this._overviewAdjustment = overviewAdjustment; this.monitorIndex = monitorIndex; this._monitor = Main.layoutManager.monitors[this.monitorIndex]; if (monitorIndex != Main.layoutManager.primaryIndex) this.add_style_class_name('external-monitor'); const clickAction = new Clutter.ClickAction(); clickAction.connect('clicked', action => { // Switch to the workspace when not the active one, leave the // overview otherwise. if (action.get_button() === 1 || action.get_button() === 0) { const leaveOverview = this._shouldLeaveOverview(); this.metaWorkspace?.activate(global.get_current_time()); if (leaveOverview) Main.overview.hide(); } }); this.bind_property('mapped', clickAction, 'enabled', GObject.BindingFlags.SYNC_CREATE); this._container.add_action(clickAction); this.connect('style-changed', this._onStyleChanged.bind(this)); this.connect('destroy', this._onDestroy.bind(this)); this._skipTaskbarSignals = new Map(); const windows = global.get_window_actors().map(a => a.meta_window) .filter(this._isMyWindow, this); // Create clones for windows that should be // visible in the Overview this._windows = []; for (let i = 0; i < windows.length; i++) { if (this._isOverviewWindow(windows[i])) this._addWindowClone(windows[i]); } // Track window changes, but let the window tracker process them first this.metaWorkspace?.connectObject( 'window-added', this._windowAdded.bind(this), GObject.ConnectFlags.AFTER, 'window-removed', this._windowRemoved.bind(this), GObject.ConnectFlags.AFTER, 'notify::active', () => layoutManager.syncOverlays(), this); global.display.connectObject( 'window-entered-monitor', this._windowEnteredMonitor.bind(this), GObject.ConnectFlags.AFTER, 'window-left-monitor', this._windowLeftMonitor.bind(this), GObject.ConnectFlags.AFTER, this); this._layoutFrozenId = 0; // DND requires this to be set this._delegate = this; } _shouldLeaveOverview() { if (!this.metaWorkspace || this.metaWorkspace.active) return true; const overviewState = this._overviewAdjustment.value; return overviewState > OverviewControls.ControlsState.WINDOW_PICKER; } vfunc_get_focus_chain() { return this._container.layout_manager.getFocusChain(); } _lookupIndex(metaWindow) { return this._windows.findIndex(w => w.metaWindow == metaWindow); } containsMetaWindow(metaWindow) { return this._lookupIndex(metaWindow) >= 0; } isEmpty() { return this._windows.length == 0; } syncStacking(stackIndices) { this._container.layout_manager.syncStacking(stackIndices); } _doRemoveWindow(metaWin) { let clone = this._removeWindowClone(metaWin); if (!clone) return; 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 this._container.layout_manager.layout_frozen = true; if (this._layoutFrozenId > 0) { GLib.source_remove(this._layoutFrozenId); this._layoutFrozenId = 0; } let [oldX, oldY] = global.get_pointer(); this._layoutFrozenId = GLib.timeout_add( GLib.PRIORITY_DEFAULT, WINDOW_REPOSITIONING_DELAY, () => { const [newX, newY] = global.get_pointer(); const pointerHasMoved = oldX !== newX || oldY !== newY; const actorUnderPointer = global.stage.get_actor_at_pos( Clutter.PickMode.REACTIVE, newX, newY); if ((pointerHasMoved && this.contains(actorUnderPointer)) || this._windows.some(w => w.contains(actorUnderPointer))) { oldX = newX; oldY = newY; return GLib.SOURCE_CONTINUE; } this._container.layout_manager.layout_frozen = false; this._layoutFrozenId = 0; return GLib.SOURCE_REMOVE; }); GLib.Source.set_name_by_id(this._layoutFrozenId, '[gnome-shell] this._layoutFrozenId'); } _doAddWindow(metaWin) { let win = metaWin.get_compositor_private(); if (!win) { // Newly-created windows are added to a workspace before // the compositor finds out about them... let id = GLib.idle_add(GLib.PRIORITY_DEFAULT, () => { if (metaWin.get_compositor_private() && metaWin.get_workspace() == this.metaWorkspace) this._doAddWindow(metaWin); return GLib.SOURCE_REMOVE; }); GLib.Source.set_name_by_id(id, '[gnome-shell] this._doAddWindow'); 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(metaWin)) return; this._skipTaskbarSignals.set(metaWin, metaWin.connect('notify::skip-taskbar', () => { if (metaWin.skip_taskbar) this._doRemoveWindow(metaWin); else this._doAddWindow(metaWin); })); if (!this._isOverviewWindow(metaWin)) { if (metaWin.get_transient_for() == null) return; // Let the top-most ancestor handle all transients let parent = metaWin.find_root_ancestor(); let clone = this._windows.find(c => c.metaWindow == parent); // If no clone was found, the parent hasn't been created yet // and will take care of the dialog when added if (clone) clone.addDialog(metaWin); return; } const clone = this._addWindowClone(metaWin); clone.set_pivot_point(0.5, 0.5); clone.scale_x = 0; clone.scale_y = 0; clone.ease({ scale_x: 1, scale_y: 1, duration: 250, onStopped: () => clone.set_pivot_point(0, 0), }); if (this._layoutFrozenId > 0) { // If a window was closed before, unfreeze the layout to ensure // the new window is immediately shown this._container.layout_manager.layout_frozen = false; GLib.source_remove(this._layoutFrozenId); this._layoutFrozenId = 0; } } _windowAdded(metaWorkspace, metaWin) { if (!Main.overview.closing) this._doAddWindow(metaWin); } _windowRemoved(metaWorkspace, metaWin) { this._doRemoveWindow(metaWin); } _windowEnteredMonitor(metaDisplay, monitorIndex, metaWin) { if (monitorIndex === this.monitorIndex && !Main.overview.closing) this._doAddWindow(metaWin); } _windowLeftMonitor(metaDisplay, monitorIndex, metaWin) { if (monitorIndex == this.monitorIndex) this._doRemoveWindow(metaWin); } // check for maximized windows on the workspace hasMaximizedWindows() { 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; } _clearSkipTaskbarSignals() { for (const [metaWin, id] of this._skipTaskbarSignals) metaWin.disconnect(id); this._skipTaskbarSignals.clear(); } prepareToLeaveOverview() { this._clearSkipTaskbarSignals(); for (let i = 0; i < this._windows.length; i++) this._windows[i].remove_all_transitions(); if (this._layoutFrozenId > 0) { GLib.source_remove(this._layoutFrozenId); this._layoutFrozenId = 0; } this._container.layout_manager.layout_frozen = true; Main.overview.connectObject( 'hidden', this._doneLeavingOverview.bind(this), this); } _onDestroy() { this._clearSkipTaskbarSignals(); if (this._layoutFrozenId > 0) { GLib.source_remove(this._layoutFrozenId); this._layoutFrozenId = 0; } this._windows = []; } _doneLeavingOverview() { this._container.layout_manager.layout_frozen = false; } _doneShowingOverview() { this._container.layout_manager.layout_frozen = false; } _isMyWindow(window) { const isOnWorkspace = this.metaWorkspace === null || window.located_on_workspace(this.metaWorkspace); const isOnMonitor = window.get_monitor() === this.monitorIndex; return isOnWorkspace && isOnMonitor; } _isOverviewWindow(window) { return !window.skip_taskbar; } // Create a clone of a (non-desktop) window and add it to the window list _addWindowClone(metaWindow) { let clone = new WindowPreview(metaWindow, this, this._overviewAdjustment); clone.connect('selected', this._onCloneSelected.bind(this)); clone.connect('drag-begin', () => { Main.overview.beginWindowDrag(metaWindow); }); clone.connect('drag-cancelled', () => { Main.overview.cancelledWindowDrag(metaWindow); }); clone.connect('drag-end', () => { Main.overview.endWindowDrag(metaWindow); }); clone.connect('show-chrome', () => { let focus = global.stage.key_focus; if (focus == null || this.contains(focus)) clone.grab_key_focus(); this._windows.forEach(c => { if (c !== clone) c.hideOverlay(true); }); }); clone.connect('destroy', () => { this._doRemoveWindow(metaWindow); }); this._container.layout_manager.addWindow(clone, metaWindow); if (this._windows.length == 0) clone.setStackAbove(null); else clone.setStackAbove(this._windows[this._windows.length - 1]); this._windows.push(clone); return clone; } _removeWindowClone(metaWin) { // find the position of the window in our list let index = this._lookupIndex(metaWin); if (index == -1) return null; this._container.layout_manager.removeWindow(this._windows[index]); return this._windows.splice(index, 1).pop(); } _onStyleChanged() { const themeNode = this.get_theme_node(); this._container.layout_manager.spacing = themeNode.get_length('spacing'); } _onCloneSelected(clone, time) { const wsIndex = this.metaWorkspace?.index(); if (this._shouldLeaveOverview()) Main.activateWindow(clone.metaWindow, time, wsIndex); else this.metaWorkspace?.activate(time); } // Draggable target interface handleDragOver(source, _actor, _x, _y, _time) { if (source.metaWindow && !this._isMyWindow(source.metaWindow)) return DND.DragMotionResult.MOVE_DROP; if (source.app && source.app.can_open_new_window()) return DND.DragMotionResult.COPY_DROP; if (!source.app && source.shellWorkspaceLaunch) return DND.DragMotionResult.COPY_DROP; return DND.DragMotionResult.CONTINUE; } acceptDrop(source, actor, x, y, time) { let workspaceManager = global.workspace_manager; let workspaceIndex = this.metaWorkspace ? this.metaWorkspace.index() : workspaceManager.get_active_workspace_index(); if (source.metaWindow) { const window = source.metaWindow; if (this._isMyWindow(window)) return false; Main.moveWindowToMonitorAndWorkspace(window, this.monitorIndex, workspaceIndex); return true; } else if (source.app && source.app.can_open_new_window()) { if (source.animateLaunchAtPos) source.animateLaunchAtPos(actor.x, actor.y); source.app.open_new_window(workspaceIndex); return true; } else if (!source.app && source.shellWorkspaceLaunch) { // While unused in our own drag sources, shellWorkspaceLaunch allows // extensions to define custom actions for their drag sources. source.shellWorkspaceLaunch({ workspace: workspaceIndex, timestamp: time, }); return true; } return false; } get stateAdjustment() { return this._container.layout_manager.stateAdjustment; } });