Files
gnome-shell-extensions/extensions/native-window-placement/extension.js
T
Florian Müllner f38d76db06 native-window-placement: Fix 'button-layout' schema
The defaults have been shifted around so that the normal session
uses the regular schema and classic mode overrides it, so the
key is no longer present in 'org.gnome.shell.overrides'.
2014-06-10 12:26:14 +02:00

500 lines
21 KiB
JavaScript

// -*- mode: js2; indent-tabs-mode: nil; js2-basic-offset: 4 -*-
// import just everything from workspace.js:
const Clutter = imports.gi.Clutter;
const Gio = imports.gi.Gio;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Pango = imports.gi.Pango;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Signals = imports.signals;
const DND = imports.ui.dnd;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const Tweener = imports.ui.tweener;
const Workspace = imports.ui.workspace;
const WindowPositionFlags = Workspace.WindowPositionFlags;
const ExtensionUtils = imports.misc.extensionUtils;
const Me = ExtensionUtils.getCurrentExtension();
const Convenience = Me.imports.convenience;
// testing settings for natural window placement strategy:
const WINDOW_PLACEMENT_NATURAL_FILLGAPS = true; // enlarge windows at the end to fill gaps // not implemented yet
const WINDOW_PLACEMENT_NATURAL_GRID_FALLBACK = true; // fallback to grid mode if all windows have the same size and positions. // not implemented yet
const WINDOW_PLACEMENT_NATURAL_ACCURACY = 20; // accuracy of window translate moves (KDE-default: 20)
const WINDOW_PLACEMENT_NATURAL_GAPS = 5; // half of the minimum gap between windows
const WINDOW_PLACEMENT_NATURAL_MAX_TRANSLATIONS = 5000; // safety limit for preventing endless loop if something is wrong in the algorithm
const PLACE_WINDOW_CAPTIONS_ON_TOP = true; // place window titles in overview on top of windows with overlap parameter
const WORKSPACE_BORDER_GAP = 10; // minimum gap between the workspace area and the workspace selector
const WINDOW_AREA_TOP_GAP = 20; // minimum gap between the workspace area and the top border. This keeps window captions and close buttons visible. 13px (26/2) should currently be enough.
const BUTTON_LAYOUT_SCHEMA = 'org.gnome.desktop.wm.preferences';
const BUTTON_LAYOUT_KEY = 'button-layout';
function injectToFunction(parent, name, func) {
let origin = parent[name];
parent[name] = function() {
let ret;
ret = origin.apply(this, arguments);
if (ret === undefined)
ret = func.apply(this, arguments);
return ret;
}
}
const Rect = new Lang.Class({
Name: 'NativeWindowPlacement.Rect',
_init: function(x, y, width, height) {
[this.x, this.y, this.width, this.height] = [x, y, width, height];
},
/**
* used in _calculateWindowTransformationsNatural to replace Meta.Rectangle that is too slow.
*/
copy: function() {
return new Rect(this.x, this.y, this.width, this.height);
},
union: function(rect2) {
let dest = this.copy();
if (rect2.x < dest.x)
{
dest.width += dest.x - rect2.x;
dest.x = rect2.x;
}
if (rect2.y < dest.y)
{
dest.height += dest.y - rect2.y;
dest.y = rect2.y;
}
if (rect2.x + rect2.width > dest.x + dest.width)
dest.width = rect2.x + rect2.width - dest.x;
if (rect2.y + rect2.height > dest.y + dest.height)
dest.height = rect2.y + rect2.height - dest.y;
return dest;
},
adjusted: function(dx, dy, dx2, dy2) {
let dest = this.copy();
dest.x += dx;
dest.y += dy;
dest.width += -dx + dx2;
dest.height += -dy + dy2;
return dest;
},
overlap: function(rect2) {
return !((this.x + this.width <= rect2.x) ||
(rect2.x + rect2.width <= this.x) ||
(this.y + this.height <= rect2.y) ||
(rect2.y + rect2.height <= this.y));
},
center: function() {
return [this.x + this.width / 2, this.y + this.height / 2];
},
translate: function(dx, dy) {
this.x += dx;
this.y += dy;
}
});
let winInjections, workspaceInjections, connectedSignals;
function resetState() {
winInjections = { };
workspaceInjections = { };
connectedSignals = [ ];
}
function enable() {
resetState();
let settings = Convenience.getSettings();
let useMoreScreen = settings.get_boolean('use-more-screen');
let windowCaptionsOnTop = settings.get_boolean('window-captions-on-top');
let signalId = settings.connect('changed::use-more-screen', function() {
useMoreScreen = settings.get_boolean('use-more-screen');
});
connectedSignals.push({ obj: settings, id: signalId });
/**
* _calculateWindowTransformationsNatural:
* @clones: Array of #MetaWindow
*
* Returns clones with matching target coordinates and scales to arrange windows in a natural way that no overlap exists and relative window size is preserved.
* This function is almost a 1:1 copy of the function
* PresentWindowsEffect::calculateWindowTransformationsNatural() from KDE, see:
* https://projects.kde.org/projects/kde/kdebase/kde-workspace/repository/revisions/master/entry/kwin/effects/presentwindows/presentwindows.cpp
*/
Workspace.Workspace.prototype._calculateWindowTransformationsNatural = function(clones, area) {
// As we are using pseudo-random movement (See "slot") we need to make sure the list
// is always sorted the same way no matter which window is currently active.
let area_rect = new Rect(area.x, area.y, area.width, area.height);
let bounds = area_rect.copy();
let direction = 0;
let directions = [];
let rects = [];
for (let i = 0; i < clones.length; i++) {
// save rectangles into 4-dimensional arrays representing two corners of the rectangular: [left_x, top_y, right_x, bottom_y]
let rect = clones[i].metaWindow.get_outer_rect();
rects[i] = new Rect(rect.x, rect.y, rect.width, rect.height);
bounds = bounds.union(rects[i]);
// This is used when the window is on the edge of the screen to try to use as much screen real estate as possible.
directions[i] = direction;
direction++;
if (direction == 4) {
direction = 0;
}
}
let loop_counter = 0;
let overlap;
do {
overlap = false;
for (let i = 0; i < rects.length; i++) {
for (let j = 0; j < rects.length; j++) {
if (i != j && rects[i].adjusted(-WINDOW_PLACEMENT_NATURAL_GAPS, -WINDOW_PLACEMENT_NATURAL_GAPS,
WINDOW_PLACEMENT_NATURAL_GAPS, WINDOW_PLACEMENT_NATURAL_GAPS).overlap(
rects[j].adjusted(-WINDOW_PLACEMENT_NATURAL_GAPS, -WINDOW_PLACEMENT_NATURAL_GAPS,
WINDOW_PLACEMENT_NATURAL_GAPS, WINDOW_PLACEMENT_NATURAL_GAPS))) {
loop_counter++;
overlap = true;
// TODO: something like a Point2D would be nicer here:
// Determine pushing direction
let i_center = rects[i].center();
let j_center = rects[j].center();
let diff = [j_center[0] - i_center[0], j_center[1] - i_center[1]];
// Prevent dividing by zero and non-movement
if (diff[0] == 0 && diff[1] == 0)
diff[0] = 1;
// Try to keep screen/workspace aspect ratio
if ( bounds.height / bounds.width > area_rect.height / area_rect.width )
diff[0] *= 2;
else
diff[1] *= 2;
// Approximate a vector of between 10px and 20px in magnitude in the same direction
let length = Math.sqrt(diff[0] * diff[0] + diff[1] * diff[1]);
diff[0] = diff[0] * WINDOW_PLACEMENT_NATURAL_ACCURACY / length;
diff[1] = diff[1] * WINDOW_PLACEMENT_NATURAL_ACCURACY / length;
// Move both windows apart
rects[i].translate(-diff[0], -diff[1]);
rects[j].translate(diff[0], diff[1]);
if (useMoreScreen) {
// Try to keep the bounding rect the same aspect as the screen so that more
// screen real estate is utilised. We do this by splitting the screen into nine
// equal sections, if the window center is in any of the corner sections pull the
// window towards the outer corner. If it is in any of the other edge sections
// alternate between each corner on that edge. We don't want to determine it
// randomly as it will not produce consistant locations when using the filter.
// Only move one window so we don't cause large amounts of unnecessary zooming
// in some situations. We need to do this even when expanding later just in case
// all windows are the same size.
// (We are using an old bounding rect for this, hopefully it doesn't matter)
let xSection = Math.round((rects[i].x - bounds.x) / (bounds.width / 3));
let ySection = Math.round((rects[i].y - bounds.y) / (bounds.height / 3));
let i_center = rects[i].center();
diff[0] = 0;
diff[1] = 0;
if (xSection != 1 || ySection != 1) { // Remove this if you want the center to pull as well
if (xSection == 1)
xSection = (directions[i] / 2 ? 2 : 0);
if (ySection == 1)
ySection = (directions[i] % 2 ? 2 : 0);
}
if (xSection == 0 && ySection == 0) {
diff[0] = bounds.x - i_center[0];
diff[1] = bounds.y - i_center[1];
}
if (xSection == 2 && ySection == 0) {
diff[0] = bounds.x + bounds.width - i_center[0];
diff[1] = bounds.y - i_center[1];
}
if (xSection == 2 && ySection == 2) {
diff[0] = bounds.x + bounds.width - i_center[0];
diff[1] = bounds.y + bounds.height - i_center[1];
}
if (xSection == 0 && ySection == 2) {
diff[0] = bounds.x - i_center[0];
diff[1] = bounds.y + bounds.height - i_center[1];
}
if (diff[0] != 0 || diff[1] != 0) {
let length = Math.sqrt(diff[0]*diff[0] + diff[1]*diff[1]);
diff[0] *= WINDOW_PLACEMENT_NATURAL_ACCURACY / length / 2; // /2 to make it less influencing than the normal center-move above
diff[1] *= WINDOW_PLACEMENT_NATURAL_ACCURACY / length / 2;
rects[i].translate(diff[0], diff[1]);
}
}
// Update bounding rect
bounds = bounds.union(rects[i]);
bounds = bounds.union(rects[j]);
}
}
}
} while (overlap && loop_counter < WINDOW_PLACEMENT_NATURAL_MAX_TRANSLATIONS);
// Work out scaling by getting the most top-left and most bottom-right window coords.
let scale;
scale = Math.min(area_rect.width / bounds.width,
area_rect.height / bounds.height,
1.0);
// Make bounding rect fill the screen size for later steps
bounds.x = bounds.x - (area_rect.width - bounds.width * scale) / 2;
bounds.y = bounds.y - (area_rect.height - bounds.height * scale) / 2;
bounds.width = area_rect.width / scale;
bounds.height = area_rect.height / scale;
// Move all windows back onto the screen and set their scale
for (let i = 0; i < rects.length; i++) {
rects[i].translate(-bounds.x, -bounds.y);
}
// TODO: Implement the KDE part "Try to fill the gaps by enlarging windows if they have the space" here. (If this is wanted)
// rescale to workspace
let scales = [];
let buttonOuterHeight, captionHeight;
let buttonOuterWidth = 0;
let slots = [];
for (let i = 0; i < rects.length; i++) {
rects[i].x = rects[i].x * scale + area_rect.x;
rects[i].y = rects[i].y * scale + area_rect.y;
slots.push([rects[i].x, rects[i].y, scale, clones[i]]);
}
return slots;
}
workspaceInjections['_calculateWindowTransformationsNatural'] = undefined;
/**
* _updateWindowPositions:
* @flags:
* INITIAL - this is the initial positioning of the windows.
* ANIMATE - Indicates that we need animate changing position.
*/
workspaceInjections['_updateWindowPositions'] = Workspace.Workspace.prototype._updateWindowPositions;
Workspace.Workspace.prototype._updateWindowPositions = function(flags) {
if (this._currentLayout == null) {
this._recalculateWindowPositions(flags);
return;
}
let initialPositioning = flags & WindowPositionFlags.INITIAL;
let animate = flags & WindowPositionFlags.ANIMATE;
let layout = this._currentLayout;
let strategy = layout.strategy;
let [, , padding] = this._getSpacingAndPadding();
let area = Workspace.padArea(this._actualGeometry, padding);
/// EDIT replace this version by our own:
//let slots = strategy.computeWindowSlots(layout, area);
/// EDIT copied from _realRecalculateWindowPositions:
let clones = this._windows.slice();
if (clones.length == 0)
return;
clones.sort(function(a, b) {
return a.metaWindow.get_stable_sequence() - b.metaWindow.get_stable_sequence();
});
if (this._reservedSlot)
clones.push(this._reservedSlot);
/// EDIT our own window placement function:
let slots = this._calculateWindowTransformationsNatural(clones, area);
let currentWorkspace = global.screen.get_active_workspace();
let isOnCurrentWorkspace = this.metaWorkspace == null || this.metaWorkspace == currentWorkspace;
for (let i = 0; i < slots.length; i++) {
let slot = slots[i];
let [x, y, scale, clone] = slot;
let metaWindow = clone.metaWindow;
let overlay = clone.overlay;
clone.slotId = i;
// Positioning a window currently being dragged must be avoided;
// we'll just leave a blank spot in the layout for it.
if (clone.inDrag)
continue;
let cloneWidth = clone.actor.width * scale;
let cloneHeight = clone.actor.height * scale;
clone.slot = [x, y, cloneWidth, cloneHeight];
if (overlay && (initialPositioning || !clone.positioned))
overlay.hide();
if (!clone.positioned) {
// This window appeared after the overview was already up
// Grow the clone from the center of the slot
clone.actor.x = x + cloneWidth / 2;
clone.actor.y = y + cloneHeight / 2;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.positioned = true;
}
if (animate && isOnCurrentWorkspace) {
if (!metaWindow.showing_on_its_workspace()) {
/* Hidden windows should fade in and grow
* therefore we need to resize them now so they
* can be scaled up later */
if (initialPositioning) {
clone.actor.opacity = 0;
clone.actor.scale_x = 0;
clone.actor.scale_y = 0;
clone.actor.x = x;
clone.actor.y = y;
}
Tweener.addTween(clone.actor,
{ opacity: 255,
time: Overview.ANIMATION_TIME,
transition: 'easeInQuad'
});
}
this._animateClone(clone, overlay, x, y, scale, initialPositioning);
} else {
// cancel any active tweens (otherwise they might override our changes)
Tweener.removeTweens(clone.actor);
clone.actor.set_position(x, y);
clone.actor.set_scale(scale, scale);
clone.overlay.relayout(false);
this._showWindowOverlay(clone, overlay, isOnCurrentWorkspace);
}
}
}
/// position window titles on top of windows in overlay ////
if (windowCaptionsOnTop) {
/// This is almost a direct copy of the original relayout function. Differences are marked.
winInjections['relayout'] = Workspace.WindowOverlay.prototype.relayout;
Workspace.WindowOverlay.prototype.relayout = function(animate) {
let button = this.closeButton;
let title = this.title;
let border = this.border;
Tweener.removeTweens(button);
Tweener.removeTweens(title);
Tweener.removeTweens(border);
let [cloneX, cloneY, cloneWidth, cloneHeight] = this._windowClone.slot;
let layout = Meta.prefs_get_button_layout();
let side = layout.left_buttons.indexOf(Meta.ButtonFunction.CLOSE) > -1 ? St.Side.LEFT : St.Side.RIGHT;
let buttonX;
let buttonY = cloneY - (button.height - button._overlap);
if (side == St.Side.LEFT)
buttonX = cloneX - (button.width - button._overlap);
else
buttonX = cloneX + (cloneWidth - button._overlap);
if (animate)
this._animateOverlayActor(button, Math.floor(buttonX), Math.floor(buttonY), button.width);
else
button.set_position(Math.floor(buttonX), Math.floor(buttonY));
// Clutter.Actor.get_preferred_width() will return the fixed width if one
// is set, so we need to reset the width by calling set_width(-1), to forward
// the call down to StLabel.
// We also need to save and restore the current width, otherwise the animation
// starts from the wrong point.
let prevTitleWidth = title.width;
title.set_width(-1);
let [titleMinWidth, titleNatWidth] = title.get_preferred_width(-1);
let titleWidth = Math.max(titleMinWidth, Math.min(titleNatWidth, cloneWidth));
title.width = prevTitleWidth;
let titleX = cloneX + (cloneWidth - titleWidth) / 2;
/// this is the actual difference to original gnome-shell:
//let titleY = cloneY + cloneHeight + title._spacing;
let titleY = cloneY - title.height + title._spacing;
if (animate)
this._animateOverlayActor(title, Math.floor(titleX), Math.floor(titleY), titleWidth);
else {
title.width = titleWidth;
title.set_position(Math.floor(titleX), Math.floor(titleY));
}
let borderX = cloneX - this.borderSize;
let borderY = cloneY - this.borderSize;
let borderWidth = cloneWidth + 2 * this.borderSize;
let borderHeight = cloneHeight + 2 * this.borderSize;
if (animate) {
this._animateOverlayActor(this.border, borderX, borderY,
borderWidth, borderHeight);
} else {
this.border.set_position(borderX, borderY);
this.border.set_size(borderWidth, borderHeight);
}
};
}
}
function removeInjection(object, injection, name) {
if (injection[name] === undefined)
delete object[name];
else
object[name] = injection[name];
}
function disable() {
var i;
for (i in workspaceInjections)
removeInjection(Workspace.Workspace.prototype, workspaceInjections, i);
for (i in winInjections)
removeInjection(Workspace.WindowOverlay.prototype, winInjections, i);
for each (i in connectedSignals)
i.obj.disconnect(i.id);
global.stage.queue_relayout();
resetState();
}
function init() {
/* do nothing */
}