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