boxpointer: Compute source allocation and work area just once
Compute the source actor workarea and allocation when repositioning and keep it cached so that we've not to calculating it again in _calculateArrowSide. Since _calculateArrowSide only is called inside _updateFlip that is always called just after reposition, we can be sure that the computed values are still correct. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/435
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@ -473,11 +473,15 @@ var BoxPointer = GObject.registerClass({
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_reposition() {
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_reposition() {
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let sourceActor = this._sourceActor;
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let sourceActor = this._sourceActor;
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let alignment = this._arrowAlignment;
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let alignment = this._arrowAlignment;
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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this._sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
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this._workArea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
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// Position correctly relative to the sourceActor
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// Position correctly relative to the sourceActor
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let sourceNode = sourceActor.get_theme_node();
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let sourceNode = sourceActor.get_theme_node();
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let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
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let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
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let sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
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let sourceAllocation = this._sourceAllocation;
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let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let [minWidth, minHeight, natWidth, natHeight] = this.get_preferred_size();
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let [minWidth, minHeight, natWidth, natHeight] = this.get_preferred_size();
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@ -485,8 +489,7 @@ var BoxPointer = GObject.registerClass({
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// We also want to keep it onscreen, and separated from the
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// We also want to keep it onscreen, and separated from the
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// edge by the same distance as the main part of the box is
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// edge by the same distance as the main part of the box is
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// separated from its sourceActor
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// separated from its sourceActor
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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let workarea = this._workArea;
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let workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
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let themeNode = this.get_theme_node();
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let themeNode = this.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let arrowBase = themeNode.get_length('-arrow-base');
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let arrowBase = themeNode.get_length('-arrow-base');
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@ -606,10 +609,9 @@ var BoxPointer = GObject.registerClass({
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}
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}
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_calculateArrowSide(arrowSide) {
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_calculateArrowSide(arrowSide) {
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let sourceAllocation = Shell.util_get_transformed_allocation(this._sourceActor);
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let sourceAllocation = this._sourceAllocation;
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let [minWidth, minHeight, boxWidth, boxHeight] = this.get_preferred_size();
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let [minWidth, minHeight, boxWidth, boxHeight] = this.get_preferred_size();
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let monitorIndex = Main.layoutManager.findIndexForActor(this._sourceActor);
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let workarea = this._workArea;
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let workarea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
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switch (arrowSide) {
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switch (arrowSide) {
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case St.Side.TOP:
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case St.Side.TOP:
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