Remove the timeout for checking if an item is drawn under the pointer
We no longer need the timeout for checking if an item is drawn under the pointer because we display search results in the main pane and there is no lowering/raising of other overview actors going on as the results are being displayed.
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@ -495,24 +495,16 @@ GenericDisplay.prototype = {
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this.selectFirstItem();
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}
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// We currently redisplay matching items and raise the sideshow as part of two different callbacks.
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// Checking what is under the pointer after a timeout allows us to not merge these callbacks into one, at least for now.
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Mainloop.timeout_add(5,
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Lang.bind(this,
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function() {
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// Check if the pointer is over one of the items and display the information button if it is.
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let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
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let global = Shell.Global.get();
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let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE,
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x, y);
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if (actor != null) {
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let item = this._findDisplayedByActor(actor);
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if (item != null) {
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item.onDrawnUnderPointer();
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}
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}
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return false;
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}));
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// Check if the pointer is over one of the items and display the information button if it is.
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let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
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let global = Shell.Global.get();
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let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
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if (actor != null) {
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let item = this._findDisplayedByActor(actor);
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if (item != null) {
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item.onDrawnUnderPointer();
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}
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}
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},
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// Creates a display item based on the information associated with itemId
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