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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// Padding on the left and right side of the button.
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const SIDE_PADDING = 14;
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const SIDE_PADDING = 14;
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function Button(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, staysPressed, font);
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this._init(widget, buttonColor, pressedButtonColor, textColor, font);
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}
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}
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Button.prototype = {
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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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let me = this;
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this._buttonColor = buttonColor
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this._buttonColor = buttonColor
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@ -42,21 +42,14 @@ Button.prototype = {
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if (textColor == null)
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if (textColor == null)
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this._textColor = DEFAULT_TEXT_COLOR;
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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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this._font = font;
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if (font == null)
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if (font == null)
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this._font = DEFAULT_FONT;
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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._isBetweenPressAndRelease = false;
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this._mouseIsOverButton = false;
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this._mouseIsOverButton = false;
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this.button = new Big.Box({ reactive: true,
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this.actor = new Shell.ButtonBox({ reactive: true,
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corner_radius: 5,
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corner_radius: 5,
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padding_left: SIDE_PADDING,
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padding_left: SIDE_PADDING,
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padding_right: SIDE_PADDING,
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padding_right: SIDE_PADDING,
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@ -71,61 +64,20 @@ Button.prototype = {
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this._widget = widgetOrText;
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this._widget = widgetOrText;
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}
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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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this.actor.connect('notify::hover', Lang.bind(this, this._updateColors));
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function(o, event) {
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this.actor.connect('notify::pressed', Lang.bind(this, this._updateColors));
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me._isBetweenPressAndRelease = true;
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this.actor.connect('notify::active', Lang.bind(this, this._updateColors));
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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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},
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},
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pressIn : function() {
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_updateColors : function() {
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if (!this._isBetweenPressAndRelease && this._staysPressed) {
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if (this.actor.active || this.actor.pressed)
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this._active = true;
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this.actor.backgroundColor = this._pressedButtonColor;
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this.button.backgroundColor = this._pressedButtonColor;
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else if (this.actor.hover)
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}
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this.actor.backgroundColor = this._buttonColor;
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},
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else
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this.actor.backgroundColor = null;
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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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}
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}
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};
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};
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@ -460,24 +460,23 @@ SearchSectionHeader.prototype = {
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this._showTooltip = true;
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this._showTooltip = true;
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let button = new Button.Button(box, PRELIGHT_COLOR, BACKGROUND_COLOR,
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let button = new Button.Button(box, PRELIGHT_COLOR, BACKGROUND_COLOR,
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TEXT_COLOR, false, null);
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TEXT_COLOR);
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button.button.height = box.height;
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button.actor.height = box.height;
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button.button.padding_left = DEFAULT_PADDING;
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button.actor.padding_left = DEFAULT_PADDING;
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button.button.padding_right = DEFAULT_PADDING;
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button.actor.padding_right = DEFAULT_PADDING;
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button.button.connect('button-release-event', onClick);
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button.actor.connect('activate', onClick);
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button.connect('enter-event', Lang.bind(this, this._onButtonEntered));
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button.actor.connect('notify::hover', Lang.bind(this, this._updateTooltip));
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button.connect('leave-event', Lang.bind(this, this._onButtonLeft));
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this.actor = button.actor;
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this.actor = button.button;
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},
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},
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_onButtonEntered : function() {
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_updateTooltip : function(actor) {
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if (actor.hover) {
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if (this._showTooltip)
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if (this._showTooltip)
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this.tooltip.show();
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this.tooltip.show();
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},
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} else {
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_onButtonLeft : function() {
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this.tooltip.hide();
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this.tooltip.hide();
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}
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},
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},
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setShowTooltip : function(showTooltip) {
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setShowTooltip : function(showTooltip) {
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@ -683,7 +682,6 @@ Dash.prototype = {
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Lang.bind(this,
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Lang.bind(this,
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function () {
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function () {
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this._toggleOnlyAppSearchShown();
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this._toggleOnlyAppSearchShown();
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return true;
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}));
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}));
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this._searchResultsSection.content.append(this._appSearchHeader.actor, Big.BoxPackFlags.NONE);
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this._searchResultsSection.content.append(this._appSearchHeader.actor, Big.BoxPackFlags.NONE);
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this._appSearchResultArea = new ResultArea(AppDisplay.AppDisplay, false);
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this._appSearchResultArea = new ResultArea(AppDisplay.AppDisplay, false);
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@ -695,7 +693,6 @@ Dash.prototype = {
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Lang.bind(this,
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Lang.bind(this,
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function () {
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function () {
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this._toggleOnlyDocSearchShown();
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this._toggleOnlyDocSearchShown();
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return true;
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}));
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}));
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this._searchResultsSection.content.append(this._docSearchHeader.actor, Big.BoxPackFlags.NONE);
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this._searchResultsSection.content.append(this._docSearchHeader.actor, Big.BoxPackFlags.NONE);
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this._docSearchResultArea = new ResultArea(DocDisplay.DocDisplay, false);
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this._docSearchResultArea = new ResultArea(DocDisplay.DocDisplay, false);
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@ -269,10 +269,10 @@ Panel.prototype = {
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/* left side */
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/* left side */
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this.button = new Button.Button(_("Activities"), PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
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this.button = new Button.Button(_("Activities"), PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
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PANEL_FOREGROUND_COLOR, true, DEFAULT_FONT);
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PANEL_FOREGROUND_COLOR, DEFAULT_FONT);
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this.button.button.height = PANEL_HEIGHT;
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this.button.actor.height = PANEL_HEIGHT;
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this._leftBox.append(this.button.button, Big.BoxPackFlags.NONE);
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this._leftBox.append(this.button.actor, Big.BoxPackFlags.NONE);
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// We use this flag to mark the case where the user has entered the
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// hot corner and has not left both the hot corner and a surrounding
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@ -374,43 +374,46 @@ Panel.prototype = {
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let statusbutton = new Button.Button(statusbox,
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let statusbutton = new Button.Button(statusbox,
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PANEL_BUTTON_COLOR,
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PANEL_BUTTON_COLOR,
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PRESSED_BUTTON_BACKGROUND_COLOR,
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PRESSED_BUTTON_BACKGROUND_COLOR,
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PANEL_FOREGROUND_COLOR,
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PANEL_FOREGROUND_COLOR);
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true);
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statusbutton.actor.height = PANEL_HEIGHT;
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statusbutton.button.height = PANEL_HEIGHT;
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statusbutton.actor.connect('button-press-event', function (b, e) {
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statusbutton.button.connect('button-press-event', function (b, e) {
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if (e.get_button() == 1 && e.get_click_count() == 1) {
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statusmenu.toggle(e);
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statusmenu.toggle(e);
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// The statusmenu might not pop up if it couldn't get a pointer grab
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if (statusmenu.is_active())
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statusbutton.actor.active = true;
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return true;
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} else {
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return false;
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return false;
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}
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});
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});
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// If popping up the menu failed (because there was already a grab in
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this._rightBox.append(statusbutton.actor, Big.BoxPackFlags.NONE);
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// effect from Mutter or another app), then we'll never get a ::deactivated
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// signal because the menu was never activated, so we need to unhighlight
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// separately when the user releases the mouse button.
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//
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// We depend on connection ordering; this needs to be called after Button's
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// ::button-release-event handler; that will set the active flag for this
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// stays-pressed button, then we unset the active flag by calling release().
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statusbutton.button.connect('button-release-event', function (b, e) {
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if (!statusmenu.is_active())
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statusbutton.release();
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return false;
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});
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this._rightBox.append(statusbutton.button, Big.BoxPackFlags.NONE);
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// We get a deactivated event when the popup disappears
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// We get a deactivated event when the popup disappears
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this._statusmenu.connect('deactivated', function (sm) {
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this._statusmenu.connect('deactivated', function (sm) {
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statusbutton.release();
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statusbutton.actor.active = false;
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});
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});
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// TODO: decide what to do with the rest of the panel in the Overview mode (make it fade-out, become non-reactive, etc.)
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// TODO: decide what to do with the rest of the panel in the Overview mode (make it fade-out, become non-reactive, etc.)
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// We get into the Overview mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// We get into the Overview mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// have the Overview act like a menu that allows the user to release the mouse on the activity the user wants
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// have the Overview act like a menu that allows the user to release the mouse on the activity the user wants
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// to switch to.
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// to switch to.
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this.button.button.connect('button-press-event',
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this.button.actor.connect('button-press-event', function(b, e) {
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Lang.bind(Main.overview, Main.overview.toggle));
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if (e.get_button() == 1 && e.get_click_count() == 1) {
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Main.overview.toggle();
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return true;
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} else {
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return false;
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}
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});
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// In addition to pressing the button, the Overview can be entered and exited by other means, such as
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// In addition to pressing the button, the Overview can be entered and exited by other means, such as
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// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the Overview is entered
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// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the Overview is entered
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// and to be released when it is exited regardless of how it was triggered.
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// and to be released when it is exited regardless of how it was triggered.
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Main.overview.connect('showing', Lang.bind(this.button, this.button.pressIn));
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Main.overview.connect('showing', Lang.bind(this, function() {
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Main.overview.connect('hiding', Lang.bind(this.button, this.button.release));
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this.button.actor.active = true;
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}));
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Main.overview.connect('hiding', Lang.bind(this, function() {
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this.button.actor.active = false;
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}));
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Main.chrome.addActor(this.actor);
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Main.chrome.addActor(this.actor);
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Main.chrome.setVisibleInOverview(this.actor, true);
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Main.chrome.setVisibleInOverview(this.actor, true);
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