TB2
November 3rd, 2007, 09:50 PM
I have two screens and the way compiz cube is behaving is not satisfying at all. Now at the moment there are basically two options:
A) Having one huge cube that has one viewport (which streches over both screens) per cube side. So if the cube is rolled out on a plane surface it's like this, [] being cube sides, V meaning viewport and | being the border between the two screens:
[v1|v1][v2|v2][v3|v3][v4|v4]
B) Having two cubes, one per screen, but still having one viewport per "view" which causes viewports to be split up and distributed over the two cubes. It looks like this, C meaning Cube:
C1[v1]|C2[v1]C1[v2]|C2[v2]]C1[v3]|C2[v3]C1[v4]|C2[v4]
Option A might look alright if you have flat panel TFTs with really narrow borders so you can disregard the gap between the screens, Option B is just silly, because the cubes are mapped in a totally confusing way. Cube 1 always holds only the left part of a viewport and vice versa for Cube 2. And on top of that both cubes are rotating at the same time which makes having two screens useless, as CF always treats the two screens as being one.
What I would like to see, and which shouldn't be too hard to implement is that you would have two indipendent cubes which can be rotated one at a time. You would be able to drag the windows from one cube to another, but you can always spin one cube while the other stays in place. This is the only way two screens make sense to me. It would mean working on one while working on the other on something else, and it makes no sense at all that both screens change upon a viewport change.
The most obvious solution would be to distribute the viewports over the cubes, so that one cube side has one viewport and on 2 cubes with 4 sides you will get 8 viewports which can be managed independently:
C1[v1]C1[v2]C1[v3]C1[v4] | C1[v5]C1[v6]C1[v7]C1[v8]
This is the only way two display make sense to me. I would really appreciate having this option, because neighter of the other two options makes any sense.
A) Having one huge cube that has one viewport (which streches over both screens) per cube side. So if the cube is rolled out on a plane surface it's like this, [] being cube sides, V meaning viewport and | being the border between the two screens:
[v1|v1][v2|v2][v3|v3][v4|v4]
B) Having two cubes, one per screen, but still having one viewport per "view" which causes viewports to be split up and distributed over the two cubes. It looks like this, C meaning Cube:
C1[v1]|C2[v1]C1[v2]|C2[v2]]C1[v3]|C2[v3]C1[v4]|C2[v4]
Option A might look alright if you have flat panel TFTs with really narrow borders so you can disregard the gap between the screens, Option B is just silly, because the cubes are mapped in a totally confusing way. Cube 1 always holds only the left part of a viewport and vice versa for Cube 2. And on top of that both cubes are rotating at the same time which makes having two screens useless, as CF always treats the two screens as being one.
What I would like to see, and which shouldn't be too hard to implement is that you would have two indipendent cubes which can be rotated one at a time. You would be able to drag the windows from one cube to another, but you can always spin one cube while the other stays in place. This is the only way two screens make sense to me. It would mean working on one while working on the other on something else, and it makes no sense at all that both screens change upon a viewport change.
The most obvious solution would be to distribute the viewports over the cubes, so that one cube side has one viewport and on 2 cubes with 4 sides you will get 8 viewports which can be managed independently:
C1[v1]C1[v2]C1[v3]C1[v4] | C1[v5]C1[v6]C1[v7]C1[v8]
This is the only way two display make sense to me. I would really appreciate having this option, because neighter of the other two options makes any sense.