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cleanup things properly if the window switcher is invoked again while closing
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@ -340,6 +340,12 @@ namespace Gala
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if (now - last_switch < MIN_DELTA)
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return;
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// if we were still closing while the next invocation comes in, we need to cleanup
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// things right away
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if (visible && closing) {
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close_cleanup ();
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}
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last_switch = now;
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var workspace = screen.get_active_workspace ();
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@ -390,6 +396,30 @@ namespace Gala
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close (wm.get_screen ().get_display ().get_current_time ());
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}
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void close_cleanup ()
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{
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var screen = wm.get_screen ();
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var workspace = screen.get_active_workspace ();
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dock.destroy_all_children ();
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dock_window = null;
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visible = false;
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closing = false;
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window_clones.destroy_all_children ();
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// need to go through all the windows because of hidden dialogs
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unowned List<WindowActor>? window_actors = Compositor.get_window_actors (screen);
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foreach (var actor in window_actors) {
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unowned Window window = actor.get_meta_window ();
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if (window.get_workspace () == workspace
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&& window.showing_on_its_workspace ())
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actor.show ();
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}
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}
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void close (uint time)
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{
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if (closing)
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@ -456,30 +486,11 @@ namespace Gala
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dock.opacity = 0;
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dock.restore_easing_state ();
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Clutter.Callback cleanup = () => {
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dock.destroy_all_children ();
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dock_window = null;
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visible = false;
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window_clones.destroy_all_children ();
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// need to go through all the windows because of hidden dialogs
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unowned List<WindowActor>? window_actors = Compositor.get_window_actors (screen);
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foreach (var actor in window_actors) {
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unowned Window window = actor.get_meta_window ();
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if (window.get_workspace () == workspace
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&& window.showing_on_its_workspace ())
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actor.show ();
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}
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};
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var transition = dock.get_transition ("opacity");
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if (transition != null)
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transition.completed.connect (() => cleanup (this));
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transition.completed.connect (() => close_cleanup ());
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else
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cleanup (this);
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close_cleanup ();
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}
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Utils.WindowIcon? add_window (Window window)
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