One additional note with regards to the attached patch. On screen resize
it will resize based on the original screen which is only bad if the
panel changes screens (I'm not clear if this is a normal use case). It
appears, just from the looking at the source that
Unity2dPanel::slotWorkAreaResized(int screen) is meant to handle this
case and since the screen is passed as an argument and alteration like:

void Unity2dPanel::slotWorkAreaResized(int screen)
{
    if (x11Info().screen() == screen) {
        d->m_screen = screen; // addition
        d->updateEdge();
    }
}

may well work. On my desktop I can't seem to get that signal to fire
though so I'm having a hard time testing it. Sorry for the incomplete
implementation in the original patch.

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https://bugs.launchpad.net/bugs/877012

Title:
  [panel] on a multi monitor setup the panel length appears to be
  calculated with the screen in focus at the time of execution

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