[gnome-shell/wip/exalm/gestures: 28/28] workspaceAnimation: Support multiple screens
- From: Alexander Mikhaylenko <alexm src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-shell/wip/exalm/gestures: 28/28] workspaceAnimation: Support multiple screens
- Date: Fri, 25 Oct 2019 20:17:55 +0000 (UTC)
commit 1e960804550bea5b87eaec04e19c89fd28fb714a
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 | 148 +++++++++++++++++++++++++++-----------------
1 file changed, 92 insertions(+), 56 deletions(-)
---
diff --git a/js/ui/workspaceAnimation.js b/js/ui/workspaceAnimation.js
index e52cdc86a3..a78d5f4bc4 100644
--- a/js/ui/workspaceAnimation.js
+++ b/js/ui/workspaceAnimation.js
@@ -10,11 +10,12 @@ var WINDOW_ANIMATION_TIME = 250;
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();
@@ -27,6 +28,9 @@ 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;
@@ -102,43 +106,54 @@ var WorkspaceAnimation = GObject.registerClass({
this._controller = controller;
this._movingWindow = null;
- this._surroundings = {};
+ this._monitors = [];
this._progress = 0;
- this._container = new Clutter.Actor();
-
- this.add_actor(this._container);
global.window_group.add_actor(this);
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);
+ this.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;
+
+ if (to < 0)
+ ws = curWs.get_neighbor(dir);
+ else if (dir == direction)
+ ws = workspaceManager.get_workspace_by_index(to);
- 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 (ws == null || ws == curWs) {
+ record.surroundings[dir] = null;
+ continue;
+ }
- info.actor.set_position(x, y);
+ 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) {
@@ -163,6 +178,10 @@ var WorkspaceAnimation = GObject.registerClass({
_onDestroy() {
this.remove_all_transitions();
+ for (let monitorData of this._monitors)
+ monitorData.clipBin.destroy();
+ this._monitors = [];
+
if (this._movingWindow) {
let record = this._movingWindow;
record.window.disconnect(record.windowDestroyId);
@@ -171,38 +190,40 @@ var WorkspaceAnimation = GObject.registerClass({
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];
}
@@ -233,21 +254,24 @@ var WorkspaceAnimation = GObject.registerClass({
this._progress = progress;
let direction = this.directionForProgress(progress);
- let xPos = 0;
- let yPos = 0;
- if (global.workspace_manager.layout_rows == -1)
- yPos = -Math.round(progress * this._getDistance(direction));
- else if (Clutter.get_default_text_direction () == Clutter.TextDirection.RTL)
- xPos = Math.round(progress * this._getDistance(direction));
- else
- xPos = -Math.round(progress * this._getDistance(direction));
+ for (let monitorData of this._monitors) {
+ let xPos = 0;
+ let yPos = 0;
+
+ if (global.workspace_manager.layout_rows == -1)
+ yPos = -Math.round(progress * this._getDistance(monitorData, direction));
+ else if (Clutter.get_default_text_direction () == Clutter.TextDirection.RTL)
+ xPos = Math.round(progress * this._getDistance(monitorData, direction));
+ else
+ xPos = -Math.round(progress * this._getDistance(monitorData, direction));
- this._container.set_position(xPos, yPos);
+ monitorData.container.set_position(xPos, yPos);
+ }
}
- _getDistance(direction) {
- let info = this._surroundings[direction];
+ _getDistance(monitorData, direction) {
+ let info = monitorData.surroundings[direction];
if (!info)
return 0;
@@ -265,19 +289,29 @@ var WorkspaceAnimation = GObject.registerClass({
return 0;
}
- getProgressRange() {
+ getProgressRange(monitor) {
+ let monitorData = null;
+ for (let data of this._monitors)
+ if (data.index == monitor) {
+ monitorData = data;
+ break;
+ }
+
+ if (!monitorData)
+ return 0;
+
let baseDistance;
if (global.workspace_manager.layout_rows != -1)
- baseDistance = global.screen_width;
+ baseDistance = Main.layoutManager.monitors[monitor].width;
else
- baseDistance = global.screen_height;
+ baseDistance = Main.layoutManager.monitors[monitor].height;
let direction = this.directionForProgress(-1);
- let distance = this._getDistance(direction);
+ let distance = this._getDistance(monitorData, direction);
let lower = -distance / baseDistance;
direction = this.directionForProgress(1);
- distance = this._getDistance(direction);
+ distance = this._getDistance(monitorData, direction);
let upper = distance / baseDistance;
return [lower, upper];
@@ -334,6 +368,7 @@ var WorkspaceAnimationController = class {
this._inProgress = false;
this._gestureActivated = false;
this.movingWindow = null;
+ this._monitor = null;
}
animateSwitchWorkspace(shellwm, from, to, direction) {
@@ -366,9 +401,9 @@ var WorkspaceAnimationController = class {
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 progress;
if (this._gestureActivated) {
@@ -379,7 +414,8 @@ var WorkspaceAnimationController = class {
progress = 0;
}
- let [lower, upper] = this._animation.getProgressRange();
+ this._monitor = monitor;
+ let [lower, upper] = this._animation.getProgressRange(monitor);
if (progress < 0)
progress *= -lower;
else if (progress > 0)
@@ -399,7 +435,7 @@ var WorkspaceAnimationController = class {
_switchWorkspaceUpdate(_tracker, progress) {
// Translate the progress into [-1;1] range
- let [lower, upper] = this._animation.getProgressRange();
+ let [lower, upper] = this._animation.getProgressRange(this._monitor);
if (progress < 0)
progress /= -lower;
else if (progress > 0)
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