Switch all JavaScript variable names to firstWordLowerCase style to agree with the Style Guide.

svn path=/trunk/; revision=57
This commit is contained in:
Marina Zhurakhinskaya 2008-11-19 19:23:24 +00:00
parent 372021d05b
commit 5b31ce3415
2 changed files with 88 additions and 88 deletions

View File

@ -18,54 +18,54 @@ const PARTIAL_OPACITY = 0.4 * 255;
const FULL_OPACITY = 255; const FULL_OPACITY = 255;
function Button(text, button_color, pressed_button_color, min_width, min_height) { function Button(text, buttonColor, pressedButtonColor, minWidth, minHeight) {
this._init(text, button_color, pressed_button_color, min_width, min_height); this._init(text, buttonColor, pressedButtonColor, minWidth, minHeight);
} }
Button.prototype = { Button.prototype = {
_init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) { _init : function(text, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight) {
this._button_color = button_color this._buttonColor = buttonColor
if (button_color == null) if (buttonColor == null)
this._button_color = DEFAULT_BUTTON_COLOR; this._buttonColor = DEFAULT_BUTTON_COLOR;
this._pressed_button_color = pressed_button_color this._pressedButtonColor = pressedButtonColor
if (pressed_button_color == null) if (pressedButtonColor == null)
this._pressed_button_color = DEFAULT_PRESSED_BUTTON_COLOR; this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
if (stays_pressed == null) if (staysPressed == null)
stays_pressed = false staysPressed = false
if (min_width == null) if (minWidth == null)
min_width = 0; minWidth = 0;
if (min_height == null) if (minHeight == null)
min_height = 0; minHeight = 0;
// if stays_pressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button // if staysPressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
// is unpressed) or untill release() is called explicitly // is unpressed) or untill release() is called explicitly
this._active = false; this._active = false;
this._is_between_press_and_release = false; this._isBetweenPressAndRelease = false;
this._mouse_is_over_button = false; this._mouseIsOverButton = false;
this.button = new Clutter.Group({reactive: true}); this.button = new Clutter.Group({reactive: true});
this._background = new Clutter.Rectangle({ color: this._button_color}); this._background = new Clutter.Rectangle({ color: this._buttonColor});
this._pressed_background = new Clutter.Rectangle({ color: this._pressed_button_color, opacity: NO_OPACITY}); this._pressedBackground = new Clutter.Rectangle({ color: this._pressedButtonColor, opacity: NO_OPACITY});
this._label = new Clutter.Label({ font_name: "Sans Bold 16px", this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
text: text}); text: text});
this._label.set_position(5, 5); this._label.set_position(5, 5);
let background_width = Math.max(this._label.get_width()+10, min_width); let backgroundWidth = Math.max(this._label.get_width()+10, minWidth);
let background_height = Math.max(this._label.get_height()+10, min_height); let backgroundHeight = Math.max(this._label.get_height()+10, minHeight);
this._background.set_width(background_width) this._background.set_width(backgroundWidth)
this._background.set_height(background_height) this._background.set_height(backgroundHeight)
this._pressed_background.set_width(background_width) this._pressedBackground.set_width(backgroundWidth)
this._pressed_background.set_height(background_height) this._pressedBackground.set_height(backgroundHeight)
this.button.add_actor(this._background); this.button.add_actor(this._background);
this.button.add_actor(this._pressed_background); this.button.add_actor(this._pressedBackground);
this.button.add_actor(this._label); this.button.add_actor(this._label);
let me = this; let me = this;
this.button.connect('button-press-event', this.button.connect('button-press-event',
function(o, event) { function(o, event) {
me._is_between_press_and_release = true; me._isBetweenPressAndRelease = true;
Tweener.addTween(me._pressed_background, Tweener.addTween(me._pressedBackground,
{ time: ANIMATION_TIME, { time: ANIMATION_TIME,
opacity: FULL_OPACITY, opacity: FULL_OPACITY,
transition: "linear" transition: "linear"
@ -74,8 +74,8 @@ Button.prototype = {
}); });
this.button.connect('button-release-event', this.button.connect('button-release-event',
function(o, event) { function(o, event) {
me._is_between_press_and_release = false; me._isBetweenPressAndRelease = false;
if (!stays_pressed || me._active) { if (!staysPressed || me._active) {
me.release(); me.release();
} else { } else {
me._active = true; me._active = true;
@ -84,33 +84,33 @@ Button.prototype = {
}); });
this.button.connect('enter-event', this.button.connect('enter-event',
function(o, event) { function(o, event) {
me._mouse_is_over_button = true; me._mouseIsOverButton = true;
if (!me._active) { if (!me._active) {
Tweener.removeTweens(me._pressed_background); Tweener.removeTweens(me._pressedBackground);
me._pressed_background.set_opacity(PARTIAL_OPACITY); me._pressedBackground.set_opacity(PARTIAL_OPACITY);
} }
return false; return false;
}); });
this.button.connect('leave-event', this.button.connect('leave-event',
function(o, event) { function(o, event) {
me._is_between_press_and_release = false; me._isBetweenPressAndRelease = false;
me._mouse_is_over_button = false; me._mouseIsOverButton = false;
if (!me._active) { if (!me._active) {
Tweener.removeTweens(me._pressed_background); Tweener.removeTweens(me._pressedBackground);
me._pressed_background.set_opacity(NO_OPACITY); me._pressedBackground.set_opacity(NO_OPACITY);
} }
return false; return false;
}); });
}, },
release : function() { release : function() {
if (!this._is_between_press_and_release) { if (!this._isBetweenPressAndRelease) {
this._active = false; this._active = false;
Tweener.removeTweens(this._pressed_background); Tweener.removeTweens(this._pressedBackground);
if (this._mouse_is_over_button) { if (this._mouseIsOverButton) {
this._pressed_background.set_opacity(PARTIAL_OPACITY); this._pressedBackground.set_opacity(PARTIAL_OPACITY);
} else { } else {
this._pressed_background.set_opacity(NO_OPACITY); this._pressedBackground.set_opacity(NO_OPACITY);
} }
} }
} }

View File

@ -24,7 +24,7 @@ const WINDOW_OPACITY = 0.9 * 255;
// counts we fall back to an algorithm. We need more schemes here // counts we fall back to an algorithm. We need more schemes here
// unless we have a really good algorithm. // unless we have a really good algorithm.
// //
// Each triplet is [x_center, y_center, scale] where the scale // Each triplet is [xCenter, yCenter, scale] where the scale
// is relative to the width of the desktop. // is relative to the width of the desktop.
const POSITIONS = { const POSITIONS = {
1: [[0.5, 0.5, 0.8]], 1: [[0.5, 0.5, 0.8]],
@ -55,7 +55,7 @@ Overlay.prototype = {
this._group.hide(); this._group.hide();
global.overlay_group.add_actor(this._group); global.overlay_group.add_actor(this._group);
this._window_clones = [] this._windowClones = []
}, },
show : function() { show : function() {
@ -64,52 +64,52 @@ Overlay.prototype = {
let global = Shell.global_get(); let global = Shell.global_get();
let windows = global.get_windows(); let windows = global.get_windows();
let desktop_window = null; let desktopWindow = null;
let screen_width = global.screen_width let screenWidth = global.screen_width
let screen_height = global.screen_height let screenHeight = global.screen_height
for (let i = 0; i < windows.length; i++) for (let i = 0; i < windows.length; i++)
if (windows[i].get_window_type() == Meta.WindowType.DESKTOP) if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
desktop_window = windows[i]; desktopWindow = windows[i];
// The desktop windows are shown on top of a scaled down version of the // The desktop windows are shown on top of a scaled down version of the
// desktop. This is positioned at the right side of the screen // desktop. This is positioned at the right side of the screen
this._desktop_width = screen_width * DESKTOP_SCALE; this._desktopWidth = screenWidth * DESKTOP_SCALE;
this._desktop_height = screen_height * DESKTOP_SCALE; this._desktopHeight = screenHeight * DESKTOP_SCALE;
this._desktop_x = screen_width - this._desktop_width - 10; this._desktopX = screenWidth - this._desktopWidth - 10;
this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2; this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
// If a file manager is displaying desktop icons, there will be a desktop window. // If a file manager is displaying desktop icons, there will be a desktop window.
// This window will have the size of the whole desktop. When such window is not present // This window will have the size of the whole desktop. When such window is not present
// (e.g. when the preference for showing icons on the desktop is disabled by the user // (e.g. when the preference for showing icons on the desktop is disabled by the user
// or we are running inside a Xephyr window), we should create a desktop rectangle // or we are running inside a Xephyr window), we should create a desktop rectangle
// to serve as the background. // to serve as the background.
if (desktop_window) if (desktopWindow)
this._createDesktopClone(desktop_window); this._createDesktopClone(desktopWindow);
else else
this._createDesktopRectangle(); this._createDesktopRectangle();
// Count the total number of windows so we know what layout scheme to use // Count the total number of windows so we know what layout scheme to use
let n_windows = 0; let numberOfWindows = 0;
for (let i = 0; i < windows.length; i++) { for (let i = 0; i < windows.length; i++) {
let w = windows[i]; let w = windows[i];
if (w == desktop_window || w.is_override_redirect()) if (w == desktopWindow || w.is_override_redirect())
continue; continue;
n_windows++; numberOfWindows++;
} }
// Now create actors for all the desktop windows. Do it in // Now create actors for all the desktop windows. Do it in
// reverse order so that the active actor ends up on top // reverse order so that the active actor ends up on top
let window_index = 0; let windowIndex = 0;
for (let i = windows.length - 1; i >= 0; i--) { for (let i = windows.length - 1; i >= 0; i--) {
let w = windows[i]; let w = windows[i];
if (w == desktop_window || w.is_override_redirect()) if (w == desktopWindow || w.is_override_redirect())
continue; continue;
this._createWindowClone(w, n_windows - window_index - 1, n_windows); this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows);
window_index++; windowIndex++;
} }
// All the the actors in the window group are completely obscured, // All the the actors in the window group are completely obscured,
@ -132,11 +132,11 @@ Overlay.prototype = {
global.window_group.show() global.window_group.show()
this._group.hide(); this._group.hide();
for (let i = 0; i < this._window_clones.length; i++) { for (let i = 0; i < this._windowClones.length; i++) {
this._window_clones[i].destroy(); this._windowClones[i].destroy();
} }
this._window_clones = []; this._windowClones = [];
} }
}, },
@ -156,22 +156,22 @@ Overlay.prototype = {
// up identically. // up identically.
// We are also using (0,0) coordinates in both cases which makes the background // We are also using (0,0) coordinates in both cases which makes the background
// window animate out from behind the panel. // window animate out from behind the panel.
let desktop_rectangle = new Clutter.Rectangle({ color: global.stage.color, let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color,
reactive: true, reactive: true,
x: 0, x: 0,
y: 0, y: 0,
width: global.screen_width, width: global.screen_width,
height: global.screen_height }); height: global.screen_height });
this._addDesktop(desktop_rectangle); this._addDesktop(desktopRectangle);
}, },
_addDesktop : function(desktop) { _addDesktop : function(desktop) {
this._window_clones.push(desktop); this._windowClones.push(desktop);
this._group.add_actor(desktop); this._group.add_actor(desktop);
Tweener.addTween(desktop, Tweener.addTween(desktop,
{ x: this._desktop_x, { x: this._desktopX,
y: this._desktop_y, y: this._desktopY,
scale_x: DESKTOP_SCALE, scale_x: DESKTOP_SCALE,
scale_y: DESKTOP_SCALE, scale_y: DESKTOP_SCALE,
time: ANIMATION_TIME, time: ANIMATION_TIME,
@ -185,26 +185,26 @@ Overlay.prototype = {
}); });
}, },
// window_index == 0 => top in stacking order // windowIndex == 0 => top in stacking order
_computeWindowPosition : function(window_index, n_windows) { _computeWindowPosition : function(windowIndex, numberOfWindows) {
if (n_windows in POSITIONS) if (numberOfWindows in POSITIONS)
return POSITIONS[n_windows][window_index]; return POSITIONS[numberOfWindows][windowIndex];
// If we don't have a predefined scheme for this window count, overlap the windows // If we don't have a predefined scheme for this window count, overlap the windows
// along the diagonal of the desktop (improve this!) // along the diagonal of the desktop (improve this!)
let fraction = Math.sqrt(1/n_windows); let fraction = Math.sqrt(1/numberOfWindows);
// The top window goes at the lower right - this is different from the // The top window goes at the lower right - this is different from the
// fixed position schemes where the windows are in "reading order" // fixed position schemes where the windows are in "reading order"
// and the top window goes at the upper left. // and the top window goes at the upper left.
let pos = (n_windows - window_index - 1) / (n_windows - 1); let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
let x_center = (fraction / 2) + (1 - fraction) * pos; let xCenter = (fraction / 2) + (1 - fraction) * pos;
let y_center = x_center; let yCenter = xCenter;
return [x_center, y_center, fraction]; return [xCenter, yCenter, fraction];
}, },
_createWindowClone : function(w, window_index, n_windows) { _createWindowClone : function(w, windowIndex, numberOfWindows) {
// We show the window using "clones" of the texture .. separate // We show the window using "clones" of the texture .. separate
// actors that mirror the original actors for the window. For // actors that mirror the original actors for the window. For
// animation purposes, it may be better to actually move the // animation purposes, it may be better to actually move the
@ -215,28 +215,28 @@ Overlay.prototype = {
x: w.x, x: w.x,
y: w.y }); y: w.y });
let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows); let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
let desired_size = this._desktop_width * fraction; let desiredSize = this._desktopWidth * fraction;
x_center = this._desktop_x + x_center * this._desktop_width; xCenter = this._desktopX + xCenter * this._desktopWidth;
y_center = this._desktop_y + y_center * this._desktop_height; yCenter = this._desktopY + yCenter * this._desktopHeight;
let size = clone.width; let size = clone.width;
if (clone.height > size) if (clone.height > size)
size = clone.height; size = clone.height;
// Never scale up // Never scale up
let scale = desired_size / size; let scale = desiredSize / size;
if (scale > 1) if (scale > 1)
scale = 1; scale = 1;
this._group.add_actor(clone); this._group.add_actor(clone);
this._window_clones.push(clone); this._windowClones.push(clone);
Tweener.addTween(clone, Tweener.addTween(clone,
{ x: x_center - 0.5 * scale * w.width, { x: xCenter - 0.5 * scale * w.width,
y: y_center - 0.5 * scale * w.height, y: yCenter - 0.5 * scale * w.height,
scale_x: scale, scale_x: scale,
scale_y: scale, scale_y: scale,
time: ANIMATION_TIME, time: ANIMATION_TIME,