Add a button object that highlights a button area when it is moused over and transitions it to a different color when the button is pressed in. Use this button object for the panel's "Activities" button.

Add some comments, TODO items, and type fixes to the code.

svn path=/trunk/; revision=52
This commit is contained in:
Marina Zhurakhinskaya 2008-11-15 00:44:11 +00:00
parent ab0f4df2b4
commit 679365f1c1
4 changed files with 138 additions and 9 deletions

114
js/ui/button.js Normal file
View File

@ -0,0 +1,114 @@
/* -*- mode: js2; js2-basic-offset: 4; -*- */
const Clutter = imports.gi.Clutter;
const Tweener = imports.tweener.tweener;
const DEFAULT_BUTTON_COLOR = new Clutter.Color();
DEFAULT_BUTTON_COLOR.from_pixel(0xeeddccff);
const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xddccbbff);
// Time for animation making the button darker
const ANIMATION_TIME = 0.3;
const FULL_OPACITY = 255;
const PARTIAL_OPACITY = 0.5 * 255;
function Button(text, button_color, pressed_button_color, min_width, min_height) {
this._init(text, button_color, pressed_button_color, min_width, min_height);
}
Button.prototype = {
_init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) {
this._button_color = button_color
if (button_color == null)
this._button_color = DEFAULT_BUTTON_COLOR;
this._pressed_button_color = pressed_button_color
if (pressed_button_color == null)
this._pressed_button_color = DEFAULT_PRESSED_BUTTON_COLOR;
if (stays_pressed == null)
stays_pressed = false
if (min_width == null)
min_width = 0;
if (min_height == null)
min_height = 0;
// if stays_pressed 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
this._active = false;
this._is_between_press_and_release = false;
this._mouse_is_over_button = false;
this.button = new Clutter.Group({reactive: true});
this._background = new Clutter.Rectangle({ color: this._button_color});
this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
text: text});
this._label.set_position(5, 5);
this._background.set_width(Math.max(this._label.get_width()+10, min_width))
this._background.set_height(Math.max(this._label.get_height()+10, min_height))
this.button.add_actor(this._background);
this.button.add_actor(this._label);
let me = this;
this.button.connect('button-press-event',
function(o, event) {
me._is_between_press_and_release = true;
Tweener.addTween(me._background,
{ time: ANIMATION_TIME,
opacity: FULL_OPACITY,
transition: "linear"
});
return false;
});
this.button.connect('button-release-event',
function(o, event) {
me._is_between_press_and_release = false;
if (!stays_pressed || me._active) {
me.release();
} else {
me._active = true;
}
return false;
});
this.button.connect('enter-event',
function(o, event) {
me._mouse_is_over_button = true;
if (!me._active) {
Tweener.removeTweens(me._background);
me._background.set_opacity(PARTIAL_OPACITY);
me._background.set_color(me._pressed_button_color);
}
return false;
});
this.button.connect('leave-event',
function(o, event) {
me._is_between_press_and_release = false;
me._mouse_is_over_button = false;
if (!me._active) {
Tweener.removeTweens(me._background);
me._background.set_opacity(FULL_OPACITY);
me._background.set_color(me._button_color);
}
return false;
});
},
release : function() {
if (!this._is_between_press_and_release) {
this._active = false;
Tweener.removeTweens(this._background);
if (this._mouse_is_over_button) {
this._background.set_opacity(PARTIAL_OPACITY);
this._background.set_color(this._pressed_button_color);
} else {
this._background.set_opacity(FULL_OPACITY);
this._background.set_color(this._button_color);
}
}
}
}

View File

@ -48,5 +48,6 @@ function hide_overlay() {
let global = Shell.global_get();
overlay.hide();
panel.overlayHidden();
global.set_stage_input_area(0, 0, global.screen_width, Panel.PANEL_HEIGHT);
}

View File

@ -5,6 +5,7 @@ const Mainloop = imports.mainloop;
const Shell = imports.gi.Shell;
const Clutter = imports.gi.Clutter;
const Tidy = imports.gi.Tidy;
const Button = imports.ui.button;
const Main = imports.ui.main;
@ -12,6 +13,8 @@ const PANEL_HEIGHT = 32;
const TRAY_HEIGHT = 24;
const PANEL_BACKGROUND_COLOR = new Clutter.Color();
PANEL_BACKGROUND_COLOR.from_pixel(0xeeddccff);
const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0xddccbbff);
function Panel() {
this._init();
@ -31,11 +34,9 @@ Panel.prototype = {
background.set_position(-1, -1);
this._group.add_actor(background);
let message = new Clutter.Label({ font_name: "Sans Bold 16px",
text: "Activities",
reactive: true });
message.set_position(5, 5);
this._group.add_actor(message);
this.button = new Button.Button("Activities", PANEL_BACKGROUND_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT);
this._group.add_actor(this.button.button);
this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
valign: 0.5,
@ -47,12 +48,16 @@ Panel.prototype = {
text: "" });
this._grid.add_actor(this._clock);
// Setting the anchor point at top right (north east) makes that portion of the
// grid positioned at the position specified below.
this._grid.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
this._grid.set_position(global.screen_width - 2, (PANEL_HEIGHT - TRAY_HEIGHT) / 2);
this._traymanager = new Shell.TrayManager();
let panel = this;
this._traymanager.connect('tray-icon-added',
// the anchor point needs to be updated each time the height/width of the content might have changed, because
// it doesn't get updated on its own
this._traymanager.connect('tray-icon-added',
function(o, icon) {
panel._grid.add_actor(icon);
/* bump the clock back to the end */
@ -67,7 +72,11 @@ Panel.prototype = {
});
this._traymanager.manage_stage(global.stage);
message.connect('button-press-event',
// TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
// We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
// have the overlay 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',
function(o, event) {
if (Main.overlay.visible)
Main.hide_overlay();
@ -85,6 +94,7 @@ Panel.prototype = {
_startClock: function() {
let me = this;
// TODO: this makes the clock updated every 60 seconds, but not necessarily on the minute, so it is inaccurate
Mainloop.timeout_add_seconds(60,
function() {
me._updateClock();
@ -95,5 +105,9 @@ Panel.prototype = {
_updateClock: function() {
this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
return true;
},
overlayHidden: function() {
this.button.release();
}
};

View File

@ -175,9 +175,9 @@ shell_global_get (void)
/**
* shell_global_set_stage_input_area:
* x: X coordinate of rectangle
* y: X coordinate of rectangle
* y: Y coordinate of rectangle
* width: width of rectangle
* height: Height of rectangle
* height: height of rectangle
*
* Sets the area of the stage that is responsive to mouse clicks as
* a rectangle.