📝 Add plenty of comments
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+151
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@@ -67,8 +67,8 @@ class Extension {
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// Store a reference to the settings object.
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this._settings = ExtensionUtils.getSettings();
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// This will store an item of ALL_EFFECTS which was used the last time a window was
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// opened / closed.
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// This will store an item of ALL_EFFECTS array which was used the last time a window
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// was opened / closed.
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this._currentEffect = 0;
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// We will use extensionThis to refer to the extension inside the patched methods.
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@@ -84,9 +84,52 @@ 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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// ------------------------------------------------ patching the window-open animation
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// Here we add an effect to the window-open animation. This is done whenever a new
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// window is created.
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this._windowCreatedConnection =
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global.display.connect('window-created', (d, metaWin) => {
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let actor = metaWin.get_compositor_private();
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// If we are currently in the overview, we add the effect to the original window
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// actor. The window preview in the overview is basically a Clutter.Clone which
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// shows the original window.
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if (Main.overview.visible && !Main.overview.closing) {
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const id = actor.connect('show', () => {
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extensionThis._setupEffect(actor, true);
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actor.disconnect(id);
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});
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}
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// If a window is created outside of the overview, the transitions are set up in
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// the async _mapWindow of the WindowManager which can defer the actual showing
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// of the window significantly, especially when currently leaving the overview:
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1449
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// AFAIK, overriding this method is not possible as it's called by a signal to
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// which it is bound via the bind() method. To tweak the async transition
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// anyways, we override the actors ease() method once - the next time it will be
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// called by the _mapWindow(), we will intercept it!
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else {
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const orig = actor.ease;
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actor.ease = function(...params) {
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orig.apply(actor, params);
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actor.ease = orig;
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extensionThis._setupEffect(actor, true);
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};
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}
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});
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// Some of the effects require that the window's actor is enlarged to provide a bigger
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// canvas to draw the effects. Outside the overview we can simply increase the scale
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// of the actor. However, if we are in the overview, we have to enlarge the clone of
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// the window as well.
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Workspace.prototype._addWindowClone = function(...params) {
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const result = extensionThis._origAddWindowClone.apply(this, params);
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// The parameters of this method changed a bit through the versions...
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let realWindow, clone;
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if (utils.shellVersionIs(3, 36)) {
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@@ -121,6 +164,7 @@ class Extension {
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});
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}
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// This is actually need for the window-close animation on GNOME Shell 3.36.
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// On GNOME 3.36, the window clone's 'destroy' handler only calls _removeWindowClone
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// but not _doRemoveWindow. The latter is required to trigger the repositioning of
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// the overview window layout. Therefore we call this method in addition.
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@@ -133,83 +177,28 @@ class Extension {
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return result;
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};
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this._windowCreatedConnection =
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global.display.connect('window-created', (d, metaWin) => {
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let actor = metaWin.get_compositor_private();
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if (Main.overview.visible && !Main.overview.closing) {
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const id = actor.connect('show', () => {
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extensionThis._setupEffect(actor, true);
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actor.disconnect(id);
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});
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// ----------------------------------------------- patching the window-close animation
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} else {
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const orig = actor.ease;
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actor.ease = function(...params) {
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orig.apply(actor, params);
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actor.ease = orig;
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// The signal handler below is all which is required outside of the overview. All
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// other hacks further below are just required to defer the window-hiding in the
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// overview until the effect is finished.
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extensionThis._setupEffect(actor, true);
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};
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}
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});
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// The close animation is set up in WindowManager's _destroyWindow:
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
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// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
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// signal of the window manager and tweak the animation to our needs.
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this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
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this._setupEffect(actor, false);
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});
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// This class is only available in GNOME Shell 3.38+. So no overlay-hiding on
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// GNOME Shell 3.36 for now.
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if (WindowPreview) {
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this._origDeleteAll = WindowPreview.prototype._deleteAll;
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this._origRestack = WindowPreview.prototype._restack;
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this._origInit = WindowPreview.prototype._init;
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// This is required, else WindowPreview's _restack() which is called by the
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// "this.overlayEnabled = false", sometimes tries to access an already delete
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// WindowPreview.
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WindowPreview.prototype._restack = function() {
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if (!this._closeRequested) {
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// Call the original method.
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extensionThis._origRestack.apply(this);
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}
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};
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WindowPreview.prototype._init = function(...params) {
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// Call the original method.
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extensionThis._origInit.apply(this, params);
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const connectionID = this.metaWindow.connect('unmanaged', () => {
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if (this.window_container) {
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// Hide the window's icon, name, and close button.
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this.overlayEnabled = false;
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this._icon.visible = false;
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}
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});
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// Make sure to not call the callback above if the Meta.Window was not unmanaged
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// before leaving the overview.
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this.connect('destroy', () => {
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this.metaWindow.disconnect(connectionID);
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});
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};
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// The _deleteAll is called when the user clicks the X in the overview. We should
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// not attempt to close windows twice. Due to the animation in the overview, the
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// close button can be clicked twice which normally would lead to a crash.
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WindowPreview.prototype._deleteAll = function() {
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if (!this._closeRequested) {
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extensionThis._origDeleteAll.apply(this);
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}
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};
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}
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// These three method overrides are mega-hacky! They are only required to make the
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// fire animation work in the overview. Usually, windows are not faded when closed
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// from the overview (why?). With these overrides we make sure that they are actually
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// faded out. To do this, _windowRemoved and _doRemoveWindow now check whether there
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// is a transition ongoing (via extensionThis._shouldDestroy). If that's the case,
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// these methods do nothing. Are the actors removed in the end? I hope so. The
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// _destroyWindow of the WindowManager sets the transitions up and should take care of
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// removing the actors at the end of the transitions.
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// These three method overrides are mega-hacky! Usually, windows are not faded when
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// closed from the overview (why?). With these overrides we make sure that they are
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// actually faded out. To do this, _windowRemoved and _doRemoveWindow now check
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// whether there is a transition ongoing (via extensionThis._shouldDestroy). If that's
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// the case, these methods do nothing. Are the actors removed in the end? I hope so.
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// The _destroyWindow of the WindowManager sets the transitions up and should take
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// care of removing the actors at the end of the transitions.
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/workspace.js#L1299
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Workspace.prototype._windowRemoved = function(ws, metaWin) {
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if (extensionThis._shouldDestroy(this, metaWin)) {
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@@ -238,13 +227,54 @@ class Extension {
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return extensionThis._origShouldAnimateActor.apply(this, params);
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};
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// The close animation is set up in WindowManager's _destroyWindow:
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// https://gitlab.gnome.org/GNOME/gnome-shell/-/blob/main/js/ui/windowManager.js#L1549
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// As we cannot monkey-patch the _destroyWindow itself, we connect to the 'destroy'
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// signal of the window manager and tweak the animation to our needs.
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this._destroyConnection = global.window_manager.connect('destroy', (wm, actor) => {
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this._setupEffect(actor, false);
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});
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// With the code below, we hide the window-overlay (icon, label, close button) in the
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// overview once the close-animation is running. As the WindowPreview class is only
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// available on GNOME 3.38 and beyond, we cannot hide the overlay on GNOME 3.36.
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if (WindowPreview) {
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// We will monkey-patch these methods.
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this._origDeleteAll = WindowPreview.prototype._deleteAll;
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this._origRestack = WindowPreview.prototype._restack;
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this._origInit = WindowPreview.prototype._init;
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// Whenever a WindowPreview is created, we connect to the referenced Meta.Window's
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// 'unmanaged' signal to hide the overlay.
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WindowPreview.prototype._init = function(...params) {
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extensionThis._origInit.apply(this, params);
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// Hide the window's icon, name, and close button.
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const connectionID = this.metaWindow.connect('unmanaged', () => {
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if (this.window_container) {
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this.overlayEnabled = false;
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this._icon.visible = false;
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}
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});
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// Make sure to not call the callback above if the Meta.Window was not unmanaged
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// before leaving the overview.
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this.connect('destroy', () => {
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this.metaWindow.disconnect(connectionID);
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});
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};
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// The _deleteAll is called when the user clicks the X in the overview. We should
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// not attempt to close windows twice. Due to the animation in the overview, the
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// close button can be clicked twice which normally would lead to a crash.
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WindowPreview.prototype._deleteAll = function() {
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if (!this._closeRequested) {
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extensionThis._origDeleteAll.apply(this);
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}
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};
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// This is required, else WindowPreview's _restack() which is called by the
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// "this.overlayEnabled = false", sometimes tries to access an already delete
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// WindowPreview.
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WindowPreview.prototype._restack = function() {
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if (!this._closeRequested) {
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extensionThis._origRestack.apply(this);
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}
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};
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}
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}
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// This function could be called after the extension is uninstalled, disabled in GNOME
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@@ -277,7 +307,13 @@ class Extension {
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// ----------------------------------------------------------------------- private stuff
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// This method adds one of the configured effects to the given actor. If forOpening is
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// set to true, a effect from the enabled window-open animations is chosen, else an
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// enabled window-close animation is used. This will also tweak the transitions of the
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// given actor (e.g. scale it up if required).
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_setupEffect(actor, forOpening) {
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// Only add effects to normal windows and dialog windows.
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const isNormalWindow = actor.meta_window.window_type == Meta.WindowType.NORMAL;
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const isDialogWindow =
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actor.meta_window.window_type == Meta.WindowType.MODAL_DIALOG ||
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@@ -290,7 +326,7 @@ class Extension {
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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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// If an effect is to be previewed, we have to affect dialogs es well. This is
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// If an effect is to be previewed however, 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 action = forOpening ? 'open' : 'close';
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const previewNick = this._settings.get_string(action + '-preview-effect');
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@@ -302,8 +338,10 @@ class Extension {
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// ------------------------------------------------------------------ choose an effect
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// Now we chose a random effect from all enabled effects.
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this._currentEffect = null;
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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._currentEffect = ALL_EFFECTS.find(Effect => {
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return Effect.getNick() == previewNick;
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@@ -312,10 +350,11 @@ class Extension {
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// Only preview the effect once.
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this._settings.set_string(action + '-preview-effect', '');
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} else {
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}
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// Else we choose a random effect from all enabled effects.
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else {
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// Else we choose a random effect from all enabled effects. Therefore, we first
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// create a list of all currently enabled effects.
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// Therefore, we first create a list of all currently enabled effects.
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const enabled = ALL_EFFECTS.filter(Effect => {
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return this._settings.get_boolean(`${Effect.getNick()}-${action}-effect`);
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});
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@@ -334,24 +373,27 @@ class Extension {
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// ----------------------------------------------------------- tweak actor transitions
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// This is used to tweak the ongoing transitions of a window actor. This is either the
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// actual actor of the Meta.Window or a clone in the overview. Usually windows are
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// faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
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// modifications to this behavior by the effects. The given config object is created
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// by the effect's tweakTransition() method.
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// The following is used to tweak the ongoing transitions of a window actor. Usually
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// windows are faded in / out scaled up / down slightly by GNOME Shell. Here, we allow
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// modifications to this behavior by the effects.
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const config = this._currentEffect.tweakTransition(actor, this._settings, forOpening);
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const duration =
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this._settings.get_int(this._currentEffect.getNick() + '-animation-time');
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// All animations are relative to the window's center.
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actor.set_pivot_point(0.5, 0.5);
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// This goes through all properties given in the config object and tweaks any ongoing
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// transitions accordingly. If there is no ongoing transition for a given property, a
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// new one is set up.
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for (const property in config) {
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const from = config[property].from;
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const to = config[property].to;
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const mode = config[property].mode;
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let transition = actor.get_transition(property);
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// If there is currently no ongoing transition, we create a new one. Clutter does
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// not like to create transitions with the same start and end value - however, we
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// need at least one transition for our progress value in the shader. So we trick
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// Clutter by creating an arbitrary transition first and then modifying the start
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// and end values according to our config object.
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if (!transition) {
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actor.set_property(property, 0);
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actor.save_easing_state();
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@@ -359,20 +401,27 @@ class Extension {
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actor.set_property(property, 1);
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actor.restore_easing_state();
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// Now there should be a transition!
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transition = actor.get_transition(property);
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}
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// For some reason, there are rare cases, where no transition is set up. We do not
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// try to continue here...
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if (!transition) {
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utils.debug('Failed to set up transitions.');
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this._fixAnimationTimes(isDialogWindow, forOpening, null);
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return;
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}
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// Tweak the transition according to the config object.
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transition.set_duration(duration);
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transition.set_to(to);
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transition.set_from(from);
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transition.set_progress_mode(mode);
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transition.set_to(config[property].to);
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transition.set_from(config[property].from);
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transition.set_progress_mode(config[property].mode);
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}
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// There should always be a scale-y transitions. Once this is finished, we restore the
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// original actor size.
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const transition = actor.get_transition('scale-y');
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transition.connect('completed', () => {
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actor.scale_x = 1.0;
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@@ -381,10 +430,11 @@ class Extension {
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// -------------------------------------------------------------------- add the shader
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// Add a cool shader to our window actor!
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// Now add a cool shader to our window actor!
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const shader = this._currentEffect.createShader(actor, this._settings, forOpening);
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if (shader) {
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// First remove any old effect.
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actor.remove_effect_by_name(`burn-my-windows-effect`);
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actor.add_effect_with_name(`burn-my-windows-effect`, shader);
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@@ -401,6 +451,8 @@ class Extension {
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});
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}
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// Finally, ensure that all animation times are set properly so that other extensions
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// may guess how long it will take until windows are gone :)
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this._fixAnimationTimes(isDialogWindow, forOpening, duration);
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}
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