gnome-shell/js/ui/dash.js

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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Signals = imports.signals;
const Lang = imports.lang;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const AppDisplay = imports.ui.appDisplay;
const AppFavorites = imports.ui.appFavorites;
const DND = imports.ui.dnd;
const IconGrid = imports.ui.iconGrid;
const Main = imports.ui.main;
const Tweener = imports.ui.tweener;
const Workspace = imports.ui.workspace;
const DASH_ANIMATION_TIME = 0.2;
// A container like StBin, but taking the child's scale into account
// when requesting a size
function DashItemContainer() {
this._init();
}
DashItemContainer.prototype = {
_init: function() {
this.actor = new Shell.GenericContainer({ style_class: 'dash-item-container' });
this.actor.connect('get-preferred-width',
Lang.bind(this, this._getPreferredWidth));
this.actor.connect('get-preferred-height',
Lang.bind(this, this._getPreferredHeight));
this.actor.connect('allocate',
Lang.bind(this, this._allocate));
this.actor._delegate = this;
this.child = null;
this._childScale = 1;
this._childOpacity = 255;
this.animatingOut = false;
},
_allocate: function(actor, box, flags) {
if (this.child == null)
return;
let availWidth = box.x2 - box.x1;
let availHeight = box.y2 - box.y1;
let [minChildWidth, minChildHeight, natChildWidth, natChildHeight] =
this.child.get_preferred_size();
let [childScaleX, childScaleY] = this.child.get_scale();
let childWidth = Math.min(natChildWidth * childScaleX, availWidth);
let childHeight = Math.min(natChildHeight * childScaleY, availHeight);
let childBox = new Clutter.ActorBox();
childBox.x1 = (availWidth - childWidth) / 2;
childBox.y1 = (availHeight - childHeight) / 2;
childBox.x2 = childBox.x1 + childWidth;
childBox.y2 = childBox.y1 + childHeight;
this.child.allocate(childBox, flags);
},
_getPreferredHeight: function(actor, forWidth, alloc) {
alloc.min_size = 0;
alloc.natural_size = 0;
if (this.child == null)
return;
let [minHeight, natHeight] = this.child.get_preferred_height(forWidth);
alloc.min_size += minHeight * this.child.scale_y;
alloc.natural_size += natHeight * this.child.scale_y;
},
_getPreferredWidth: function(actor, forHeight, alloc) {
alloc.min_size = 0;
alloc.natural_size = 0;
if (this.child == null)
return;
let [minWidth, natWidth] = this.child.get_preferred_width(forHeight);
alloc.min_size = minWidth * this.child.scale_y;
alloc.natural_size = natWidth * this.child.scale_y;
},
setChild: function(actor) {
if (this.child == actor)
return;
this.actor.destroy_children();
this.child = actor;
this.actor.add_actor(this.child);
},
animateIn: function() {
if (this.child == null)
return;
this.childScale = 0;
this.childOpacity = 0;
Tweener.addTween(this,
{ childScale: 1.0,
childOpacity: 255,
time: DASH_ANIMATION_TIME,
transition: 'easeOutQuad'
});
},
animateOutAndDestroy: function() {
if (this.child == null) {
this.actor.destroy();
return;
}
this.animatingOut = true;
this.childScale = 1.0;
Tweener.addTween(this,
{ childScale: 0.0,
childOpacity: 0,
time: DASH_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: Lang.bind(this, function() {
this.actor.destroy();
})
});
},
set childScale(scale) {
this._childScale = scale;
if (this.child == null)
return;
this.child.set_scale_with_gravity(scale, scale,
Clutter.Gravity.CENTER);
this.actor.queue_relayout();
},
get childScale() {
return this._childScale;
},
set childOpacity(opacity) {
this._childOpacity = opacity;
if (this.child == null)
return;
this.child.set_opacity(opacity);
this.actor.queue_redraw();
},
get childOpacity() {
return this._childOpacity;
}
};
function RemoveFavoriteIcon() {
this._init();
}
RemoveFavoriteIcon.prototype = {
__proto__: DashItemContainer.prototype,
_init: function() {
DashItemContainer.prototype._init.call(this);
this._iconBin = new St.Bin({ style_class: 'remove-favorite' });
this._iconActor = null;
this.icon = new IconGrid.BaseIcon(_("Remove"),
{ setSizeManually: true,
showLabel: false,
createIcon: Lang.bind(this, this._createIcon) });
this._iconBin.set_child(this.icon.actor);
this._iconBin._delegate = this;
this.setChild(this._iconBin);
},
_createIcon: function(size) {
this._iconActor = new St.Icon({ icon_name: 'user-trash',
style_class: 'remove-favorite-icon',
icon_size: size });
return this._iconActor;
},
setHover: function(hovered) {
this._iconBin.set_hover(hovered);
if (this._iconActor)
this._iconActor.set_hover(hovered);
},
// Rely on the dragged item being a favorite
handleDragOver: function(source, actor, x, y, time) {
return DND.DragMotionResult.MOVE_DROP;
},
acceptDrop: function(source, actor, x, y, time) {
let app = null;
if (source instanceof AppDisplay.AppWellIcon) {
let appSystem = Shell.AppSystem.get_default();
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
app = appSystem.lookup_app(source.getId());
} else if (source.metaWindow) {
let tracker = Shell.WindowTracker.get_default();
app = tracker.get_window_app(source.metaWindow);
}
let id = app.get_id();
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function () {
AppFavorites.getAppFavorites().removeFavorite(id);
return false;
}));
return true;
}
};
function DragPlaceholderItem() {
this._init();
}
DragPlaceholderItem.prototype = {
__proto__: DashItemContainer.prototype,
_init: function() {
DashItemContainer.prototype._init.call(this);
this.setChild(new St.Bin({ style_class: 'placeholder' }));
}
};
function Dash() {
this._init();
}
Dash.prototype = {
_init : function() {
this._maxHeight = -1;
this.iconSize = 64;
this._shownInitially = false;
this._dragPlaceholder = null;
this._dragPlaceholderPos = -1;
this._animatingPlaceholdersCount = 0;
this._favRemoveTarget = null;
this._box = new St.BoxLayout({ name: 'dash',
vertical: true,
clip_to_allocation: true });
this._box._delegate = this;
this.actor = new St.Bin({ y_align: St.Align.START, child: this._box });
this.actor.connect('notify::height', Lang.bind(this,
function() {
if (this._maxHeight != this.actor.height)
this._queueRedisplay();
this._maxHeight = this.actor.height;
}));
this._workId = Main.initializeDeferredWork(this._box, Lang.bind(this, this._redisplay));
this._tracker = Shell.WindowTracker.get_default();
this._appSystem = Shell.AppSystem.get_default();
this._appSystem.connect('installed-changed', Lang.bind(this, this._queueRedisplay));
AppFavorites.getAppFavorites().connect('changed', Lang.bind(this, this._queueRedisplay));
this._appSystem.connect('app-state-changed', Lang.bind(this, this._queueRedisplay));
Main.overview.connect('item-drag-begin',
Lang.bind(this, this._onDragBegin));
Main.overview.connect('item-drag-end',
Lang.bind(this, this._onDragEnd));
Main.overview.connect('item-drag-cancelled',
Lang.bind(this, this._onDragCancelled));
Main.overview.connect('window-drag-begin',
Lang.bind(this, this._onDragBegin));
Main.overview.connect('window-drag-cancelled',
Lang.bind(this, this._onDragCancelled));
Main.overview.connect('window-drag-end',
Lang.bind(this, this._onDragEnd));
},
_onDragBegin: function() {
this._dragCancelled = false;
this._dragMonitor = {
dragMotion: Lang.bind(this, this._onDragMotion)
};
DND.addDragMonitor(this._dragMonitor);
},
_onDragCancelled: function() {
this._dragCancelled = true;
this._endDrag();
},
_onDragEnd: function() {
if (this._dragCancelled)
return;
this._endDrag();
},
_endDrag: function() {
this._clearDragPlaceholder();
if (this._favRemoveTarget) {
this._favRemoveTarget.animateOutAndDestroy();
this._favRemoveTarget.actor.connect('destroy', Lang.bind(this,
function() {
this._favRemoveTarget = null;
}));
this._adjustIconSize();
}
DND.removeDragMonitor(this._dragMonitor);
},
_onDragMotion: function(dragEvent) {
let app = null;
if (dragEvent.source instanceof AppDisplay.AppWellIcon)
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
app = this._appSystem.lookup_app(dragEvent.source.getId());
else if (dragEvent.source.metaWindow)
app = this._tracker.get_window_app(dragEvent.source.metaWindow);
else
return DND.DragMotionResult.CONTINUE;
let id = app.get_id();
let favorites = AppFavorites.getAppFavorites().getFavoriteMap();
let srcIsFavorite = (id in favorites);
if (srcIsFavorite &&
dragEvent.source.actor &&
this.actor.contains (dragEvent.source.actor) &&
this._favRemoveTarget == null) {
this._favRemoveTarget = new RemoveFavoriteIcon();
this._favRemoveTarget.icon.setIconSize(this.iconSize);
this._box.add(this._favRemoveTarget.actor);
this._adjustIconSize();
this._favRemoveTarget.animateIn();
}
let favRemoveHovered = false;
if (this._favRemoveTarget)
favRemoveHovered =
this._favRemoveTarget.actor.contains(dragEvent.targetActor);
if (!this._box.contains(dragEvent.targetActor) || favRemoveHovered)
this._clearDragPlaceholder();
if (this._favRemoveTarget)
this._favRemoveTarget.setHover(favRemoveHovered);
return DND.DragMotionResult.CONTINUE;
},
_appIdListToHash: function(apps) {
let ids = {};
for (let i = 0; i < apps.length; i++)
ids[apps[i].get_id()] = apps[i];
return ids;
},
_queueRedisplay: function () {
Main.queueDeferredWork(this._workId);
},
_createAppItem: function(app) {
let display = new AppDisplay.AppWellIcon(app,
{ setSizeManually: true,
showLabel: false });
display._draggable.connect('drag-begin',
Lang.bind(this, function() {
display.actor.opacity = 50;
}));
display._draggable.connect('drag-end',
Lang.bind(this, function() {
display.actor.opacity = 255;
}));
display.actor.set_tooltip_text(app.get_name());
let item = new DashItemContainer();
item.setChild(display.actor);
display.icon.setIconSize(this.iconSize);
return item;
},
_adjustIconSize: function() {
// For the icon size, we only consider children which are "proper"
// icons (i.e. ignoring drag placeholders) and which are not
// animating out (which means they will be destroyed at the end of
// the animation)
let iconChildren = this._box.get_children().filter(function(actor) {
return actor._delegate.child &&
actor._delegate.child._delegate &&
actor._delegate.child._delegate.icon &&
!actor._delegate.animatingOut;
});
if (iconChildren.length == 0) {
this._box.add_style_pseudo_class('empty');
return;
}
this._box.remove_style_pseudo_class('empty');
if (this._maxHeight == -1)
return;
let themeNode = this.actor.get_theme_node();
let maxAllocation = new Clutter.ActorBox({ x1: 0, y1: 0,
x2: 42 /* whatever */,
y2: this._maxHeight });
let maxContent = themeNode.get_content_box(maxAllocation);
let availHeight = maxContent.y2 - maxContent.y1;
let spacing = themeNode.get_length('spacing');
let firstIcon = iconChildren[0]._delegate.child._delegate.icon;
let minHeight, natHeight;
// Enforce the current icon size during the size request if
// the icon is animating
if (firstIcon._animating) {
let [currentWidth, currentHeight] = firstIcon.icon.get_size();
firstIcon.icon.set_size(this.iconSize, this.iconSize);
[minHeight, natHeight] = iconChildren[0].get_preferred_height(-1);
firstIcon.icon.set_size(currentWidth, currentHeight);
} else {
[minHeight, natHeight] = iconChildren[0].get_preferred_height(-1);
}
// Subtract icon padding and box spacing from the available height
availHeight -= iconChildren.length * (natHeight - this.iconSize) +
(iconChildren.length - 1) * spacing;
let availSize = availHeight / iconChildren.length;
let iconSizes = [ 16, 22, 24, 32, 48, 64 ];
let newIconSize = 16;
for (let i = 0; i < iconSizes.length; i++) {
if (iconSizes[i] < availSize)
newIconSize = iconSizes[i];
}
if (newIconSize == this.iconSize)
return;
let oldIconSize = this.iconSize;
this.iconSize = newIconSize;
this.emit('icon-size-changed');
let scale = oldIconSize / newIconSize;
for (let i = 0; i < iconChildren.length; i++) {
let icon = iconChildren[i]._delegate.child._delegate.icon;
// Set the new size immediately, to keep the icons' sizes
// in sync with this.iconSize
icon.setIconSize(this.iconSize);
// Don't animate the icon size change when the overview
// is not visible or when initially filling the dash
if (!Main.overview.visible || !this._shownInitially)
continue;
let [targetWidth, targetHeight] = icon.icon.get_size();
// Scale the icon's texture to the previous size and
// tween to the new size
icon.icon.set_size(icon.icon.width * scale,
icon.icon.height * scale);
icon._animating = true;
Tweener.addTween(icon.icon,
{ width: targetWidth,
height: targetHeight,
time: DASH_ANIMATION_TIME,
transition: 'easeOutQuad',
onComplete: function() {
icon._animating = false;
}
});
}
},
_redisplay: function () {
let favorites = AppFavorites.getAppFavorites().getFavoriteMap();
let running = this._appSystem.get_running();
let children = this._box.get_children().filter(function(actor) {
return actor._delegate.child &&
actor._delegate.child._delegate &&
actor._delegate.child._delegate.app;
});
// Apps currently in the dash
let oldApps = children.map(function(actor) {
return actor._delegate.child._delegate.app;
});
// Apps supposed to be in the dash
let newApps = [];
for (let id in favorites)
newApps.push(favorites[id]);
for (let i = 0; i < running.length; i++) {
let app = running[i];
if (app.get_id() in favorites)
continue;
newApps.push(app);
}
// Figure out the actual changes to the list of items; we iterate
// over both the list of items currently in the dash and the list
// of items expected there, and collect additions and removals.
// Moves are both an addition and a removal, where the order of
// the operations depends on whether we encounter the position
// where the item has been added first or the one from where it
// was removed.
// There is an assumption that only one item is moved at a given
// time; when moving several items at once, everything will still
// end up at the right position, but there might be additional
// additions/removals (e.g. it might remove all the launchers
// and add them back in the new order even if a smaller set of
// additions and removals is possible).
// If above assumptions turns out to be a problem, we might need
// to use a more sophisticated algorithm, e.g. Longest Common
// Subsequence as used by diff.
let addedItems = [];
let removedActors = [];
let newIndex = 0;
let oldIndex = 0;
while (newIndex < newApps.length || oldIndex < oldApps.length) {
// No change at oldIndex/newIndex
if (oldApps[oldIndex] == newApps[newIndex]) {
oldIndex++;
newIndex++;
continue;
}
// App removed at oldIndex
if (oldApps[oldIndex] &&
newApps.indexOf(oldApps[oldIndex]) == -1) {
removedActors.push(children[oldIndex]);
oldIndex++;
continue;
}
// App added at newIndex
if (newApps[newIndex] &&
oldApps.indexOf(newApps[newIndex]) == -1) {
addedItems.push({ app: newApps[newIndex],
item: this._createAppItem(newApps[newIndex]),
pos: newIndex });
newIndex++;
continue;
}
// App moved
let insertHere = newApps[newIndex + 1] &&
newApps[newIndex + 1] == oldApps[oldIndex];
let alreadyRemoved = removedActors.reduce(function(result, actor) {
let removedApp = actor._delegate.child._delegate.app;
return result || removedApp == newApps[newIndex];
}, false);
if (insertHere || alreadyRemoved) {
let newItem = this._createAppItem(newApps[newIndex]);
addedItems.push({ app: newApps[newIndex],
item: newItem,
pos: newIndex + removedActors.length });
newIndex++;
} else {
removedActors.push(children[oldIndex]);
oldIndex++;
}
}
for (let i = 0; i < addedItems.length; i++)
this._box.insert_actor(addedItems[i].item.actor,
addedItems[i].pos);
for (let i = 0; i < removedActors.length; i++) {
let item = removedActors[i]._delegate;
// Don't animate item removal when the overview is hidden
if (Main.overview.visible)
item.animateOutAndDestroy();
else
item.actor.destroy();
}
this._adjustIconSize();
// Skip animations on first run when adding the initial set
// of items, to avoid all items zooming in at once
if (!this._shownInitially) {
this._shownInitially = true;
return;
}
// Don't animate item addition when the overview is hidden
if (!Main.overview.visible)
return;
for (let i = 0; i < addedItems.length; i++)
addedItems[i].item.animateIn();
},
_clearDragPlaceholder: function() {
if (this._dragPlaceholder) {
this._dragPlaceholder.animateOutAndDestroy();
this._dragPlaceholder = null;
this._dragPlaceholderPos = -1;
}
},
handleDragOver : function(source, actor, x, y, time) {
let app = null;
if (source instanceof AppDisplay.AppWellIcon)
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
app = this._appSystem.lookup_app(source.getId());
else if (source.metaWindow)
app = this._tracker.get_window_app(source.metaWindow);
// Don't allow favoriting of transient apps
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
if (app == null || app.is_window_backed())
return DND.DragMotionResult.NO_DROP;
let favorites = AppFavorites.getAppFavorites().getFavorites();
let numFavorites = favorites.length;
let favPos = favorites.indexOf(app);
let children = this._box.get_children();
let numChildren = children.length;
let boxHeight = this._box.height;
// Keep the placeholder out of the index calculation; assuming that
// the remove target has the same size as "normal" items, we don't
// need to do the same adjustment there.
if (this._dragPlaceholder) {
boxHeight -= this._dragPlaceholder.actor.height;
numChildren--;
}
let pos = Math.round(y * numChildren / boxHeight);
if (pos != this._dragPlaceholderPos && pos <= numFavorites) {
if (this._animatingPlaceholdersCount > 0) {
let appChildren = children.filter(function(actor) {
return actor._delegate &&
actor._delegate.child &&
actor._delegate.child._delegate &&
actor._delegate.child._delegate.app;
});
this._dragPlaceholderPos = children.indexOf(appChildren[pos]);
} else {
this._dragPlaceholderPos = pos;
}
// Don't allow positioning before or after self
if (favPos != -1 && (pos == favPos || pos == favPos + 1)) {
if (this._dragPlaceholder) {
this._dragPlaceholder.animateOutAndDestroy();
this._animatingPlaceholdersCount++;
this._dragPlaceholder.actor.connect('destroy',
Lang.bind(this, function() {
this._animatingPlaceholdersCount--;
}));
}
this._dragPlaceholder = null;
return DND.DragMotionResult.CONTINUE;
}
// If the placeholder already exists, we just move
// it, but if we are adding it, expand its size in
// an animation
let fadeIn;
if (this._dragPlaceholder) {
this._dragPlaceholder.actor.destroy();
fadeIn = false;
} else {
fadeIn = true;
}
this._dragPlaceholder = new DragPlaceholderItem();
this._dragPlaceholder.child.set_width (this.iconSize);
this._dragPlaceholder.child.set_height (this.iconSize / 2);
this._box.insert_actor(this._dragPlaceholder.actor,
this._dragPlaceholderPos);
if (fadeIn)
this._dragPlaceholder.animateIn();
}
let srcIsFavorite = (favPos != -1);
if (srcIsFavorite)
return DND.DragMotionResult.MOVE_DROP;
return DND.DragMotionResult.COPY_DROP;
},
// Draggable target interface
acceptDrop : function(source, actor, x, y, time) {
let app = null;
if (source instanceof AppDisplay.AppWellIcon) {
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
app = this._appSystem.lookup_app(source.getId());
} else if (source.metaWindow) {
app = this._tracker.get_window_app(source.metaWindow);
}
// Don't allow favoriting of transient apps
Kill off ShellAppInfo, move into ShellApp This dramatically thins down and sanitizes the application code. The ShellAppSystem changes in a number of ways: * Preferences are special cased more explicitly; they aren't apps, they're shortcuts for an app), and we don't have many of them, so don't need e.g. the optimizations in ShellAppSystem for searching. * get_app() changes to lookup_app() and returns null if an app isn't found. The semantics where it tried to find the .desktop file if we didn't know about it were just broken; I am pretty sure no caller needs this, and if they do we'll fix them. * ShellAppSystem maintains two indexes on apps (by desktop file id and by GMenuTreeEntry), but is no longer in the business of dealing with GMenuTree as far as hierarchy and categories go. That is moved up into js/ui/appDisplay.js. Actually, it flattens both apps and settings. Also, ShellWindowTracker is now the sole reference-owner for window-backed apps. We still do the weird "window:0x1234beef" id for these apps, but a reference is not stored in ShellAppSystem. The js/ui/appDisplay.js code is rewritten, and sucks a lot less. Variable names are clearer: _apps -> _appIcons _filterApp -> _visibleApps _filters -> _categoryBox Similarly for function names. We no longer call (for every app) a recursive lookup in GMenuTree to see if it's in a particular section on every category switch; it's all cached. NOTE - this intentionally reverts the incremental loading code from commit 7813c5b93f6bcde8c4beae286e82bfc472b2b656. It's fast enough here without that. https://bugzilla.gnome.org/show_bug.cgi?id=648149
2011-04-21 17:35:01 +00:00
if (app == null || app.is_window_backed()) {
return false;
}
let id = app.get_id();
let favorites = AppFavorites.getAppFavorites().getFavoriteMap();
let srcIsFavorite = (id in favorites);
let favPos = 0;
let children = this._box.get_children();
for (let i = 0; i < this._dragPlaceholderPos; i++) {
if (this._dragPlaceholder &&
children[i] == this._dragPlaceholder.actor)
continue;
let childId = children[i]._delegate.child._delegate.app.get_id();
if (childId == id)
continue;
if (childId in favorites)
favPos++;
}
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
function () {
let appFavorites = AppFavorites.getAppFavorites();
if (srcIsFavorite)
appFavorites.moveFavoriteToPos(id, favPos);
else
appFavorites.addFavoriteAtPos(id, favPos);
return false;
}));
return true;
}
};
Signals.addSignalMethods(Dash.prototype);