Simplify Button class by using ShellButtonBox

Make Button class purely about adding visuals, and use ShellButtonBox
for behavior. API equivalences:

  shell.button => shell.actor [for consistency]

  staysPressed parameter to constructor => replaced by manually setting
   the 'active' property of button.actor as appropriate

  pressIn/release => button.actor.active = true/false

  enter-event/leave-event signals => button.actor notify::hover

Along the way, this fixes a bug with the user status menu where it was
not getting set to active because the button was getting a leave
(triggered by the menu popping up and grabbing the pointer) before for
button release, which disabled the staysPressed behavior.

Reported by Michael Meeks
http://bugzilla.gnome.org/show_bug.cgi?id=593471
This commit is contained in:
Owen W. Taylor 2009-08-29 07:23:28 -04:00
parent 0fd6bc5172
commit 5803aa7e65
3 changed files with 66 additions and 114 deletions

View File

@ -22,12 +22,12 @@ const DEFAULT_FONT = 'Sans Bold 16px';
// Padding on the left and right side of the button.
const SIDE_PADDING = 14;
function Button(widget, buttonColor, pressedButtonColor, textColor, staysPressed, font) {
this._init(widget, buttonColor, pressedButtonColor, textColor, staysPressed, font);
function Button(widget, buttonColor, pressedButtonColor, textColor, font) {
this._init(widget, buttonColor, pressedButtonColor, textColor, font);
}
Button.prototype = {
_init : function(widgetOrText, buttonColor, pressedButtonColor, textColor, staysPressed, font) {
_init : function(widgetOrText, buttonColor, pressedButtonColor, textColor, font) {
let me = this;
this._buttonColor = buttonColor
@ -42,27 +42,20 @@ Button.prototype = {
if (textColor == null)
this._textColor = DEFAULT_TEXT_COLOR;
this._staysPressed = staysPressed
if (staysPressed == null)
this._staysPressed = false;
this._font = font;
if (font == null)
this._font = DEFAULT_FONT;
// if this._staysPressed is true, this._active will be true past the first release of a button, until a subsequent one (the button
// is unpressed) or until release() is called explicitly
this._active = false;
this._isBetweenPressAndRelease = false;
this._mouseIsOverButton = false;
this.button = new Big.Box({ reactive: true,
corner_radius: 5,
padding_left: SIDE_PADDING,
padding_right: SIDE_PADDING,
orientation: Big.BoxOrientation.HORIZONTAL,
y_align: Big.BoxAlignment.CENTER
});
this.actor = new Shell.ButtonBox({ reactive: true,
corner_radius: 5,
padding_left: SIDE_PADDING,
padding_right: SIDE_PADDING,
orientation: Big.BoxOrientation.HORIZONTAL,
y_align: Big.BoxAlignment.CENTER
});
if (typeof widgetOrText == 'string') {
this._widget = new Clutter.Text({ font_name: this._font,
color: this._textColor,
@ -71,61 +64,20 @@ Button.prototype = {
this._widget = widgetOrText;
}
this.button.append(this._widget, Big.BoxPackFlags.EXPAND);
this.actor.append(this._widget, Big.BoxPackFlags.EXPAND);
this.button.connect('button-press-event',
function(o, event) {
me._isBetweenPressAndRelease = true;
me.button.backgroundColor = me._pressedButtonColor;
return false;
});
this.button.connect('button-release-event',
function(o, event) {
me._isBetweenPressAndRelease = false;
if (!me._staysPressed || me._active) {
me.release();
} else {
me._active = true;
}
return false;
});
this.button.connect('enter-event',
function(o, event) {
me._mouseIsOverButton = true;
if (!me._active) {
me.button.backgroundColor = me._buttonColor;
}
me.emit('enter-event');
return false;
});
this.button.connect('leave-event',
function(o, event) {
me._isBetweenPressAndRelease = false;
me._mouseIsOverButton = false;
if (!me._active) {
me.button.backgroundColor = null;
}
me.emit('leave-event');
return false;
});
this.actor.connect('notify::hover', Lang.bind(this, this._updateColors));
this.actor.connect('notify::pressed', Lang.bind(this, this._updateColors));
this.actor.connect('notify::active', Lang.bind(this, this._updateColors));
},
pressIn : function() {
if (!this._isBetweenPressAndRelease && this._staysPressed) {
this._active = true;
this.button.backgroundColor = this._pressedButtonColor;
}
},
release : function() {
if (!this._isBetweenPressAndRelease && this._staysPressed) {
this._active = false;
if (this._mouseIsOverButton) {
this.button.backgroundColor = this._buttonColor;
} else {
this.button.backgroundColor = null;
}
}
_updateColors : function() {
if (this.actor.active || this.actor.pressed)
this.actor.backgroundColor = this._pressedButtonColor;
else if (this.actor.hover)
this.actor.backgroundColor = this._buttonColor;
else
this.actor.backgroundColor = null;
}
};

View File

@ -460,24 +460,23 @@ SearchSectionHeader.prototype = {
this._showTooltip = true;
let button = new Button.Button(box, PRELIGHT_COLOR, BACKGROUND_COLOR,
TEXT_COLOR, false, null);
button.button.height = box.height;
button.button.padding_left = DEFAULT_PADDING;
button.button.padding_right = DEFAULT_PADDING;
TEXT_COLOR);
button.actor.height = box.height;
button.actor.padding_left = DEFAULT_PADDING;
button.actor.padding_right = DEFAULT_PADDING;
button.button.connect('button-release-event', onClick);
button.connect('enter-event', Lang.bind(this, this._onButtonEntered));
button.connect('leave-event', Lang.bind(this, this._onButtonLeft));
this.actor = button.button;
button.actor.connect('activate', onClick);
button.actor.connect('notify::hover', Lang.bind(this, this._updateTooltip));
this.actor = button.actor;
},
_onButtonEntered : function() {
if (this._showTooltip)
this.tooltip.show();
},
_onButtonLeft : function() {
this.tooltip.hide();
_updateTooltip : function(actor) {
if (actor.hover) {
if (this._showTooltip)
this.tooltip.show();
} else {
this.tooltip.hide();
}
},
setShowTooltip : function(showTooltip) {
@ -683,7 +682,6 @@ Dash.prototype = {
Lang.bind(this,
function () {
this._toggleOnlyAppSearchShown();
return true;
}));
this._searchResultsSection.content.append(this._appSearchHeader.actor, Big.BoxPackFlags.NONE);
this._appSearchResultArea = new ResultArea(AppDisplay.AppDisplay, false);
@ -695,7 +693,6 @@ Dash.prototype = {
Lang.bind(this,
function () {
this._toggleOnlyDocSearchShown();
return true;
}));
this._searchResultsSection.content.append(this._docSearchHeader.actor, Big.BoxPackFlags.NONE);
this._docSearchResultArea = new ResultArea(DocDisplay.DocDisplay, false);

View File

@ -269,10 +269,10 @@ Panel.prototype = {
/* left side */
this.button = new Button.Button(_("Activities"), PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
PANEL_FOREGROUND_COLOR, true, DEFAULT_FONT);
this.button.button.height = PANEL_HEIGHT;
PANEL_FOREGROUND_COLOR, DEFAULT_FONT);
this.button.actor.height = PANEL_HEIGHT;
this._leftBox.append(this.button.button, Big.BoxPackFlags.NONE);
this._leftBox.append(this.button.actor, Big.BoxPackFlags.NONE);
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
@ -374,43 +374,46 @@ Panel.prototype = {
let statusbutton = new Button.Button(statusbox,
PANEL_BUTTON_COLOR,
PRESSED_BUTTON_BACKGROUND_COLOR,
PANEL_FOREGROUND_COLOR,
true);
statusbutton.button.height = PANEL_HEIGHT;
statusbutton.button.connect('button-press-event', function (b, e) {
statusmenu.toggle(e);
return false;
PANEL_FOREGROUND_COLOR);
statusbutton.actor.height = PANEL_HEIGHT;
statusbutton.actor.connect('button-press-event', function (b, e) {
if (e.get_button() == 1 && e.get_click_count() == 1) {
statusmenu.toggle(e);
// The statusmenu might not pop up if it couldn't get a pointer grab
if (statusmenu.is_active())
statusbutton.actor.active = true;
return true;
} else {
return false;
}
});
// If popping up the menu failed (because there was already a grab in
// effect from Mutter or another app), then we'll never get a ::deactivated
// signal because the menu was never activated, so we need to unhighlight
// separately when the user releases the mouse button.
//
// We depend on connection ordering; this needs to be called after Button's
// ::button-release-event handler; that will set the active flag for this
// stays-pressed button, then we unset the active flag by calling release().
statusbutton.button.connect('button-release-event', function (b, e) {
if (!statusmenu.is_active())
statusbutton.release();
return false;
});
this._rightBox.append(statusbutton.button, Big.BoxPackFlags.NONE);
this._rightBox.append(statusbutton.actor, Big.BoxPackFlags.NONE);
// We get a deactivated event when the popup disappears
this._statusmenu.connect('deactivated', function (sm) {
statusbutton.release();
statusbutton.actor.active = false;
});
// TODO: decide what to do with the rest of the panel in the Overview mode (make it fade-out, become non-reactive, etc.)
// We get into the Overview mode on button-press-event as opposed to button-release-event because eventually we'll probably
// have the Overview act like a menu that allows the user to release the mouse on the activity the user wants
// to switch to.
this.button.button.connect('button-press-event',
Lang.bind(Main.overview, Main.overview.toggle));
this.button.actor.connect('button-press-event', function(b, e) {
if (e.get_button() == 1 && e.get_click_count() == 1) {
Main.overview.toggle();
return true;
} else {
return false;
}
});
// In addition to pressing the button, the Overview can be entered and exited by other means, such as
// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the Overview is entered
// and to be released when it is exited regardless of how it was triggered.
Main.overview.connect('showing', Lang.bind(this.button, this.button.pressIn));
Main.overview.connect('hiding', Lang.bind(this.button, this.button.release));
Main.overview.connect('showing', Lang.bind(this, function() {
this.button.actor.active = true;
}));
Main.overview.connect('hiding', Lang.bind(this, function() {
this.button.actor.active = false;
}));
Main.chrome.addActor(this.actor);
Main.chrome.setVisibleInOverview(this.actor, true);