popupMenu: Simplify allocation code
Use ClutterActor.allocate_align_fill() so we don't have to do this math ourselves. At the same time, clean up the RTL handling so that it's easier to follow. https://bugzilla.gnome.org/show_bug.cgi?id=702539
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@ -268,6 +268,7 @@ const PopupBaseMenuItem = new Lang.Class({
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},
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_allocate: function(actor, box, flags) {
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let width = box.x2 - box.x1;
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let height = box.y2 - box.y1;
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let direction = this.actor.get_text_direction();
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@ -290,86 +291,46 @@ const PopupBaseMenuItem = new Lang.Class({
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this._ornamentLabel.allocate(ornamentBox, flags);
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let x;
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if (direction == Clutter.TextDirection.LTR)
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x = box.x1;
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else
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x = box.x2;
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// if direction is ltr, x is the right edge of the last added
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// actor, and it's constantly increasing, whereas if rtl, x is
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// the left edge and it decreases
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let x = box.x1;
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for (let i = 0, col = 0; i < this._children.length; i++) {
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let child = this._children[i];
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let childBox = new Clutter.ActorBox();
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let [minWidth, naturalWidth] = child.actor.get_preferred_width(-1);
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let availWidth, extraWidth;
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if (this._columnWidths) {
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if (child.span == -1) {
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if (direction == Clutter.TextDirection.LTR)
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availWidth = box.x2 - x;
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else
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availWidth = x - box.x1;
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} else {
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let availWidth;
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if (child.span == -1) {
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availWidth = box.x2 - x;
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} else {
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if (this._columnWidths) {
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availWidth = 0;
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for (let j = 0; j < child.span; j++)
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availWidth += this._columnWidths[col++];
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}
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extraWidth = availWidth - naturalWidth;
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} else {
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if (child.span == -1) {
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if (direction == Clutter.TextDirection.LTR)
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availWidth = box.x2 - x;
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else
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availWidth = x - box.x1;
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} else {
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availWidth = naturalWidth;
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}
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extraWidth = 0;
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}
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if (direction == Clutter.TextDirection.LTR) {
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if (child.expand) {
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childBox.x1 = x;
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childBox.x2 = x + availWidth;
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} else if (child.align === St.Align.MIDDLE) {
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childBox.x1 = x + Math.round(extraWidth / 2);
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childBox.x2 = childBox.x1 + naturalWidth;
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} else if (child.align === St.Align.END) {
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childBox.x2 = x + availWidth;
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childBox.x1 = childBox.x2 - naturalWidth;
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} else {
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childBox.x1 = x;
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childBox.x2 = x + naturalWidth;
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}
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} else {
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if (child.expand) {
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childBox.x1 = x - availWidth;
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childBox.x2 = x;
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} else if (child.align === St.Align.MIDDLE) {
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childBox.x1 = x - Math.round(extraWidth / 2);
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childBox.x2 = childBox.x1 + naturalWidth;
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} else if (child.align === St.Align.END) {
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// align to the left
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childBox.x1 = x - availWidth;
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childBox.x2 = childBox.x1 + naturalWidth;
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} else {
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// align to the right
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childBox.x2 = x;
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childBox.x1 = x - naturalWidth;
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}
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}
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if (direction == Clutter.TextDirection.RTL)
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childBox.x1 = width - x - availWidth;
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else
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childBox.x1 = x;
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childBox.x2 = childBox.x1 + availWidth;
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let [minHeight, naturalHeight] = child.actor.get_preferred_height(childBox.x2 - childBox.x1);
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childBox.y1 = Math.round(box.y1 + (height - naturalHeight) / 2);
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childBox.y2 = childBox.y1 + naturalHeight;
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child.actor.allocate(childBox, flags);
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let [xAlign, yAlign] = St.get_align_factors(child.align,
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St.Align.MIDDLE);
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if (direction == Clutter.TextDirection.LTR)
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x += availWidth + this._spacing;
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else
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x -= availWidth + this._spacing;
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// It's called "expand", but it's really more like "fill"
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let xFill = child.expand;
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child.actor.allocate_align_fill(childBox,
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xAlign, yAlign,
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xFill, true,
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flags);
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x += availWidth + this._spacing;
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}
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}
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});
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