[gnome-shell/wip/exalm/gestures: 13/13] workspaceAnimation: Support multiple screens



commit d26a8c8e1d825d32e1ae3593c6aa8236534f2f91
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 | 138 +++++++++++++++++++++++++++-----------------
 1 file changed, 86 insertions(+), 52 deletions(-)
---
diff --git a/js/ui/workspaceAnimation.js b/js/ui/workspaceAnimation.js
index 4521d42e42..c8b0a40a67 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];
     }
@@ -211,20 +231,34 @@ var WorkspaceAnimation = class {
         this._progress = progress;
 
         let direction = this.directionForProgress(progress);
-        let xPos = 0;
-        let yPos = 0;
-        if (this._surroundings[direction]) {
-            if (global.workspace_manager.layout_rows == -1)
-                yPos = -Math.round(progress * global.screen_height);
-            else
-                xPos = -Math.round(progress * global.screen_width);
-        }
 
-        this._container.set_position(xPos, yPos);
+        for (let monitorData of this._monitors) {
+            let monitor = Main.layoutManager.monitors[monitorData.index];
+            let xPos = 0;
+            let yPos = 0;
+            if (monitorData.surroundings[direction]) {
+                if (global.workspace_manager.layout_rows == -1)
+                    yPos = -Math.round(progress * monitor.height);
+                else
+                    xPos = -Math.round(progress * monitor.width);
+            }
+
+            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;
 
@@ -335,19 +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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