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Florian Müllner 6e4f4126b6 native-window-placement: Adjust to 42 changes
gnome-shell's new screenshot UI reuses the overview's window
picker layout, but its window previews don't give access to
the underlying MetaWindow.

Adjust to that by using the boundingBox property instead, which
is all we really need from the window anyway.

https://gitlab.gnome.org/GNOME/gnome-shell-extensions/-/issues/399

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell-extensions/-/merge_requests/229>
2022-05-19 19:08:59 +02:00

311 lines
13 KiB
JavaScript

// -*- mode: js2; indent-tabs-mode: nil; js2-basic-offset: 4 -*-
/* exported enable disable */
const { Clutter } = imports.gi;
const ExtensionUtils = imports.misc.extensionUtils;
const Main = imports.ui.main;
const { WindowPreview } = imports.ui.windowPreview;
const Workspace = imports.ui.workspace;
// testing settings for natural window placement strategy:
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
class Rect {
constructor(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() {
return new Rect(this.x, this.y, this.width, this.height);
}
union(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(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(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() {
return [this.x + this.width / 2, this.y + this.height / 2];
}
translate(dx, dy) {
this.x += dx;
this.y += dy;
}
}
class NaturalLayoutStrategy extends Workspace.LayoutStrategy {
constructor(params, settings) {
super(params);
this._settings = settings;
}
computeLayout(windows, _params) {
return {
windows,
};
}
/*
* 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
*/
computeWindowSlots(layout, 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 areaRect = new Rect(area.x, area.y, area.width, area.height);
let bounds = areaRect.copy();
let clones = layout.windows;
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].boundingBox;
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 loopCounter = 0;
let overlap;
do {
overlap = false;
for (let i = 0; i < rects.length; i++) {
for (let j = 0; j < rects.length; j++) {
let adjustments = [-1, -1, 1, 1]
.map(v => (v *= WINDOW_PLACEMENT_NATURAL_GAPS));
let iAdjusted = rects[i].adjusted(...adjustments);
let jAdjusted = rects[j].adjusted(...adjustments);
if (i !== j && iAdjusted.overlap(jAdjusted)) {
loopCounter++;
overlap = true;
// TODO: something like a Point2D would be nicer here:
// Determine pushing direction
let iCenter = rects[i].center();
let jCenter = rects[j].center();
let diff = [jCenter[0] - iCenter[0], jCenter[1] - iCenter[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 > areaRect.height / areaRect.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 (this._settings.get_boolean('use-more-screen')) {
// 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));
iCenter = 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 - iCenter[0];
diff[1] = bounds.y - iCenter[1];
}
if (xSection === 2 && ySection === 0) {
diff[0] = bounds.x + bounds.width - iCenter[0];
diff[1] = bounds.y - iCenter[1];
}
if (xSection === 2 && ySection === 2) {
diff[0] = bounds.x + bounds.width - iCenter[0];
diff[1] = bounds.y + bounds.height - iCenter[1];
}
if (xSection === 0 && ySection === 2) {
diff[0] = bounds.x - iCenter[0];
diff[1] = bounds.y + bounds.height - iCenter[1];
}
if (diff[0] !== 0 || diff[1] !== 0) {
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 && loopCounter < 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(
areaRect.width / bounds.width,
areaRect.height / bounds.height,
1.0);
// Make bounding rect fill the screen size for later steps
bounds.x -= (areaRect.width - bounds.width * scale) / 2;
bounds.y -= (areaRect.height - bounds.height * scale) / 2;
bounds.width = areaRect.width / scale;
bounds.height = areaRect.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);
// rescale to workspace
let slots = [];
for (let i = 0; i < rects.length; i++) {
rects[i].x = rects[i].x * scale + areaRect.x;
rects[i].y = rects[i].y * scale + areaRect.y;
rects[i].width *= scale;
rects[i].height *= scale;
slots.push([rects[i].x, rects[i].y, rects[i].width, rects[i].height, clones[i]]);
}
return slots;
}
}
let winInjections, workspaceInjections;
/** */
function resetState() {
winInjections = { };
workspaceInjections = { };
}
/** */
function enable() {
resetState();
let settings = ExtensionUtils.getSettings();
workspaceInjections['_createBestLayout'] = Workspace.WorkspaceLayout.prototype._createBestLayout;
Workspace.WorkspaceLayout.prototype._createBestLayout = function (_area) {
this._layoutStrategy = new NaturalLayoutStrategy({
monitor: Main.layoutManager.monitors[this._monitorIndex],
}, settings);
return this._layoutStrategy.computeLayout(this._sortedWindows);
};
// position window titles on top of windows in overlay
winInjections['_init'] = WindowPreview.prototype._init;
WindowPreview.prototype._init = function (...args) {
winInjections['_init'].call(this, ...args);
if (!settings.get_boolean('window-captions-on-top'))
return;
const alignConstraint = this._title.get_constraints().find(
c => c.align_axis && c.align_axis === Clutter.AlignAxis.Y_AXIS);
alignConstraint.factor = 0;
const bindConstraint = this._title.get_constraints().find(
c => c.coordinate && c.coordinate === Clutter.BindCoordinate.Y);
bindConstraint.offset = 0;
};
winInjections['_adjustOverlayOffsets'] =
WindowPreview.prototype._adjustOverlayOffsets;
WindowPreview.prototype._adjustOverlayOffsets = function (...args) {
winInjections['_adjustOverlayOffsets'].call(this, ...args);
if (settings.get_boolean('window-captions-on-top'))
this._title.translation_y = -this._title.translation_y;
};
}
/**
* @param {Object} object - object that was modified
* @param {Object} injection - the map of previous injections
* @param {string} name - the @injection key that should be removed
*/
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.WorkspaceLayout.prototype, workspaceInjections, i);
for (i in winInjections)
removeInjection(WindowPreview.prototype, winInjections, i);
global.stage.queue_relayout();
resetState();
}