🪲 Fix dialog handling
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+16
-4
@@ -81,6 +81,14 @@ class Extension {
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this._origWindowTime = imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME;
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this._origDialogTime = imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME;
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// Reset the dialog destroy time if the corresponding setting gets disabled.
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this._settings.connect('changed::destroy-dialogs', () => {
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if (!this._settings.get_boolean('destroy-dialogs')) {
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imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME =
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this._origDialogTime;
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}
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});
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// We will use extensionThis to refer to the extension inside the patched methods of
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// the WorkspacesView.
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const extensionThis = this;
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@@ -207,19 +215,23 @@ class Extension {
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}
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// We do nothing if a dialog got closed and we should not burn them.
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const shouldDestroyDialogs = this._settings.get_boolean('destroy-dialogs');
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const isDialogWindow =
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actor.meta_window.window_type == Meta.WindowType.MODAL_DIALOG ||
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actor.meta_window.window_type == Meta.WindowType.DIALOG;
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if (!this._settings.get_boolean('destroy-dialogs') && isDialogWindow) {
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// If an effect is to be previewed, we have to affect dialogs es well. This is
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// because the preview window is a dialog window...
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const previewNick = this._settings.get_string('close-preview-effect');
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if (isDialogWindow && !shouldDestroyDialogs && previewNick == '') {
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return;
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}
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// Now we have to choose an effect.
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this._effect = null;
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// First we check if an effect is to be previewd.
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const previewNick = this._settings.get_string('close-preview-effect');
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// First we check if an effect is to be previewed.
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if (previewNick != '') {
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this._effect = ALL_EFFECTS.find(Effect => {
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return Effect.getNick() == previewNick;
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@@ -274,7 +286,7 @@ class Extension {
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// We set the currently used time here, so that others can get an idea how long this
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// will take...
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const duration = transition.get_duration();
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if (isDialogWindow) {
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if (isDialogWindow && shouldDestroyDialogs) {
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imports.ui.windowManager.DIALOG_DESTROY_WINDOW_ANIMATION_TIME = duration;
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} else {
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imports.ui.windowManager.DESTROY_WINDOW_ANIMATION_TIME = duration;
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