gnome-shell r32 - trunk/js/ui
- From: otaylor svn gnome org
- To: svn-commits-list gnome org
- Subject: gnome-shell r32 - trunk/js/ui
- Date: Thu, 6 Nov 2008 14:00:14 +0000 (UTC)
Author: otaylor
Date: Thu Nov 6 14:00:14 2008
New Revision: 32
URL: http://svn.gnome.org/viewvc/gnome-shell?rev=32&view=rev
Log:
Improve window handling in overview mode
* For small window counts, lay the windows out according to a
predefined scheme. For larger window counts, continue putting
the windows along the diagonal as before, but do it a bit better.
* Special case the desktop window and use it as the background
of the window area.
* Add a little translucency to windows
* Use tweener to animate everything into place
* Clean up - add constants and break things into multiple methods
Modified:
trunk/js/ui/overlay.js
Modified: trunk/js/ui/overlay.js
==============================================================================
--- trunk/js/ui/overlay.js (original)
+++ trunk/js/ui/overlay.js Thu Nov 6 14:00:14 2008
@@ -1,16 +1,40 @@
/* -*- mode: js2; js2-basic-offset: 4; -*- */
-const Shell = imports.gi.Shell;
const Clutter = imports.gi.Clutter;
+const Meta = imports.gi.Meta;
+const Shell = imports.gi.Shell;
+const Tweener = imports.tweener.tweener;
const Panel = imports.ui.panel;
const OVERLAY_BACKGROUND_COLOR = new Clutter.Color();
OVERLAY_BACKGROUND_COLOR.from_pixel(0x000000ff);
+// Time for initial animation going into overlay mode
+const ANIMATION_TIME = 0.3;
+
+// How much to scale the desktop down by in overlay mode
+const DESKTOP_SCALE = 0.75;
+
+// 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 [x_center, y_center, 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: [[0.2, 0.33, 0.3], [0.5, 0.67, 0.3], [0.8, 0.33, 0.3]],
+ 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]]
+};
+
function Overlay() {
this._init();
-}
+};
Overlay.prototype = {
_init : function() {
@@ -37,50 +61,48 @@
if (!this.visible) {
this.visible = true;
- // Very simple version of a window overview ... when we show the
- // overlay, display all the user's windows in the overlay scaled
- // down.
- //
- // 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 global = Shell.global_get();
let windows = global.get_windows();
-
+ let desktop_window = null;
+
let screen_width = global.screen_width
let screen_height = global.screen_height
- let x = screen_width / 4
- let y = screen_height / 4
-
for (let i = 0; i < windows.length; i++)
- if (!windows[i].is_override_redirect()) {
- let clone = new Clutter.CloneTexture({ parent_texture: windows[i].get_texture(),
- x: x,
- y: y });
-
- // We scale each window down so that it is at most 300x300, but we
- // never want to scale a window up.
- let size = clone.width;
- if (clone.height > size)
- size = clone.height;
-
- let scale = 300 / size;
- if (scale > 1)
- scale = 1;
-
- clone.set_scale(scale, scale);
- this._group.add_actor(clone);
- this._window_clones.push(clone);
-
- // Windows are overlapped diagonally. If there are too many, they'll
- // end up off the screen
- x += 50;
- y += 50;
- }
-
+ if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
+ desktop_window = windows[i];
+
+ // 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._desktop_width = screen_width * DESKTOP_SCALE;
+ this._desktop_height = screen_height * DESKTOP_SCALE;
+ this._desktop_x = screen_width - this._desktop_width - 10;
+ this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
+
+ if (desktop_window)
+ this._createDesktopClone(desktop_window);
+
+ // Count the total number of windows so we know what layout scheme to use
+ let n_windows = 0;
+ for (let i = 0; i < windows.length; i++) {
+ let w = windows[i];
+ if (w == desktop_window || w.is_override_redirect())
+ continue;
+
+ n_windows++;
+ }
+
+ // Now create actors for all the desktop windows
+ let window_index = 0;
+ for (let i = 0; i < windows.length; i++) {
+ let w = windows[i];
+ if (w == desktop_window || w.is_override_redirect())
+ continue;
+ this._createWindowClone(w, window_index, n_windows);
+
+ window_index++;
+ }
+
this._group.show();
}
},
@@ -96,5 +118,100 @@
this._window_clones = [];
}
+ },
+
+ _createDesktopClone : function(w) {
+ let clone = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
+ reactive: true,
+ x: 0,
+ y: 0 });
+ this._window_clones.push(clone);
+ this._group.add_actor(clone);
+
+ Tweener.addTween(clone,
+ { x: this._desktop_x,
+ y: this._desktop_y,
+ scale_x: DESKTOP_SCALE,
+ scale_y: DESKTOP_SCALE,
+ time: ANIMATION_TIME,
+ transition: "linear"
+ });
+
+ let me = this;
+ clone.connect("button-press-event",
+ function() {
+ me._deactivate();
+ });
+ },
+
+ _computeWindowPosition : function(window_index, n_windows) {
+ if (n_windows in POSITIONS)
+ return POSITIONS[n_windows][window_index];
+
+ // 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/n_windows);
+ let x_center = (fraction / 2) + (1 - fraction) * window_index / (n_windows - 1);
+ let y_center = x_center;
+
+ log(x_center + "," + y_center + "," + fraction);
+ return [x_center, y_center, fraction];
+ },
+
+ _createWindowClone : function(w, window_index, n_windows) {
+ // 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 = new Clutter.CloneTexture({ parent_texture: w.get_texture(),
+ reactive: true,
+ x: w.x,
+ y: w.y });
+
+ let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
+
+ let desired_size = this._desktop_width * fraction;
+
+ x_center = this._desktop_x + x_center * this._desktop_width;
+ y_center = this._desktop_y + y_center * this._desktop_height;
+
+ let size = clone.width;
+ if (clone.height > size)
+ size = clone.height;
+
+ // Never scale up
+ let scale = desired_size / size;
+ if (scale > 1)
+ scale = 1;
+
+ this._group.add_actor(clone);
+ this._window_clones.push(clone);
+
+ Tweener.addTween(clone,
+ { x: x_center - 0.5 * scale * w.width,
+ y: y_center - 0.5 * scale * w.height,
+ scale_x: scale,
+ scale_y: scale,
+ time: ANIMATION_TIME,
+ opacity: WINDOW_OPACITY,
+ transition: "linear"
+ });
+
+ let me = this;
+ clone.connect("button-press-event",
+ function() {
+ me._activateWindow(w);
+ });
+ },
+
+ _activateWindow : function(w) {
+ this._deactivate();
+ log("Activate "+ w.get_description());
+ },
+
+ _deactivate : function() {
+ let Main = imports.ui.main;
+ Main.hide_overlay();
}
};
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