boxPointer: Use the anchor point to fix problems with allocations
Instead of setting the x/y position of the box pointer, which results in a long change of workarounds for limitations of the Clutter layout system, set the anchor point instead, which takes the positioning out of the layout system. The position is computed as a combination of the position computed from the allocation and the box pointer's size, and an offset that we tween when animating showing and hiding the box pointer. https://bugzilla.gnome.org/show_bug.cgi?id=645744
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@ -41,80 +41,80 @@ BoxPointer.prototype = {
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this._border.connect('repaint', Lang.bind(this, this._drawBorder));
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this._container.add_actor(this._border);
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this.bin.raise(this._border);
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this._xOffset = 0;
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this._yOffset = 0;
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this._xPosition = 0;
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this._yPosition = 0;
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},
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show: function(animate, onComplete) {
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let x = this.actor.x;
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let y = this.actor.y;
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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this.actor.opacity = 0;
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this.opacity = 0;
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this.actor.show();
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if (animate) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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this.actor.y -= rise;
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this.yOffset = -rise;
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break;
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case St.Side.BOTTOM:
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this.actor.y += rise;
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this.yOffset = rise;
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break;
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case St.Side.LEFT:
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this.actor.x -= rise;
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this.xOffset = -rise;
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break;
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case St.Side.RIGHT:
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this.actor.x += rise;
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this.xOffset = rise;
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break;
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}
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}
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Tweener.addTween(this.actor, { opacity: 255,
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x: x,
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y: y,
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transition: "linear",
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onComplete: onComplete,
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time: POPUP_ANIMATION_TIME });
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Tweener.addTween(this, { opacity: 255,
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xOffset: 0,
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yOffset: 0,
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transition: "linear",
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onComplete: onComplete,
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time: POPUP_ANIMATION_TIME });
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},
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hide: function(animate, onComplete) {
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let x = this.actor.x;
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let y = this.actor.y;
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let originalX = this.actor.x;
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let originalY = this.actor.y;
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let xOffset = 0;
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let yOffset = 0;
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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if (animate) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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y += rise;
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yOffset = rise;
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break;
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case St.Side.BOTTOM:
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y -= rise;
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yOffset = -rise;
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break;
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case St.Side.LEFT:
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x += rise;
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xOffset = rise;
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break;
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case St.Side.RIGHT:
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x -= rise;
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xOffset = -rise;
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break;
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}
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}
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Tweener.addTween(this.actor, { opacity: 0,
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x: x,
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y: y,
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transition: "linear",
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time: POPUP_ANIMATION_TIME,
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onComplete: Lang.bind(this, function () {
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this.actor.hide();
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this.actor.x = originalX;
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this.actor.y = originalY;
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if (onComplete)
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onComplete();
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})
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});
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Tweener.addTween(this, { opacity: 0,
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xOffset: xOffset,
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yOffset: yOffset,
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transition: "linear",
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time: POPUP_ANIMATION_TIME,
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onComplete: Lang.bind(this, function () {
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this.actor.hide();
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this.xOffset = 0;
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this.yOffset = 0;
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if (onComplete)
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onComplete();
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})
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});
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},
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_adjustAllocationForArrow: function(isWidth, alloc) {
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@ -178,17 +178,8 @@ BoxPointer.prototype = {
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}
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this.bin.allocate(childBox, flags);
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if (this._sourceActor) {
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Meta.later_add (Meta.LaterType.BEFORE_REDRAW, Lang.bind(this,
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function () {
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// This won't cause a loop if _allocate() was
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// called as a result of repositioning, because in
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// that case _reposition() will set the same
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// coordinates again, which Clutter will just
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// ignore.
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this._reposition(this._sourceActor, this._gap, this._alignment);
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}));
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}
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if (this._sourceActor && this._sourceActor.mapped)
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this._reposition(this._sourceActor, this._gap, this._alignment);
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},
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_drawBorder: function(area) {
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@ -393,9 +384,9 @@ BoxPointer.prototype = {
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parent = parent.get_parent();
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}
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// Actually set the position
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this.actor.x = Math.floor(x);
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this.actor.y = Math.floor(y);
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this._xPosition = Math.floor(x);
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this._yPosition = Math.floor(y);
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this._shiftActor();
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},
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// @origin: Coordinate specifying middle of the arrow, along
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@ -406,5 +397,42 @@ BoxPointer.prototype = {
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this._arrowOrigin = origin;
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this._border.queue_repaint();
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}
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},
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_shiftActor : function() {
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// Since the position of the BoxPointer depends on the allocated size
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// of the BoxPointer and the position of the source actor, trying
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// to position the BoxPoiner via the x/y properties will result in
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// allocation loops and warnings. Instead we do the positioning via
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// the anchor point, which is independent of allocation, and leave
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// x == y == 0.
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this.actor.set_anchor_point(-(this._xPosition + this._xOffset),
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-(this._yPosition + this._yOffset));
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},
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set xOffset(offset) {
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this._xOffset = offset;
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this._shiftActor();
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},
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get xOffset() {
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return this._xOffset;
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},
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set yOffset(offset) {
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this._yOffset = offset;
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this._shiftActor();
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},
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get yOffset() {
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return this._yOffset;
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},
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set opacity(opacity) {
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this.actor.opacity = opacity;
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},
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get opacity() {
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return this.actor.opacity;
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}
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};
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