[gnome-shell/wip/exalm/gestures: 46/47] workspaceAnimation: Support multiple screens
- From: Alexander Mikhaylenko <alexm src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-shell/wip/exalm/gestures: 46/47] workspaceAnimation: Support multiple screens
- Date: Mon, 5 Aug 2019 12:16:42 +0000 (UTC)
commit d6d1c7d6bafb92998db025f35f5b60860d1f5853
Author: Alexander Mikhaylenko <exalm7659 gmail com>
Date: Thu Jul 4 23:43:23 2019 +0500
workspaceAnimation: Support multiple screens
Have a separate animating container on each screen, and sync their
progress. Put each container into another actor, and clip it to that
screen. Since WorkspaceGroup uses window clones now, windows that are
visible on multiple screens at once would look and animate correctly.
Fixes https://gitlab.gnome.org/GNOME/gnome-shell/issues/1213
https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/605
js/ui/workspaceAnimation.js | 139 +++++++++++++++++++++++++++-----------------
1 file changed, 86 insertions(+), 53 deletions(-)
---
diff --git a/js/ui/workspaceAnimation.js b/js/ui/workspaceAnimation.js
index 96f452240..2cc34223f 100644
--- a/js/ui/workspaceAnimation.js
+++ b/js/ui/workspaceAnimation.js
@@ -11,11 +11,12 @@ var WINDOW_ANIMATION_TIME = 0.25;
var WorkspaceGroup = GObject.registerClass(
class WorkspaceGroup extends Clutter.Actor {
- _init(controller, workspace) {
+ _init(controller, workspace, monitor) {
super._init();
this._controller = controller;
this._workspace = workspace;
+ this._monitor = monitor;
this._windows = [];
this.refreshWindows();
@@ -28,6 +29,9 @@ class WorkspaceGroup extends Clutter.Actor {
if (window.get_workspace() != this._workspace)
return false;
+ if (!window.get_frame_rect().intersect(global.display.get_monitor_geometry(this._monitor.index))[0])
+ return false;
+
if (!window.showing_on_its_workspace())
return false;
@@ -92,42 +96,52 @@ var WorkspaceAnimation = class {
constructor(controller, from, to, direction) {
this._controller = controller;
this._movingWindow = null;
- this._surroundings = {};
+ this._monitors = [];
this._progress = 0;
- this._container = new Clutter.Actor();
-
- global.window_group.add_actor(this._container);
-
let workspaceManager = global.workspace_manager;
let curWs = workspaceManager.get_workspace_by_index(from);
- this._curGroup = new WorkspaceGroup(controller, curWs);
- this._container.add_actor(this._curGroup);
+ for (let monitor of Main.layoutManager.monitors) {
+ let record = { index: monitor.index,
+ clipBin: new Clutter.Actor(),
+ container: new Clutter.Actor(),
+ surroundings: {} };
- for (let dir of Object.values(Meta.MotionDirection)) {
- let ws = null;
+ record.clipBin.add_actor(record.container);
+ record.clipBin.set_clip(monitor.x, monitor.y, monitor.width, monitor.height);
- if (to < 0)
- ws = curWs.get_neighbor(dir);
- else if (dir == direction)
- ws = workspaceManager.get_workspace_by_index(to);
+ global.window_group.add_actor(record.clipBin);
- if (ws == null || ws == curWs) {
- this._surroundings[dir] = null;
- continue;
- }
+ record.curGroup = new WorkspaceGroup(controller, curWs, monitor);
+ record.container.add_actor(record.curGroup);
+
+ for (let dir of Object.values(Meta.MotionDirection)) {
+ let ws = null;
- let [x, y] = this._getPositionForDirection(dir, curWs, ws);
- let info = { index: ws.index(),
- actor: new WorkspaceGroup(controller, ws),
- xDest: x,
- yDest: y };
- this._surroundings[dir] = info;
- this._container.add_actor(info.actor);
- info.actor.raise_top();
+ if (to < 0)
+ ws = curWs.get_neighbor(dir);
+ else if (dir == direction)
+ ws = workspaceManager.get_workspace_by_index(to);
- info.actor.set_position(x, y);
+ if (ws == null || ws == curWs) {
+ record.surroundings[dir] = null;
+ continue;
+ }
+
+ let [x, y] = this._getPositionForDirection(dir, curWs, ws, monitor.index);
+ let info = { index: ws.index(),
+ actor: new WorkspaceGroup(controller, ws, monitor),
+ xDest: x,
+ yDest: y };
+ record.surroundings[dir] = info;
+ record.container.add_actor(info.actor);
+ info.actor.raise_top();
+
+ info.actor.set_position(x, y);
+ }
+
+ this._monitors.push(record);
}
if (this._controller.movingWindow) {
@@ -150,6 +164,10 @@ var WorkspaceAnimation = class {
}
destroy() {
+ for (let monitorData of this._monitors)
+ monitorData.clipBin.destroy();
+ this._monitors = [];
+
if (this._movingWindow) {
let record = this._movingWindow;
record.window.disconnect(record.windowDestroyId);
@@ -158,38 +176,40 @@ var WorkspaceAnimation = class {
this._movingWindow = null;
}
-
- this._container.destroy();
}
- _getPositionForDirection(direction, fromWs, toWs) {
+ _getPositionForDirection(direction, fromWs, toWs, monitor) {
let xDest = 0, yDest = 0;
- let oldWsIsFullscreen = fromWs.list_windows().some(w => w.is_fullscreen());
- let newWsIsFullscreen = toWs.list_windows().some(w => w.is_fullscreen());
+ let condition = w => w.get_monitor() == monitor && w.is_fullscreen();
+
+ let oldWsIsFullscreen = fromWs.list_windows().some(condition);
+ let newWsIsFullscreen = toWs.list_windows().some(condition);
+
+ let geometry = Main.layoutManager.monitors[monitor];
// We have to shift windows up or down by the height of the panel to prevent having a
// visible gap between the windows while switching workspaces. Since fullscreen windows
// hide the panel, they don't need to be shifted up or down.
- let shiftHeight = Main.panel.height;
+ let shiftHeight = (monitor == Main.layoutManager.primaryIndex) ? Main.panel.height : 0;
if (direction == Meta.MotionDirection.UP ||
direction == Meta.MotionDirection.UP_LEFT ||
direction == Meta.MotionDirection.UP_RIGHT)
- yDest = -global.screen_height + (oldWsIsFullscreen ? 0 : shiftHeight);
+ yDest = -geometry.height + (oldWsIsFullscreen ? 0 : shiftHeight);
else if (direction == Meta.MotionDirection.DOWN ||
direction == Meta.MotionDirection.DOWN_LEFT ||
direction == Meta.MotionDirection.DOWN_RIGHT)
- yDest = global.screen_height - (newWsIsFullscreen ? 0 : shiftHeight);
+ yDest = geometry.height - (newWsIsFullscreen ? 0 : shiftHeight);
if (direction == Meta.MotionDirection.LEFT ||
direction == Meta.MotionDirection.UP_LEFT ||
direction == Meta.MotionDirection.DOWN_LEFT)
- xDest = -global.screen_width;
+ xDest = -geometry.width;
else if (direction == Meta.MotionDirection.RIGHT ||
direction == Meta.MotionDirection.UP_RIGHT ||
direction == Meta.MotionDirection.DOWN_RIGHT)
- xDest = global.screen_width;
+ xDest = geometry.width;
return [xDest, yDest];
}
@@ -211,21 +231,34 @@ var WorkspaceAnimation = class {
this._progress = progress;
let direction = this.directionForProgress(progress);
- let info = this._surroundings[direction];
- let xPos = 0;
- let yPos = 0;
- if (info) {
- if (global.workspace_manager.layout_rows == -1)
- yPos = Math.round(Math.abs(progress) * -info.yDest);
- else
- xPos = Math.round(Math.abs(progress) * -info.xDest);
- }
- this._container.set_position(xPos, yPos);
+ for (let monitorData of this._monitors) {
+ let info = monitorData.surroundings[direction];
+ let xPos = 0;
+ let yPos = 0;
+ if (info) {
+ if (global.workspace_manager.layout_rows == -1)
+ yPos = Math.round(Math.abs(progress) * -info.yDest);
+ else
+ xPos = Math.round(Math.abs(progress) * -info.xDest);
+ }
+
+ monitorData.container.set_position(xPos, yPos);
+ }
}
- getDistance(direction) {
- let info = this._surroundings[direction];
+ getDistance(monitor, direction) {
+ let monitorData = null;
+ for (let data of this._monitors)
+ if (data.index == monitor) {
+ monitorData = data;
+ break;
+ }
+
+ if (!monitorData)
+ return 0;
+
+ let info = monitorData.surroundings[direction];
if (!info)
return 0;
@@ -336,19 +369,19 @@ var WorkspaceAnimationController = class {
let points = [];
let baseDistance;
if (horiz)
- baseDistance = global.screen_width;
+ baseDistance = Main.layoutManager.monitors[monitor].width;
else
- baseDistance = global.screen_height;
+ baseDistance = Main.layoutManager.monitors[monitor].height;
let direction = this._animation.directionForProgress(-1);
- let distance = this._animation.getDistance(direction);
+ let distance = this._animation.getDistance(monitor, direction);
if (distance != 0)
points.push(-distance / baseDistance);
points.push(0);
direction = this._animation.directionForProgress(1);
- distance = this._animation.getDistance(direction);
+ distance = this._animation.getDistance(monitor, direction);
if (distance != 0)
points.push(distance / baseDistance);
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