ef99394ffb
Instead of copying a long function for a single changed line, wrap the layout algorithm in a LayoutStrategy so the workspace code picks it up without modifications. https://bugzilla.gnome.org/show_bug.cgi?id=787934
306 lines
13 KiB
JavaScript
306 lines
13 KiB
JavaScript
// -*- mode: js2; indent-tabs-mode: nil; js2-basic-offset: 4 -*-
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const Lang = imports.lang;
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const Workspace = imports.ui.workspace;
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const ExtensionUtils = imports.misc.extensionUtils;
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const Me = ExtensionUtils.getCurrentExtension();
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const Convenience = Me.imports.convenience;
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// testing settings for natural window placement strategy:
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const WINDOW_PLACEMENT_NATURAL_FILLGAPS = true; // enlarge windows at the end to fill gaps // not implemented yet
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const WINDOW_PLACEMENT_NATURAL_GRID_FALLBACK = true; // fallback to grid mode if all windows have the same size and positions. // not implemented yet
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const WINDOW_PLACEMENT_NATURAL_ACCURACY = 20; // accuracy of window translate moves (KDE-default: 20)
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const WINDOW_PLACEMENT_NATURAL_GAPS = 5; // half of the minimum gap between windows
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const WINDOW_PLACEMENT_NATURAL_MAX_TRANSLATIONS = 5000; // safety limit for preventing endless loop if something is wrong in the algorithm
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const Rect = new Lang.Class({
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Name: 'NativeWindowPlacement.Rect',
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_init: function(x, y, width, height) {
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[this.x, this.y, this.width, this.height] = [x, y, width, height];
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},
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/**
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* used in _calculateWindowTransformationsNatural to replace Meta.Rectangle that is too slow.
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*/
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copy: function() {
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return new Rect(this.x, this.y, this.width, this.height);
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},
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union: function(rect2) {
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let dest = this.copy();
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if (rect2.x < dest.x)
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{
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dest.width += dest.x - rect2.x;
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dest.x = rect2.x;
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}
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if (rect2.y < dest.y)
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{
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dest.height += dest.y - rect2.y;
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dest.y = rect2.y;
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}
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if (rect2.x + rect2.width > dest.x + dest.width)
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dest.width = rect2.x + rect2.width - dest.x;
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if (rect2.y + rect2.height > dest.y + dest.height)
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dest.height = rect2.y + rect2.height - dest.y;
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return dest;
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},
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adjusted: function(dx, dy, dx2, dy2) {
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let dest = this.copy();
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dest.x += dx;
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dest.y += dy;
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dest.width += -dx + dx2;
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dest.height += -dy + dy2;
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return dest;
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},
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overlap: function(rect2) {
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return !((this.x + this.width <= rect2.x) ||
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(rect2.x + rect2.width <= this.x) ||
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(this.y + this.height <= rect2.y) ||
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(rect2.y + rect2.height <= this.y));
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},
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center: function() {
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return [this.x + this.width / 2, this.y + this.height / 2];
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},
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translate: function(dx, dy) {
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this.x += dx;
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this.y += dy;
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}
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});
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const NaturalLayoutStrategy = new Lang.Class({
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Name: 'NaturalLayoutStrategy',
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Extends: Workspace.LayoutStrategy,
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_init: function(settings) {
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this._settings = settings;
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},
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computeLayout: function(windows, layout) {
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layout.windows = windows;
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},
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/**
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* 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.
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* This function is almost a 1:1 copy of the function
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* PresentWindowsEffect::calculateWindowTransformationsNatural() from KDE, see:
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* https://projects.kde.org/projects/kde/kdebase/kde-workspace/repository/revisions/master/entry/kwin/effects/presentwindows/presentwindows.cpp
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*/
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computeWindowSlots: function(layout, area) {
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// As we are using pseudo-random movement (See "slot") we need to make sure the list
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// is always sorted the same way no matter which window is currently active.
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let area_rect = new Rect(area.x, area.y, area.width, area.height);
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let bounds = area_rect.copy();
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let clones = layout.windows;
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let direction = 0;
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let directions = [];
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let rects = [];
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for (let i = 0; i < clones.length; i++) {
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// save rectangles into 4-dimensional arrays representing two corners of the rectangular: [left_x, top_y, right_x, bottom_y]
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let rect = clones[i].metaWindow.get_frame_rect();
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rects[i] = new Rect(rect.x, rect.y, rect.width, rect.height);
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bounds = bounds.union(rects[i]);
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// This is used when the window is on the edge of the screen to try to use as much screen real estate as possible.
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directions[i] = direction;
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direction++;
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if (direction == 4) {
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direction = 0;
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}
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}
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let loop_counter = 0;
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let overlap;
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do {
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overlap = false;
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for (let i = 0; i < rects.length; i++) {
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for (let j = 0; j < rects.length; j++) {
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if (i != j && rects[i].adjusted(-WINDOW_PLACEMENT_NATURAL_GAPS, -WINDOW_PLACEMENT_NATURAL_GAPS,
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WINDOW_PLACEMENT_NATURAL_GAPS, WINDOW_PLACEMENT_NATURAL_GAPS).overlap(
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rects[j].adjusted(-WINDOW_PLACEMENT_NATURAL_GAPS, -WINDOW_PLACEMENT_NATURAL_GAPS,
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WINDOW_PLACEMENT_NATURAL_GAPS, WINDOW_PLACEMENT_NATURAL_GAPS))) {
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loop_counter++;
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overlap = true;
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// TODO: something like a Point2D would be nicer here:
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// Determine pushing direction
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let i_center = rects[i].center();
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let j_center = rects[j].center();
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let diff = [j_center[0] - i_center[0], j_center[1] - i_center[1]];
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// Prevent dividing by zero and non-movement
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if (diff[0] == 0 && diff[1] == 0)
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diff[0] = 1;
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// Try to keep screen/workspace aspect ratio
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if ( bounds.height / bounds.width > area_rect.height / area_rect.width )
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diff[0] *= 2;
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else
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diff[1] *= 2;
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// Approximate a vector of between 10px and 20px in magnitude in the same direction
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let length = Math.sqrt(diff[0] * diff[0] + diff[1] * diff[1]);
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diff[0] = diff[0] * WINDOW_PLACEMENT_NATURAL_ACCURACY / length;
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diff[1] = diff[1] * WINDOW_PLACEMENT_NATURAL_ACCURACY / length;
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// Move both windows apart
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rects[i].translate(-diff[0], -diff[1]);
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rects[j].translate(diff[0], diff[1]);
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if (this._settings.get_boolean('use-more-screen')) {
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// Try to keep the bounding rect the same aspect as the screen so that more
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// screen real estate is utilised. We do this by splitting the screen into nine
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// equal sections, if the window center is in any of the corner sections pull the
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// window towards the outer corner. If it is in any of the other edge sections
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// alternate between each corner on that edge. We don't want to determine it
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// randomly as it will not produce consistant locations when using the filter.
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// Only move one window so we don't cause large amounts of unnecessary zooming
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// in some situations. We need to do this even when expanding later just in case
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// all windows are the same size.
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// (We are using an old bounding rect for this, hopefully it doesn't matter)
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let xSection = Math.round((rects[i].x - bounds.x) / (bounds.width / 3));
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let ySection = Math.round((rects[i].y - bounds.y) / (bounds.height / 3));
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let i_center = rects[i].center();
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diff[0] = 0;
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diff[1] = 0;
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if (xSection != 1 || ySection != 1) { // Remove this if you want the center to pull as well
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if (xSection == 1)
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xSection = (directions[i] / 2 ? 2 : 0);
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if (ySection == 1)
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ySection = (directions[i] % 2 ? 2 : 0);
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}
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if (xSection == 0 && ySection == 0) {
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diff[0] = bounds.x - i_center[0];
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diff[1] = bounds.y - i_center[1];
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}
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if (xSection == 2 && ySection == 0) {
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diff[0] = bounds.x + bounds.width - i_center[0];
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diff[1] = bounds.y - i_center[1];
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}
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if (xSection == 2 && ySection == 2) {
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diff[0] = bounds.x + bounds.width - i_center[0];
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diff[1] = bounds.y + bounds.height - i_center[1];
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}
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if (xSection == 0 && ySection == 2) {
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diff[0] = bounds.x - i_center[0];
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diff[1] = bounds.y + bounds.height - i_center[1];
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}
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if (diff[0] != 0 || diff[1] != 0) {
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let length = Math.sqrt(diff[0]*diff[0] + diff[1]*diff[1]);
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diff[0] *= WINDOW_PLACEMENT_NATURAL_ACCURACY / length / 2; // /2 to make it less influencing than the normal center-move above
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diff[1] *= WINDOW_PLACEMENT_NATURAL_ACCURACY / length / 2;
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rects[i].translate(diff[0], diff[1]);
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}
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}
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// Update bounding rect
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bounds = bounds.union(rects[i]);
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bounds = bounds.union(rects[j]);
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}
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}
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}
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} while (overlap && loop_counter < WINDOW_PLACEMENT_NATURAL_MAX_TRANSLATIONS);
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// Work out scaling by getting the most top-left and most bottom-right window coords.
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let scale;
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scale = Math.min(area_rect.width / bounds.width,
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area_rect.height / bounds.height,
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1.0);
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// Make bounding rect fill the screen size for later steps
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bounds.x = bounds.x - (area_rect.width - bounds.width * scale) / 2;
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bounds.y = bounds.y - (area_rect.height - bounds.height * scale) / 2;
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bounds.width = area_rect.width / scale;
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bounds.height = area_rect.height / scale;
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// Move all windows back onto the screen and set their scale
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for (let i = 0; i < rects.length; i++) {
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rects[i].translate(-bounds.x, -bounds.y);
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}
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// TODO: Implement the KDE part "Try to fill the gaps by enlarging windows if they have the space" here. (If this is wanted)
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// rescale to workspace
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let scales = [];
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let buttonOuterHeight, captionHeight;
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let buttonOuterWidth = 0;
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let slots = [];
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for (let i = 0; i < rects.length; i++) {
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rects[i].x = rects[i].x * scale + area_rect.x;
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rects[i].y = rects[i].y * scale + area_rect.y;
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slots.push([rects[i].x, rects[i].y, scale, clones[i]]);
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}
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return slots;
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}
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});
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let winInjections, workspaceInjections;
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function resetState() {
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winInjections = { };
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workspaceInjections = { };
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}
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function enable() {
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resetState();
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let settings = Convenience.getSettings();
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workspaceInjections['_getBestLayout'] = Workspace.Workspace.prototype._getBestLayout;
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Workspace.Workspace.prototype._getBestLayout = function(windows) {
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let strategy = new NaturalLayoutStrategy(settings);
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let layout = { strategy };
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strategy.computeLayout(windows, layout);
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return layout;
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}
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/// position window titles on top of windows in overlay ////
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winInjections['relayout'] = Workspace.WindowOverlay.prototype.relayout;
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Workspace.WindowOverlay.prototype.relayout = function(animate) {
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if (settings.get_boolean('window-captions-on-top')) {
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let [, , , cloneHeight] = this._windowClone.slot;
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this.title.translation_y = -cloneHeight;
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}
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winInjections['relayout'].call(this, animate);
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};
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}
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function removeInjection(object, injection, name) {
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if (injection[name] === undefined)
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delete object[name];
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else
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object[name] = injection[name];
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}
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function disable() {
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var i;
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for (i in workspaceInjections)
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removeInjection(Workspace.Workspace.prototype, workspaceInjections, i);
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for (i in winInjections)
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removeInjection(Workspace.WindowOverlay.prototype, winInjections, i);
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global.stage.queue_relayout();
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resetState();
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}
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function init() {
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/* do nothing */
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}
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