🪲 Properly scale windows in the overview

This commit is contained in:
Simon Schneegans
2023-04-05 07:51:27 +02:00
parent e87340d7ad
commit 14d482e16a
2 changed files with 62 additions and 52 deletions
+56 -29
View File
@@ -213,42 +213,33 @@ class Extension {
// of the actor. However, if we are in the overview, we have to enlarge the clone of
// the window as well.
Workspace.prototype._addWindowClone = function(...params) {
const result = extensionThis._origAddWindowClone.apply(this, params);
const clone = extensionThis._origAddWindowClone.apply(this, params);
// The parameters of this method changed a bit through the versions...
let realWindow, clone;
let realWindow, container;
if (utils.shellVersionIs(3, 36)) {
clone = result[0];
realWindow = clone.realWindow;
container = clone[0];
realWindow = container.realWindow;
} else if (utils.shellVersionIs(3, 38)) {
clone = result._windowContainer;
container = clone._windowContainer;
realWindow = params[0].get_compositor_private();
} else {
clone = result.window_container;
container = clone.window_container;
realWindow = params[0].get_compositor_private();
}
// Syncing the real window's scale with the scale of its clone only works on GNOME
// Shell 3.38+. So effects cannot scale windows in the overview of GNOME 3.36...
if (utils.shellVersionIsAtLeast(3, 38)) {
const xID = realWindow.connect('notify::scale-x', () => {
if (realWindow.scale_x > 0 && clone.allocation.get_size()[0] > 0) {
clone.scale_x = realWindow.scale_x;
}
});
// Store the overview clone as temporary members of the real window actor. When we
// set up the effect, we will check for the existence of these and enlarge the clone
// as needed.
realWindow._bmwOverviewClone = clone;
realWindow._bmwOverviewCloneContainer = container;
const yID = realWindow.connect('notify::scale-y', () => {
if (realWindow.scale_y > 0 && clone.allocation.get_size()[1] > 0) {
clone.scale_y = realWindow.scale_y;
}
});
clone.connect('destroy', () => {
realWindow.disconnect(xID);
realWindow.disconnect(yID);
});
}
// Remove the temporary members again once the clone is deleted.
container.connect('destroy', () => {
delete realWindow._bmwOverviewClone;
delete realWindow._bmwOverviewCloneContainer;
});
// This is actually needed for the window-close animation on GNOME Shell 3.36.
// On GNOME 3.36, the window clone's 'destroy' handler only calls _removeWindowClone
@@ -257,10 +248,10 @@ class Extension {
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/gnome-3-36/js/ui/workspace.js#L1877
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1363
if (utils.shellVersionIs(3, 36)) {
clone.connect('destroy', () => this._doRemoveWindow(clone.metaWindow));
container.connect('destroy', () => this._doRemoveWindow(container.metaWindow));
}
return result;
return clone;
};
// Usually, windows are faded in after the overview is completely hidden. We enable
@@ -559,12 +550,48 @@ class Extension {
actor.scale_x = actorScale.x;
actor.scale_y = actorScale.y;
// If we are in the overview, we have to enlarge the window's clone as well. We also
// disable the clone's overlay (e.g. its icon, name, and close button) during the
// animation.
if (actor._bmwOverviewClone) {
actor._bmwOverviewClone.overlayEnabled = false;
actor._bmwOverviewCloneContainer.scale_x = actorScale.x;
actor._bmwOverviewCloneContainer.scale_y = actorScale.y;
}
// Now add a cool shader to our window actor!
const shader = effect.shaderFactory.getShader();
// Assign the effect to the window actor!
actor.add_effect_with_name('burn-my-windows-effect', shader);
// At the end of the animation, we restore the scale of the overview clone (if any)
// and call the methods which would have been called by the original ease() calls at
// the end of the standard fade-in animation.
const endID = shader.connect('end-animation', () => {
shader.disconnect(endID);
if (actor._bmwOverviewClone) {
actor._bmwOverviewClone.overlayEnabled = true;
actor._bmwOverviewCloneContainer.scale_x = 1.0;
actor._bmwOverviewCloneContainer.scale_y = 1.0;
}
// Once the animation is done or interrupted, we call the methods which should have
// been called by the original ease() methods.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1487
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1558.
if (forOpening) {
Main.wm._mapWindowDone(global.window_manager, actor);
} else {
Main.wm._destroyWindowDone(global.window_manager, actor);
}
// Finally remove the shader and mark it being re-usable for future animations.
actor.remove_effect(shader);
shader.returnToFactory();
});
// To make things deterministic during testing, we set the effect duration to 5
// seconds.
const duration =
+6 -23
View File
@@ -37,12 +37,14 @@ const utils = Me.imports.src.utils;
// hard-coded use of straight alpha (as opposed to premultiplied). This makes the //
// shaders a bit more complicated than required. //
// //
// The Shader fires two signals: //
// The Shader fires three signals: //
// * begin-animation: This is called each time a new animation is started. It can //
// be used to set uniform values which do not change during the //
// animation. //
// * update-animation: This is called at each frame during the animation. It can be //
// used to set uniforms which change during the animation. //
// * end-animation: This is called when the animation is stopped. This can be //
// used to clean up any resources.
//////////////////////////////////////////////////////////////////////////////////////////
var Shader = GObject.registerClass(
@@ -112,9 +114,8 @@ var Shader = GObject.registerClass(
this._timeline.start();
// Reset progress value.
this._progress = 0;
this._testMode = testMode;
this._forOpening = forOpening;
this._progress = 0;
this._testMode = testMode;
// This is not necessarily symmetric, but I haven't figured out a way to
// get the actual values...
@@ -138,8 +139,7 @@ var Shader = GObject.registerClass(
this.queue_repaint();
}
// This will stop any running animation and emit the end-animation signal. This can be
// used to clean up any resources required during the animation.
// This will stop any running animation and emit the end-animation signal.
endAnimation() {
// This will call endAnimation() again, so we can return for now.
if (this._timeline.is_playing()) {
@@ -147,23 +147,6 @@ var Shader = GObject.registerClass(
return;
}
// Remove the effect.
const actor = this.get_actor();
actor.remove_effect(this);
// Once the animation is done or interrupted, we call the methods which should have
// been called by the original ease() methods.
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1487
// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1558.
if (this._forOpening) {
Main.wm._mapWindowDone(global.window_manager, actor);
} else {
Main.wm._destroyWindowDone(global.window_manager, actor);
}
// Mark this shader of being re-usable.
this.returnToFactory();
this.emit('end-animation');
}