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windowPreview.js
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windowPreview.js
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/*
* Credits:
* This file is based on code from the Dash to Panel extension by Jason DeRose
* and code from the Taskbar extension by Zorin OS
* Some code was also adapted from the upstream Gnome Shell source code.
*/
const Clutter = imports.gi.Clutter;
const GLib = imports.gi.GLib;
const GObject = imports.gi.GObject;
const St = imports.gi.St;
const Main = imports.ui.main;
const BoxPointer = imports.ui.boxpointer;
const Params = imports.misc.params;
const PopupMenu = imports.ui.popupMenu;
const Workspace = imports.ui.workspace;
const Me = imports.misc.extensionUtils.getCurrentExtension();
const Utils = Me.imports.utils;
const PREVIEW_MAX_WIDTH = 250;
const PREVIEW_MAX_HEIGHT = 150;
const PREVIEW_ANIMATION_DURATION = 250;
var WindowPreviewMenu = class DashToDock_WindowPreviewMenu extends PopupMenu.PopupMenu {
constructor(source) {
super(source, 0.5, Utils.getPosition());
// We want to keep the item hovered while the menu is up
this.blockSourceEvents = true;
this._source = source;
this._app = this._source.app;
let monitorIndex = this._source.monitorIndex;
this.actor.add_style_class_name('app-well-menu');
this.actor.add_style_class_name('app-menu');
this.actor.set_style('max-width: ' + (Main.layoutManager.monitors[monitorIndex].width - 22) + 'px; ' +
'max-height: ' + (Main.layoutManager.monitors[monitorIndex].height - 22) + 'px;');
this.actor.hide();
// Chain our visibility and lifecycle to that of the source
this._mappedId = this._source.connect('notify::mapped', () => {
if (!this._source.mapped)
this.close();
});
this._destroyId = this._source.connect('destroy', this.destroy.bind(this));
Main.uiGroup.add_actor(this.actor);
this.connect('destroy', this._onDestroy.bind(this));
}
_redisplay() {
if (this._previewBox)
this._previewBox.destroy();
this._previewBox = new WindowPreviewList(this._source);
this.addMenuItem(this._previewBox);
this._previewBox._redisplay();
}
popup() {
let windows = this._source.getInterestingWindows();
if (windows.length > 0) {
this._redisplay();
this.open(BoxPointer.PopupAnimation.FULL);
this.actor.navigate_focus(null, St.DirectionType.TAB_FORWARD, false);
this._source.emit('sync-tooltip');
}
}
_onDestroy() {
if (this._mappedId)
this._source.disconnect(this._mappedId);
if (this._destroyId)
this._source.disconnect(this._destroyId);
}
};
var WindowPreviewList = class DashToDock_WindowPreviewList extends PopupMenu.PopupMenuSection {
constructor(source) {
super();
this.actor = new St.ScrollView({
name: 'dashtodockWindowScrollview',
hscrollbar_policy: St.PolicyType.NEVER,
vscrollbar_policy: St.PolicyType.NEVER,
enable_mouse_scrolling: true
});
this.actor.connect('scroll-event', this._onScrollEvent.bind(this));
let position = Utils.getPosition();
this.isHorizontal = position == St.Side.BOTTOM || position == St.Side.TOP;
this.box.set_vertical(!this.isHorizontal);
this.box.set_name('dashtodockWindowList');
this.actor.add_actor(this.box);
this.actor._delegate = this;
this._shownInitially = false;
this._source = source;
this.app = source.app;
this._redisplayId = Main.initializeDeferredWork(this.actor, this._redisplay.bind(this));
this.actor.connect('destroy', this._onDestroy.bind(this));
this._stateChangedId = this.app.connect('windows-changed',
this._queueRedisplay.bind(this));
}
_queueRedisplay () {
Main.queueDeferredWork(this._redisplayId);
}
_onScrollEvent(actor, event) {
// Event coordinates are relative to the stage but can be transformed
// as the actor will only receive events within his bounds.
let stage_x, stage_y, ok, event_x, event_y, actor_w, actor_h;
[stage_x, stage_y] = event.get_coords();
[ok, event_x, event_y] = actor.transform_stage_point(stage_x, stage_y);
[actor_w, actor_h] = actor.get_size();
// If the scroll event is within a 1px margin from
// the relevant edge of the actor, let the event propagate.
if (event_y >= actor_h - 2)
return Clutter.EVENT_PROPAGATE;
// Skip to avoid double events mouse
if (event.is_pointer_emulated())
return Clutter.EVENT_STOP;
let adjustment, delta;
if (this.isHorizontal)
adjustment = this.actor.get_hscroll_bar().get_adjustment();
else
adjustment = this.actor.get_vscroll_bar().get_adjustment();
let increment = adjustment.step_increment;
switch ( event.get_scroll_direction() ) {
case Clutter.ScrollDirection.UP:
delta = -increment;
break;
case Clutter.ScrollDirection.DOWN:
delta = +increment;
break;
case Clutter.ScrollDirection.SMOOTH:
let [dx, dy] = event.get_scroll_delta();
delta = dy*increment;
delta += dx*increment;
break;
}
adjustment.set_value(adjustment.get_value() + delta);
return Clutter.EVENT_STOP;
}
_onDestroy() {
this.app.disconnect(this._stateChangedId);
this._stateChangedId = 0;
}
_createPreviewItem(window) {
let preview = new WindowPreviewMenuItem(window);
return preview;
}
_redisplay () {
let children = this._getMenuItems().filter(function(actor) {
return actor._window;
});
// Windows currently on the menu
let oldWin = children.map(function(actor) {
return actor._window;
});
// All app windows with a static order
let newWin = this._source.getInterestingWindows().sort(function(a, b) {
return a.get_stable_sequence() > b.get_stable_sequence();
});
let addedItems = [];
let removedActors = [];
let newIndex = 0;
let oldIndex = 0;
while (newIndex < newWin.length || oldIndex < oldWin.length) {
// No change at oldIndex/newIndex
if (oldWin[oldIndex] &&
oldWin[oldIndex] == newWin[newIndex]) {
oldIndex++;
newIndex++;
continue;
}
// Window removed at oldIndex
if (oldWin[oldIndex] &&
newWin.indexOf(oldWin[oldIndex]) == -1) {
removedActors.push(children[oldIndex]);
oldIndex++;
continue;
}
// Window added at newIndex
if (newWin[newIndex] &&
oldWin.indexOf(newWin[newIndex]) == -1) {
addedItems.push({ item: this._createPreviewItem(newWin[newIndex]),
pos: newIndex });
newIndex++;
continue;
}
// Window moved
let insertHere = newWin[newIndex + 1] &&
newWin[newIndex + 1] == oldWin[oldIndex];
let alreadyRemoved = removedActors.reduce(function(result, actor) {
let removedWin = actor._window;
return result || removedWin == newWin[newIndex];
}, false);
if (insertHere || alreadyRemoved) {
addedItems.push({ item: this._createPreviewItem(newWin[newIndex]),
pos: newIndex + removedActors.length });
newIndex++;
} else {
removedActors.push(children[oldIndex]);
oldIndex++;
}
}
for (let i = 0; i < addedItems.length; i++)
this.addMenuItem(addedItems[i].item,
addedItems[i].pos);
for (let i = 0; i < removedActors.length; i++) {
let item = removedActors[i];
if (this._shownInitially)
item._animateOutAndDestroy();
else
item.actor.destroy();
}
// Skip animations on first run when adding the initial set
// of items, to avoid all items zooming in at once
let animate = this._shownInitially;
if (!this._shownInitially)
this._shownInitially = true;
for (let i = 0; i < addedItems.length; i++)
addedItems[i].item.show(animate);
// Workaround for https://bugzilla.gnome.org/show_bug.cgi?id=692744
// Without it, StBoxLayout may use a stale size cache
this.box.queue_relayout();
if (newWin.length < 1)
this._getTopMenu().close(~0);
// As for upstream:
// St.ScrollView always requests space horizontally for a possible vertical
// scrollbar if in AUTOMATIC mode. Doing better would require implementation
// of width-for-height in St.BoxLayout and St.ScrollView. This looks bad
// when we *don't* need it, so turn off the scrollbar when that's true.
// Dynamic changes in whether we need it aren't handled properly.
let needsScrollbar = this._needsScrollbar();
let scrollbar_policy = needsScrollbar ?
St.PolicyType.AUTOMATIC : St.PolicyType.NEVER;
if (this.isHorizontal)
this.actor.hscrollbar_policy = scrollbar_policy;
else
this.actor.vscrollbar_policy = scrollbar_policy;
if (needsScrollbar)
this.actor.add_style_pseudo_class('scrolled');
else
this.actor.remove_style_pseudo_class('scrolled');
}
_needsScrollbar() {
let topMenu = this._getTopMenu();
let topThemeNode = topMenu.actor.get_theme_node();
if (this.isHorizontal) {
let [topMinWidth, topNaturalWidth] = topMenu.actor.get_preferred_width(-1);
let topMaxWidth = topThemeNode.get_max_width();
return topMaxWidth >= 0 && topNaturalWidth >= topMaxWidth;
} else {
let [topMinHeight, topNaturalHeight] = topMenu.actor.get_preferred_height(-1);
let topMaxHeight = topThemeNode.get_max_height();
return topMaxHeight >= 0 && topNaturalHeight >= topMaxHeight;
}
}
isAnimatingOut() {
return this.actor.get_children().reduce(function(result, actor) {
return result || actor.animatingOut;
}, false);
}
};
var WindowPreviewMenuItem = GObject.registerClass(
class WindowPreviewMenuItem extends PopupMenu.PopupBaseMenuItem {
_init(window, params) {
super._init(params);
this._window = window;
this._destroyId = 0;
this._windowAddedId = 0;
[this._width, this._height, this._scale] = this._getWindowPreviewSize(); // This gets the actual windows size for the preview
// We don't want this: it adds spacing on the left of the item.
this.remove_child(this._ornamentLabel);
this.add_style_class_name('dashtodock-app-well-preview-menu-item');
// Now we don't have to set PREVIEW_MAX_WIDTH and PREVIEW_MAX_HEIGHT as preview size - that made all kinds of windows either stretched or squished (aspect ratio problem)
this._cloneBin = new St.Bin();
this._cloneBin.set_size(this._width*this._scale, this._height*this._scale);
// TODO: improve the way the closebutton is layout. Just use some padding
// for the moment.
this._cloneBin.set_style('padding-bottom: 0.5em');
this.closeButton = new St.Button({ style_class: 'window-close',
x_expand: true,
y_expand: true});
this.closeButton.add_actor(new St.Icon({ icon_name: 'window-close-symbolic' }));
this.closeButton.set_x_align(Clutter.ActorAlign.END);
this.closeButton.set_y_align(Clutter.ActorAlign.START);
this.closeButton.opacity = 0;
this.closeButton.connect('clicked', this._closeWindow.bind(this));
let overlayGroup = new Clutter.Actor({layout_manager: new Clutter.BinLayout(), y_expand: true });
overlayGroup.add_actor(this._cloneBin);
overlayGroup.add_actor(this.closeButton);
let label = new St.Label({ text: window.get_title()});
label.set_style('max-width: '+PREVIEW_MAX_WIDTH +'px');
let labelBin = new St.Bin({ child: label,
x_align: Clutter.ActorAlign.CENTER,
});
this._windowTitleId = this._window.connect('notify::title', () => {
label.set_text(this._window.get_title());
});
let box = new St.BoxLayout({ vertical: true,
reactive:true,
x_expand:true });
box.add(overlayGroup);
box.add(labelBin);
this.add_actor(box);
this._cloneTexture(window);
this.connect('destroy', this._onDestroy.bind(this));
}
_getWindowPreviewSize() {
let mutterWindow = this._window.get_compositor_private();
let [width, height] = mutterWindow.get_size();
let scale;
if (Utils.getPreviewScale()) {
scale = Utils.getPreviewScale();
} else {
// a simple example with 1680x1050:
// * 250/1680 = 0,1488
// * 150/1050 = 0,1429
// => scale is 0,1429
scale = Math.min(1.0, PREVIEW_MAX_WIDTH/width, PREVIEW_MAX_HEIGHT/height)
}
// width and height that we wanna multiply by scale
return [width, height, scale];
}
_cloneTexture(metaWin){
let mutterWindow = metaWin.get_compositor_private();
// Newly-created windows are added to a workspace before
// the compositor finds out about them...
// Moreover sometimes they return an empty texture, thus as a workarounf also check for it size
if (!mutterWindow || !mutterWindow.get_texture() || !mutterWindow.get_size()[0]) {
this._cloneTextureId = GLib.idle_add(GLib.PRIORITY_DEFAULT, () => {
// Check if there's still a point in getting the texture,
// otherwise this could go on indefinitely
if (metaWin.get_workspace())
this._cloneTexture(metaWin);
this._cloneTextureId = 0;
return GLib.SOURCE_REMOVE;
});
GLib.Source.set_name_by_id(this._cloneTextureId, '[dash-to-dock] this._cloneTexture');
return;
}
let clone = new Clutter.Clone ({ source: mutterWindow,
reactive: true,
width: this._width * this._scale,
height: this._height * this._scale });
// when the source actor is destroyed, i.e. the window closed, first destroy the clone
// and then destroy the menu item (do this animating out)
this._destroyId = mutterWindow.connect('destroy', () => {
clone.destroy();
this._destroyId = 0; // avoid to try to disconnect this signal from mutterWindow in _onDestroy(),
// as the object was just destroyed
this._animateOutAndDestroy();
});
this._clone = clone;
this._mutterWindow = mutterWindow;
this._cloneBin.set_child(this._clone);
this._clone.connect('destroy', () => {
if (this._destroyId) {
mutterWindow.disconnect(this._destroyId);
this._destroyId = 0;
}
this._clone = null;
})
}
_windowCanClose() {
return this._window.can_close() &&
!this._hasAttachedDialogs();
}
_closeWindow(actor) {
this._workspace = this._window.get_workspace();
// This mechanism is copied from the workspace.js upstream code
// It forces window activation if the windows don't get closed,
// for instance because asking user confirmation, by monitoring the opening of
// such additional confirmation window
this._windowAddedId = this._workspace.connect('window-added',
this._onWindowAdded.bind(this));
this.deleteAllWindows();
}
deleteAllWindows() {
// Delete all windows, starting from the bottom-most (most-modal) one
//let windows = this._window.get_compositor_private().get_children();
let windows = this._clone.get_children();
for (let i = windows.length - 1; i >= 1; i--) {
let realWindow = windows[i].source;
let metaWindow = realWindow.meta_window;
metaWindow.delete(global.get_current_time());
}
this._window.delete(global.get_current_time());
}
_onWindowAdded(workspace, win) {
let metaWindow = this._window;
if (win.get_transient_for() == metaWindow) {
workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
// use an idle handler to avoid mapping problems -
// see comment in Workspace._windowAdded
let activationEvent = Clutter.get_current_event();
let id = GLib.idle_add(GLib.PRIORITY_DEFAULT, () => {
this.emit('activate', activationEvent);
return GLib.SOURCE_REMOVE;
});
GLib.Source.set_name_by_id(id, '[dash-to-dock] this.emit');
}
}
_hasAttachedDialogs() {
// count trasient windows
let n=0;
this._window.foreach_transient(function(){n++;});
return n>0;
}
vfunc_key_focus_in() {
super.vfunc_key_focus_in();
this._showCloseButton();
}
vfunc_key_focus_out() {
super.vfunc_key_focus_out();
this._hideCloseButton();
}
vfunc_enter_event(crossingEvent) {
this._showCloseButton();
return super.vfunc_enter_event(crossingEvent);
}
vfunc_leave_event(crossingEvent) {
this._hideCloseButton();
return super.vfunc_leave_event(crossingEvent);
}
_idleToggleCloseButton() {
this._idleToggleCloseId = 0;
this._hideCloseButton();
return GLib.SOURCE_REMOVE;
}
_showCloseButton() {
if (this._windowCanClose()) {
this.closeButton.show();
this.closeButton.remove_all_transitions();
this.closeButton.ease({
opacity: 255,
duration: Workspace.WINDOW_OVERLAY_FADE_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD
});
}
}
_hideCloseButton() {
if (this.closeButton.has_pointer ||
this.get_children().some(a => a.has_pointer))
return;
this.closeButton.remove_all_transitions();
this.closeButton.ease({
opacity: 0,
duration: Workspace.WINDOW_OVERLAY_FADE_TIME,
mode: Clutter.AnimationMode.EASE_IN_QUAD
});
}
show(animate) {
let fullWidth = this.get_width();
this.opacity = 0;
this.set_width(0);
let time = animate ? PREVIEW_ANIMATION_DURATION : 0;
this.remove_all_transitions();
this.ease({
opacity: 255,
width: fullWidth,
duration: time,
mode: Clutter.AnimationMode.EASE_IN_OUT_QUAD,
});
}
_animateOutAndDestroy() {
this.remove_all_transitions();
this.ease({
opacity: 0,
duration: PREVIEW_ANIMATION_DURATION,
});
this.ease({
width: 0,
height: 0,
duration: PREVIEW_ANIMATION_DURATION,
delay: PREVIEW_ANIMATION_DURATION,
onComplete: () => this.destroy()
});
}
activate() {
this._getTopMenu().close();
Main.activateWindow(this._window);
}
_onDestroy() {
if (this._cloneTextureId) {
GLib.source_remove(this._cloneTextureId);
this._cloneTextureId = 0;
}
if (this._windowAddedId > 0) {
this._workspace.disconnect(this._windowAddedId);
this._windowAddedId = 0;
}
if (this._destroyId > 0) {
this._mutterWindow.disconnect(this._destroyId);
this._destroyId = 0;
}
if (this._windowTitleId > 0) {
this._window.disconnect(this._windowTitleId);
this._windowTitleId = 0;
}
}
});