Factor out hot corner handling into a class

This is needed so that we can have several instances, one per
monitor.

This also makes the hot corner environments a container which
contains the corner.

https://bugzilla.gnome.org/show_bug.cgi?id=642881
This commit is contained in:
Alexander Larsson 2011-02-23 11:22:49 +01:00
parent 06198702c2
commit 196d10454a

View File

@ -640,6 +640,158 @@ PanelCorner.prototype = {
}
};
/**
* HotCorner:
*
* This class manages the "hot corner" that can toggle switching to
* overview.
*/
function HotCorner() {
this._init();
}
HotCorner.prototype = {
_init : function() {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this.actor = new Clutter.Group({ width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ width: 1,
height: 1,
opacity: 0,
reactive: true });
this.actor.add_actor(this._corner);
if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this._activationTime = 0;
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
// Clicking on the hot corner environs should result in the same bahavior
// as clicking on the hot corner.
this.actor.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
// In addition to being triggered by the mouse enter event, the hot corner
// can be triggered by clicking on it. This is useful if the user wants to
// undo the effect of triggering the hot corner once in the hot corner.
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
this._corner._delegate = this._corner;
this._corner.handleDragOver = Lang.bind(this,
function(source, actor, x, y, time) {
if (source == Main.xdndHandler) {
if(!Main.overview.visible && !Main.overview.animationInProgress) {
this.rippleAnimation();
Main.overview.showTemporarily();
Main.overview.beginItemDrag(actor);
}
}
});
},
destroy: function() {
this.actor.destroy();
},
_addRipple : function(delay, time, startScale, startOpacity, finalScale, finalOpacity) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
let [x, y] = this._corner.get_transformed_position();
let ripple = new St.BoxLayout({ style_class: 'ripple-box',
opacity: 255 * Math.sqrt(startOpacity),
scale_x: startScale,
scale_y: startScale,
x: x,
y: y });
ripple._opacity = startOpacity;
Tweener.addTween(ripple, { _opacity: finalOpacity,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.destroy(); } });
Main.uiGroup.add_actor(ripple);
},
rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale opacity
this._addRipple(0.0, 0.83, 0.25, 1.0, 1.5, 0.0);
this._addRipple(0.05, 1.0, 0.0, 0.7, 1.25, 0.0);
this._addRipple(0.35, 1.0, 0.0, 0.3, 1, 0.0);
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
if (!Main.overview.animationInProgress) {
this._activationTime = Date.now() / 1000;
this.rippleAnimation();
Main.overview.toggle();
}
}
return false;
},
_onCornerClicked : function() {
if (!Main.overview.animationInProgress)
this.maybeToggleOverviewOnClick();
return false;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
},
// Toggles the overview unless this is the first click on the Activities button within the HOT_CORNER_ACTIVATION_TIMEOUT time
// of the hot corner being triggered. This check avoids opening and closing the overview if the user both triggered the hot corner
// and clicked the Activities button.
maybeToggleOverviewOnClick: function() {
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
Main.overview.toggle();
this._activationTime = 0;
}
}
function Panel() {
this._init();
@ -712,27 +864,16 @@ Panel.prototype = {
sideWidth = (allocWidth - centerWidth) / 2;
let childBox = new Clutter.ActorBox();
childBox.y1 = 0;
childBox.y2 = this._hotCornerEnvirons.height;
if (this.actor.get_direction() == St.TextDirection.RTL) {
childBox.x1 = allocWidth - this._hotCornerEnvirons.width;
childBox.x2 = allocWidth;
} else {
childBox.x1 = 0;
childBox.x2 = this._hotCornerEnvirons.width;
}
this._hotCornerEnvirons.allocate(childBox, flags);
childBox.y1 = 0;
childBox.y2 = this._hotCorner.height;
childBox.y2 = this._hotCorner.actor.height;
if (this.actor.get_direction() == St.TextDirection.RTL) {
childBox.x1 = allocWidth - this._hotCorner.width;
childBox.x2 = allocWidth;
childBox.x1 = allocWidth;
} else {
childBox.x1 = 0;
childBox.x2 = this._hotCorner.width;
}
this._hotCorner.allocate(childBox, flags);
childBox.x2 = childBox.x1 + this._hotCorner.actor.width;
this._hotCorner.actor.allocate(childBox, flags);
childBox.y1 = 0;
childBox.y2 = allocHeight;
@ -800,55 +941,8 @@ Panel.prototype = {
corner.actor.set_style_pseudo_class(pseudoClass);
}));
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._hotCornerEntered = false;
this._hotCornerEnvirons = new Clutter.Rectangle({ width: 3,
height: 3,
opacity: 0,
reactive: true });
this._hotCorner = new Clutter.Rectangle({ width: 1,
height: 1,
opacity: 0,
reactive: true });
this._hotCornerActivationTime = 0;
this._hotCornerEnvirons.connect('leave-event',
Lang.bind(this, this._onHotCornerEnvironsLeft));
// Clicking on the hot corner environs should result in the same bahavior
// as clicking on the hot corner.
this._hotCornerEnvirons.connect('button-release-event',
Lang.bind(this, this._onHotCornerClicked));
// In addition to being triggered by the mouse enter event, the hot corner
// can be triggered by clicking on it. This is useful if the user wants to
// undo the effect of triggering the hot corner once in the hot corner.
this._hotCorner.connect('enter-event',
Lang.bind(this, this._onHotCornerEntered));
this._hotCorner.connect('button-release-event',
Lang.bind(this, this._onHotCornerClicked));
this._hotCorner.connect('leave-event',
Lang.bind(this, this._onHotCornerLeft));
this._hotCorner._delegate = this._hotCorner;
this._hotCorner.handleDragOver = Lang.bind(this,
function(source, actor, x, y, time) {
if (source == Main.xdndHandler) {
if(!Main.overview.visible && !Main.overview.animationInProgress) {
this.rippleAnimation();
Main.overview.showTemporarily();
Main.overview.beginItemDrag(actor);
}
}
});
this._boxContainer.add_actor(this._hotCornerEnvirons);
this._boxContainer.add_actor(this._hotCorner);
this._hotCorner = new HotCorner();
this._boxContainer.add_actor(this._hotCorner.actor);
let appMenuButton = new AppMenuButton();
this._leftBox.add(appMenuButton.actor);
@ -894,7 +988,7 @@ Panel.prototype = {
// to switch to.
this.button.connect('clicked', Lang.bind(this, function(b) {
if (!Main.overview.animationInProgress) {
this._maybeToggleOverviewOnClick();
this._hotCorner.maybeToggleOverviewOnClick();
return true;
} else {
return false;
@ -1001,84 +1095,4 @@ Panel.prototype = {
this._trayBox.remove_actor(icon);
},
_addRipple : function(delay, time, startScale, startOpacity, finalScale, finalOpacity) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
let [x, y] = this._hotCorner.get_transformed_position();
let ripple = new St.BoxLayout({ style_class: 'ripple-box',
opacity: 255 * Math.sqrt(startOpacity),
scale_x: startScale,
scale_y: startScale,
x: x,
y: y });
ripple._opacity = startOpacity;
Tweener.addTween(ripple, { _opacity: finalOpacity,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.destroy(); } });
Main.uiGroup.add_actor(ripple);
},
rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale opacity
this._addRipple(0.0, 0.83, 0.25, 1.0, 1.5, 0.0);
this._addRipple(0.05, 1.0, 0.0, 0.7, 1.25, 0.0);
this._addRipple(0.35, 1.0, 0.0, 0.3, 1, 0.0);
},
_onHotCornerEntered : function() {
if (!this._hotCornerEntered) {
this._hotCornerEntered = true;
if (!Main.overview.animationInProgress) {
this._hotCornerActivationTime = Date.now() / 1000;
this.rippleAnimation();
Main.overview.toggle();
}
}
return false;
},
_onHotCornerClicked : function() {
if (!Main.overview.animationInProgress) {
this._maybeToggleOverviewOnClick();
}
return false;
},
_onHotCornerLeft : function(actor, event) {
if (event.get_related() != this._hotCornerEnvirons) {
this._hotCornerEntered = false;
}
return false;
},
_onHotCornerEnvironsLeft : function(actor, event) {
if (event.get_related() != this._hotCorner) {
this._hotCornerEntered = false;
}
return false;
},
// Toggles the overview unless this is the first click on the Activities button within the HOT_CORNER_ACTIVATION_TIMEOUT time
// of the hot corner being triggered. This check avoids opening and closing the overview if the user both triggered the hot corner
// and clicked the Activities button.
_maybeToggleOverviewOnClick: function() {
if (this._hotCornerActivationTime == 0 || Date.now() / 1000 - this._hotCornerActivationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
Main.overview.toggle();
this._hotCornerActivationTime = 0;
}
};