gnome-shell/js/ui/link.js

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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Signals = imports.signals;
// Link is a clickable link. Right now it just handles properly capturing
// press and release events and short-circuiting the button handling in
// ClutterText, but more features like different colors for hover/pressed states
// or a different mouse cursor could be implemented.
//
// The properties passed in are forwarded to the Clutter.Text() constructor,
// so can include, 'text', 'font_name', etc.
function Link(props) {
this._init(props);
}
Link.prototype = {
_init : function(props) {
let realProps = { reactive: true };
// The user can pass in reactive: false to override the above and get
// a non-reactive link (a link to the current page, perhaps)
Lang.copyProperties(props, realProps);
this.actor = new Clutter.Text(realProps);
this.actor._delegate = this;
this.actor.connect('button-press-event', Lang.bind(this, this._onButtonPress));
this.actor.connect('button-release-event', Lang.bind(this, this._onButtonRelease));
this.actor.connect('enter-event', Lang.bind(this, this._onEnter));
this.actor.connect('leave-event', Lang.bind(this, this._onLeave));
this._buttonDown = false;
this._havePointer = false;
},
// Update the text of the link
setText : function(text) {
this.actor.text = text;
},
// We want to react on buttonDown, but if we override button-release-event for
// ClutterText, but not button-press-event, we get a stuck grab. Tracking
// buttonDown and doing the grab isn't really necessary, but doing it makes
// the behavior perfectly correct if the user clicks on one actor, drags
// to another and releases - that should not trigger either actor.
_onButtonPress : function(actor, event) {
this._buttonDown = true;
this._havePointer = true; // Hack to work around poor enter/leave tracking in Clutter
Clutter.grab_pointer(actor);
return true;
},
_onButtonRelease : function(actor, event) {
if (this._buttonDown) {
this._buttonDown = false;
Clutter.ungrab_pointer(actor);
if (this._havePointer)
this.emit('clicked');
}
return true;
},
_onEnter : function(actor, event) {
if (event.get_source() == actor)
this._havePointer = true;
return false;
},
_onLeave : function(actor, event) {
if (event.get_source() == actor)
this._havePointer = false;
return false;
}
};
Signals.addSignalMethods(Link.prototype);