lookingGlass: fix red border drawing in the inspector, port to JS
Some recent painting-efficiency fix broke the inspector, which accidentally depended on things getting repainted too often, and so was failing to highlight things properly now. A simple queue_redraw() fixes this, but while I was there, I decided to port the drawing hook to JS as well, since all the necessary parts of cogl work fine from JS. https://bugzilla.gnome.org/show_bug.cgi?id=642058
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@ -1,6 +1,7 @@
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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Cogl = imports.gi.Cogl;
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const GConf = imports.gi.GConf;
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const GLib = imports.gi.GLib;
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const Gio = imports.gi.Gio;
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@ -359,6 +360,30 @@ ObjInspector.prototype = {
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}
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};
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function addBorderPaintHook(actor) {
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let signalId = actor.connect_after('paint',
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function () {
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let color = new Cogl.Color();
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color.init_from_4ub(0xff, 0, 0, 0xc4);
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Cogl.set_source_color(color);
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let geom = actor.get_allocation_geometry();
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let width = 2;
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// clockwise order
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Cogl.rectangle(0, 0, geom.width, width);
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Cogl.rectangle(geom.width - width, width,
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geom.width, geom.height);
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Cogl.rectangle(0, geom.height,
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geom.width - width, geom.height - width);
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Cogl.rectangle(0, geom.height - width,
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width, width);
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});
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actor.queue_redraw();
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return signalId;
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}
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function Inspector() {
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this._init();
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}
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@ -494,10 +519,13 @@ Inspector.prototype = {
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let position = '[inspect x: ' + stageX + ' y: ' + stageY + ']';
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this._displayText.text = '';
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this._displayText.text = position + ' ' + this._target;
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if (this._borderPaintTarget != null)
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this._borderPaintTarget.disconnect(this._borderPaintId);
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this._borderPaintTarget = this._target;
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this._borderPaintId = Shell.add_hook_paint_red_border(this._target);
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if (this._borderPaintTarget != this._target) {
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if (this._borderPaintTarget != null)
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this._borderPaintTarget.disconnect(this._borderPaintId);
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this._borderPaintTarget = this._target;
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this._borderPaintId = addBorderPaintHook(this._target);
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}
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}
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};
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@ -827,7 +855,7 @@ LookingGlass.prototype = {
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}
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if (obj instanceof Clutter.Actor) {
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this._borderPaintTarget = obj;
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this._borderPaintId = Shell.add_hook_paint_red_border(obj);
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this._borderPaintId = addBorderPaintHook(obj);
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this._borderDestroyId = obj.connect('destroy', Lang.bind(this, function () {
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this._borderDestroyId = 0;
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this._borderPaintTarget = null;
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@ -106,33 +106,3 @@ shell_draw_box_pointer (StDrawingArea *area,
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cairo_fill (cr);
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}
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static void
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hook_paint_red_border (ClutterActor *actor,
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gpointer user_data)
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{
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CoglColor color;
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ClutterGeometry geom;
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float width = 2;
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cogl_color_set_from_4ub (&color, 0xff, 0, 0, 0xc4);
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cogl_set_source_color (&color);
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clutter_actor_get_allocation_geometry (actor, &geom);
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/** clockwise order **/
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cogl_rectangle (0, 0, geom.width, width);
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cogl_rectangle (geom.width - width, width,
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geom.width, geom.height);
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cogl_rectangle (0, geom.height,
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geom.width - width, geom.height - width);
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cogl_rectangle (0, geom.height - width,
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width, width);
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}
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guint
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shell_add_hook_paint_red_border (ClutterActor *actor)
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{
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return g_signal_connect_after (G_OBJECT (actor), "paint",
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G_CALLBACK (hook_paint_red_border), NULL);
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}
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@ -23,8 +23,6 @@ void shell_draw_clock (StDrawingArea *area,
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int hour,
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int minute);
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guint shell_add_hook_paint_red_border (ClutterActor *actor);
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G_END_DECLS
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#endif /* __SHELL_GLOBAL_H__ */
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