PaperWM/stackoverlay.js
Tor Hedin Brønner 42a69e6c8b edge overlay: raise above highest stacked neighbor
When the neighbouring edge overlay contains more than one window we need
to raise the edge overlay above the highest window.
2020-04-02 17:35:22 +02:00

426 lines
14 KiB
JavaScript

var Extension;
if (imports.misc.extensionUtils.extensions) {
Extension = imports.misc.extensionUtils.extensions["paperwm@hedning:matrix.org"];
} else {
Extension = imports.ui.main.extensionManager.lookup("paperwm@hedning:matrix.org");
}
var Tiling = Extension.imports.tiling;
var Clutter = imports.gi.Clutter;
var Tweener = Extension.imports.utils.tweener;
var Main = imports.ui.main;
var Mainloop = imports.mainloop;
var Shell = imports.gi.Shell;
var Meta = imports.gi.Meta;
var utils = Extension.imports.utils;
var debug = utils.debug;
var Minimap = Extension.imports.minimap;
var Settings = Extension.imports.settings;
var prefs = Settings.prefs;
/*
The stack overlay decorates the top stacked window with its icon and
captures mouse input such that a mouse click only _activates_ the
window. A very limited portion of the window is visible and due to
the animation the button-up event will be triggered at an
unpredictable position
See #10
*/
/*
Parent of the overlay?
Most natural parent is the window actor, but then the overlay
becomes visible in the clones too.
Since the stacked windows doesn't really move it's not a big problem
that the overlay doesn't track the window. The main challenge with
using a different parent becomes controlling the "z-index".
If I understand clutter correctly that can only be done by managing
the order of the scene graph nodes. Descendants of node A will thus
always be drawn in the same plane compared to a non-descendants.
The overlay thus have to be parented to `global.window_group`. One
would think that was ok, but unfortunately mutter keeps syncing the
window_group with the window stacking and in the process destroy the
stacking of any non-window actors.
Adding a "clutter restack" to the `MetaScreen` `restacked` signal
seems keep the stacking in sync (without entering into infinite
restack loops)
*/
function createAppIcon(metaWindow, size) {
let tracker = Shell.WindowTracker.get_default();
let app = tracker.get_window_app(metaWindow);
let appIcon = app ? app.create_icon_texture(size)
: new St.Icon({ icon_name: 'icon-missing',
icon_size: size });
appIcon.x_expand = appIcon.y_expand = true;
appIcon.x_align = appIcon.y_align = Clutter.ActorAlign.END;
return appIcon;
}
/**
*/
class ClickOverlay {
constructor(monitor, onlyOnPrimary) {
this.monitor = monitor;
this.onlyOnPrimary = onlyOnPrimary;
this.left = new StackOverlay(Meta.MotionDirection.LEFT, monitor);
this.right = new StackOverlay(Meta.MotionDirection.RIGHT, monitor);
let enterMonitor = new Clutter.Actor({reactive: true});
this.enterMonitor = enterMonitor;
enterMonitor.set_position(monitor.x, monitor.y);
Main.uiGroup.add_actor(enterMonitor);
Main.layoutManager.trackChrome(enterMonitor);
this.signals = new utils.Signals();
this._lastPointer = [];
this.signals.connect(
enterMonitor, 'motion-event',
(actor, event) => {
// Changing monitors while in workspace preview doesn't work
if (Tiling.inPreview)
return;
let [x, y, z] = global.get_pointer();
let [lX, lY] = this._lastPointer;
this._lastPointer = [x, y];
Mainloop.timeout_add(500, () => {
this._lastPointer = [];
});
if (lX === undefined ||
Math.sqrt((lX - x)**2 + (lY - y)**2) < 10)
return;
this.select();
return Clutter.EVENT_STOP;
}
);
this.signals.connect(
enterMonitor, 'button-press-event', () => {
if (Tiling.inPreview)
return;
this.select();
return Clutter.EVENT_STOP;
}
);
this.signals.connect(Main.overview, 'showing', () => {
this.deactivate();
this.hide();
});
this.signals.connect(Main.overview, 'hidden', () => {
this.activate();
this.show();
});
}
select() {
this.deactivate();
let space = Tiling.spaces.monitors.get(this.monitor);
let display = global.display;
let mi = space.monitor.index;
let mru = display.get_tab_list(Meta.TabList.NORMAL,
space.workspace)
.filter(w => !w.minimized && w.get_monitor() === mi);
let stack = display.sort_windows_by_stacking(mru);
// Select the highest stacked window on the monitor
let select = stack[stack.length - 1];
// But don't change focus if a stuck window is active
if (display.focus_window &&
display.focus_window.is_on_all_workspaces())
select = display.focus_window;
if (select) {
space.workspace.activate_with_focus(
select, global.get_current_time());
} else {
space.workspace.activate(global.get_current_time());
}
}
activate() {
if (this.onlyOnPrimary || Main.overview.visible)
return;
let spaces = Tiling.spaces;
let active = global.workspace_manager.get_active_workspace();
let monitor = this.monitor;
// Never activate the clickoverlay of the active monitor
if (spaces && spaces.monitors.get(monitor) === spaces.get(active))
return;
this.enterMonitor.set_position(monitor.x, monitor.y);
this.enterMonitor.set_size(monitor.width, monitor.height);
}
deactivate() {
this.enterMonitor.set_size(0, 0);
}
reset() {
this.left.setTarget(null);
this.right.setTarget(null);
}
hide() {
this.left.overlay.hide();
this.right.overlay.hide();
}
show() {
if (Main.overview.visible)
return;
this.left.overlay.show();
this.right.overlay.show();
}
destroy() {
this.signals.destroy();
for (let overlay of [this.left, this.right]) {
let actor = overlay.overlay;
overlay.signals.destroy();
if (overlay.clone) {
overlay.clone.destroy();
overlay.clone = null;
}
actor.destroy();
overlay.removeBarrier();
}
this.enterMonitor.destroy();
}
}
var StackOverlay = class StackOverlay {
constructor(direction, monitor) {
this._direction = direction;
let overlay = new Clutter.Actor({ reactive: true
, name: "stack-overlay" });
// Uncomment to debug the overlays
// overlay.background_color = Clutter.color_from_string('green')[1];
// overlay.opacity = 100;
this.monitor = monitor;
let panelBox = Main.layoutManager.panelBox;
overlay.y = monitor.y + panelBox.height + prefs.vertical_margin;
overlay.height = this.monitor.height - panelBox.height - prefs.vertical_margin;
overlay.width = Tiling.stack_margin;
this.signals = new utils.Signals();
this.signals.connect(overlay, 'button-press-event', () => {
Main.activateWindow(this.target);
if (this.clone) {
this.clone.destroy();
this.clone = null;
}
return true;
});
this.signals.connect(overlay, 'enter-event', this.triggerPreview.bind(this));
this.signals.connect(overlay,'leave-event', this.removePreview.bind(this));
this.signals.connect(Settings.settings, 'changed::pressure-barrier',
this.updateBarrier.bind(this, true));
this.updateBarrier();
global.window_group.add_child(overlay);
Main.layoutManager.trackChrome(overlay);
this.overlay = overlay;
this.setTarget(null);
}
triggerPreview() {
if ("_previewId" in this)
return;
this._previewId = Mainloop.timeout_add(100, () => {
delete this._previewId;
if (this.clone) {
this.clone.destroy();
this.clone = null;
}
let [x, y, mask] = global.get_pointer();
let actor = this.target.get_compositor_private();
let clone = new Clutter.Clone({source: actor});
// Remove any window clips, and show the metaWindow.clone's
actor.remove_clip();
Tiling.animateWindow(this.target);
this.clone = clone;
clone.set_scale(0.15, 0.15);
Main.uiGroup.add_actor(clone);
let monitor = this.monitor;
if (this._direction === Meta.MotionDirection.RIGHT)
x = monitor.x + monitor.width - clone.get_transformed_size()[0];
else
x = monitor.x;
clone.set_position(x, y);
});
this._removeId = Mainloop.timeout_add_seconds(2, this.removePreview.bind(this));
}
removePreview() {
if ("_previewId" in this) {
Mainloop.source_remove(this._previewId);
delete this._previewId;
}
if ("_removeId" in this) {
Mainloop.source_remove(this._removeId);
delete this._removeId;
}
if (!this.clone)
return;
this.clone.destroy();
this.clone = null;
let space = Tiling.spaces.spaceOfWindow(this.target);
// Show the WindowActors again and re-apply clipping
space.moveDone();
}
removeBarrier() {
if (this.barrier) {
if (this.pressureBarrier)
this.pressureBarrier.removeBarrier(this.barrier);
this.barrier.destroy();
this.pressureBarrier.destroy();
this.barrier = null;
}
this._removeBarrierTimeoutId = 0;
}
updateBarrier(force) {
if (force)
this.removeBarrier();
if (this.barrier || !prefs.pressure_barrier)
return;
const Layout = imports.ui.layout;
this.pressureBarrier = new Layout.PressureBarrier(100, 0.25*1000, Shell.ActionMode.NORMAL);
// Show the overlay on fullscreen windows when applying pressure to the edge
// The above leave-event handler will take care of hiding the overlay
this.pressureBarrier.connect('trigger', () => {
this.pressureBarrier._reset();
this.pressureBarrier._isTriggered = false;
if (this._removeBarrierTimeoutId > 0)
Mainloop.source_remove(this._removeBarrierTimeoutId);
this._removeBarrierTimeoutId = Mainloop.timeout_add(100, this.removeBarrier.bind(this));
overlay.show();
});
const overlay = this.overlay;
let workArea = Main.layoutManager.getWorkAreaForMonitor(this.monitor.index);
let monitor = this.monitor;
let x1, directions;
if (this._direction === Meta.MotionDirection.LEFT) {
x1 = monitor.x,
directions = Meta.BarrierDirection.POSITIVE_X;
} else {
x1 = monitor.x + monitor.width - 1,
directions = Meta.BarrierDirection.NEGATIVE_X;
}
this.barrier = new Meta.Barrier({
display: global.display,
x1, x2: x1,
y1: workArea.y + 1,
y2: workArea.y + workArea.height - 1,
directions
});
this.pressureBarrier.addBarrier(this.barrier);
}
setTarget(space, index) {
if (this.clone) {
this.clone.destroy();
this.clone = null;
}
let bail = () => {
this.target = null;
this.overlay.width = 0;
this.removeBarrier();
return false;
};
if (space === null || Tiling.inPreview) {
// No target. Eg. if we're at the left- or right-most window
return bail();
}
let mru = global.display.get_tab_list(Meta.TabList.NORMAL_ALL,
space.workspace);
let column = space[index];
this.target = mru.filter(w => column.includes(w))[0];
let metaWindow = this.target;
let overlay = this.overlay;
let actor = metaWindow.get_compositor_private();
overlay.y = this.monitor.y + Main.layoutManager.panelBox.height + prefs.vertical_margin;
// Assume the resize edge is at least this big (empirically found..)
const minResizeEdge = 8;
if (this._direction === Meta.MotionDirection.LEFT) {
let column = space[space.indexOf(metaWindow) + 1];
let neighbour = column &&
global.display.sort_windows_by_stacking(column).reverse()[0];
if (!neighbour)
return bail(); // Should normally have a neighbour. Bail!
let width = neighbour.clone.targetX + space.targetX - minResizeEdge;
if (space.isPlaceable(metaWindow) || Meta.is_wayland_compositor())
width = Math.min(width, 1);
overlay.x = this.monitor.x;
overlay.width = Math.max(width, 1);
overlay.raise(neighbour.get_compositor_private());
} else {
let column = space[space.indexOf(metaWindow) - 1];
let neighbour = column &&
global.display.sort_windows_by_stacking(column).reverse()[0];
if (!neighbour)
return bail(); // Should normally have a neighbour. Bail!
let frame = neighbour.get_frame_rect();
frame.x = neighbour.clone.targetX + space.targetX;
let width = this.monitor.width - (frame.x + frame.width) - minResizeEdge;
if (space.isPlaceable(metaWindow) || Meta.is_wayland_compositor())
width = 1;
width = Math.max(width, 1);
overlay.x = this.monitor.x + this.monitor.width - width;
overlay.width = width;
overlay.raise(neighbour.get_compositor_private());
}
if (space.selectedWindow.fullscreen || space.selectedWindow.maximized_vertically)
overlay.hide();
else
overlay.show();
this.updateBarrier();
return true;
}
};