[gnome-shell/wip/exalm/gestures: 11/11] workspaceAnimation: Support multiple monitors



commit 8e49453cd6160c8de89db9cd2a7772087b215b13
Author: Alexander Mikhaylenko <alexm gnome org>
Date:   Thu Jul 4 23:43:23 2019 +0500

    workspaceAnimation: Support multiple monitors
    
    Currently, there's one animation for the whole canvas. While it looks fine
    with just one screen, it causes windows to move between screens when
    switching workspaces. Instead, have a separate animation on each screen,
    and sync their progress so that at any given time the progress "fraction"
    is the same between all screens. Clip all animations to their screens so
    that the windows don't leak to other screens.
    
    If a window is placed between every screen, can end up in multiple
    animations, in that case each part is still animated separately.
    
    Fixes https://gitlab.gnome.org/GNOME/gnome-shell/issues/1213
    
    https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/605

 js/ui/workspaceAnimation.js | 162 ++++++++++++++++++++++++++++----------------
 1 file changed, 104 insertions(+), 58 deletions(-)
---
diff --git a/js/ui/workspaceAnimation.js b/js/ui/workspaceAnimation.js
index 7863237b1e..59d6ebe89e 100644
--- a/js/ui/workspaceAnimation.js
+++ b/js/ui/workspaceAnimation.js
@@ -10,11 +10,12 @@ const WINDOW_ANIMATION_TIME = 250;
 
 const 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 +29,11 @@ class WorkspaceGroup extends Clutter.Actor {
         if (window.get_workspace() !== this._workspace)
             return false;
 
+        let geometry = global.display.get_monitor_geometry(this._monitor.index);
+        let [intersects, intersection_] = window.get_frame_rect().intersect(geometry);
+        if (!intersects)
+            return false;
+
         if (!window.showing_on_its_workspace())
             return false;
 
@@ -105,45 +111,60 @@ const 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 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);
+        for (let monitor of Main.layoutManager.monitors) {
+            let record = {
+                index: monitor.index,
+                clipBin: new Clutter.Actor(),
+                container: new Clutter.Actor(),
+                surroundings: {},
+            };
 
-            if (ws === null || ws === curWs) {
-                this._surroundings[dir] = null;
-                continue;
+            record.clipBin.add_actor(record.container);
+            record.clipBin.set_clip(monitor.x, monitor.y, monitor.width,
+                monitor.height);
+
+            this.add_actor(record.clipBin);
+
+            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);
+
+                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);
+                record.container.set_child_above_sibling(info.actor, null);
+
+                info.actor.set_position(x, y);
             }
 
-            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);
-            this._container.set_child_above_sibling(info.actor, null);
-
-            info.actor.set_position(x, y);
+            this._monitors.push(record);
         }
 
         if (this._controller.movingWindow) {
@@ -168,6 +189,10 @@ const WorkspaceAnimation = GObject.registerClass({
     }
 
     _onDestroy() {
+        for (let monitorData of this._monitors)
+            monitorData.clipBin.destroy();
+        this._monitors = [];
+
         if (this._movingWindow) {
             let record = this._movingWindow;
             record.window.disconnect(record.windowDestroyId);
@@ -179,34 +204,39 @@ const WorkspaceAnimation = GObject.registerClass({
         }
     }
 
-    _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];
     }
@@ -244,21 +274,24 @@ const 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;
 
-        this._container.set_position(xPos, yPos);
+            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));
+
+            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;
 
@@ -276,19 +309,30 @@ const 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];
@@ -335,6 +379,7 @@ var WorkspaceAnimationController = class {
         this._inProgress = false;
         this._gestureActivated = false;
         this.movingWindow = null;
+        this._monitor = null;
     }
 
     animateSwitchWorkspace(from, to, direction, onComplete) {
@@ -368,9 +413,9 @@ 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) {
@@ -381,7 +426,8 @@ 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)
@@ -401,7 +447,7 @@ 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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