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
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114
js/ui/button.js
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114
js/ui/button.js
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/* -*- mode: js2; js2-basic-offset: 4; -*- */
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const Clutter = imports.gi.Clutter;
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const Tweener = imports.tweener.tweener;
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const DEFAULT_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_BUTTON_COLOR.from_pixel(0xeeddccff);
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const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xddccbbff);
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// Time for animation making the button darker
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const ANIMATION_TIME = 0.3;
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const FULL_OPACITY = 255;
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const PARTIAL_OPACITY = 0.5 * 255;
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function Button(text, button_color, pressed_button_color, min_width, min_height) {
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this._init(text, button_color, pressed_button_color, min_width, min_height);
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}
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Button.prototype = {
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_init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) {
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this._button_color = button_color
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if (button_color == null)
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this._button_color = DEFAULT_BUTTON_COLOR;
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this._pressed_button_color = pressed_button_color
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if (pressed_button_color == null)
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this._pressed_button_color = DEFAULT_PRESSED_BUTTON_COLOR;
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if (stays_pressed == null)
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stays_pressed = false
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if (min_width == null)
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min_width = 0;
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if (min_height == null)
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min_height = 0;
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// if stays_pressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
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// is unpressed) or untill release() is called explicitly
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this._active = false;
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this._is_between_press_and_release = false;
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this._mouse_is_over_button = false;
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this.button = new Clutter.Group({reactive: true});
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this._background = new Clutter.Rectangle({ color: this._button_color});
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this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
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text: text});
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this._label.set_position(5, 5);
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this._background.set_width(Math.max(this._label.get_width()+10, min_width))
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this._background.set_height(Math.max(this._label.get_height()+10, min_height))
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this.button.add_actor(this._background);
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this.button.add_actor(this._label);
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let me = this;
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this.button.connect('button-press-event',
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function(o, event) {
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me._is_between_press_and_release = true;
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Tweener.addTween(me._background,
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{ time: ANIMATION_TIME,
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opacity: FULL_OPACITY,
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transition: "linear"
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});
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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._is_between_press_and_release = false;
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if (!stays_pressed || 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._mouse_is_over_button = true;
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if (!me._active) {
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Tweener.removeTweens(me._background);
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me._background.set_opacity(PARTIAL_OPACITY);
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me._background.set_color(me._pressed_button_color);
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}
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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._is_between_press_and_release = false;
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me._mouse_is_over_button = false;
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if (!me._active) {
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Tweener.removeTweens(me._background);
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me._background.set_opacity(FULL_OPACITY);
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me._background.set_color(me._button_color);
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}
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return false;
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});
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},
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release : function() {
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if (!this._is_between_press_and_release) {
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this._active = false;
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Tweener.removeTweens(this._background);
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if (this._mouse_is_over_button) {
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this._background.set_opacity(PARTIAL_OPACITY);
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this._background.set_color(this._pressed_button_color);
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} else {
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this._background.set_opacity(FULL_OPACITY);
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this._background.set_color(this._button_color);
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}
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}
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}
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}
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@ -48,5 +48,6 @@ function hide_overlay() {
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let global = Shell.global_get();
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let global = Shell.global_get();
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overlay.hide();
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overlay.hide();
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panel.overlayHidden();
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global.set_stage_input_area(0, 0, global.screen_width, Panel.PANEL_HEIGHT);
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global.set_stage_input_area(0, 0, global.screen_width, Panel.PANEL_HEIGHT);
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}
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}
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@ -5,6 +5,7 @@ const Mainloop = imports.mainloop;
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const Shell = imports.gi.Shell;
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const Shell = imports.gi.Shell;
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const Clutter = imports.gi.Clutter;
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const Clutter = imports.gi.Clutter;
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const Tidy = imports.gi.Tidy;
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const Tidy = imports.gi.Tidy;
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const Button = imports.ui.button;
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const Main = imports.ui.main;
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const Main = imports.ui.main;
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@ -12,6 +13,8 @@ const PANEL_HEIGHT = 32;
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const TRAY_HEIGHT = 24;
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const TRAY_HEIGHT = 24;
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const PANEL_BACKGROUND_COLOR = new Clutter.Color();
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const PANEL_BACKGROUND_COLOR = new Clutter.Color();
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PANEL_BACKGROUND_COLOR.from_pixel(0xeeddccff);
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PANEL_BACKGROUND_COLOR.from_pixel(0xeeddccff);
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const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
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PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0xddccbbff);
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function Panel() {
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function Panel() {
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this._init();
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this._init();
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@ -31,11 +34,9 @@ Panel.prototype = {
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background.set_position(-1, -1);
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background.set_position(-1, -1);
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this._group.add_actor(background);
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this._group.add_actor(background);
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let message = new Clutter.Label({ font_name: "Sans Bold 16px",
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this.button = new Button.Button("Activities", PANEL_BACKGROUND_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT);
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text: "Activities",
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reactive: true });
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this._group.add_actor(this.button.button);
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message.set_position(5, 5);
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this._group.add_actor(message);
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this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
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this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
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valign: 0.5,
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valign: 0.5,
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@ -47,11 +48,15 @@ Panel.prototype = {
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text: "" });
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text: "" });
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this._grid.add_actor(this._clock);
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this._grid.add_actor(this._clock);
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// Setting the anchor point at top right (north east) makes that portion of the
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// grid positioned at the position specified below.
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this._grid.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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this._grid.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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this._grid.set_position(global.screen_width - 2, (PANEL_HEIGHT - TRAY_HEIGHT) / 2);
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this._grid.set_position(global.screen_width - 2, (PANEL_HEIGHT - TRAY_HEIGHT) / 2);
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this._traymanager = new Shell.TrayManager();
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this._traymanager = new Shell.TrayManager();
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let panel = this;
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let panel = this;
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// the anchor point needs to be updated each time the height/width of the content might have changed, because
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// it doesn't get updated on its own
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this._traymanager.connect('tray-icon-added',
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this._traymanager.connect('tray-icon-added',
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function(o, icon) {
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function(o, icon) {
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panel._grid.add_actor(icon);
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panel._grid.add_actor(icon);
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@ -67,7 +72,11 @@ Panel.prototype = {
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});
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});
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this._traymanager.manage_stage(global.stage);
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this._traymanager.manage_stage(global.stage);
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message.connect('button-press-event',
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// TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
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// We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// have the overlay 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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this.button.button.connect('button-press-event',
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function(o, event) {
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function(o, event) {
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if (Main.overlay.visible)
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if (Main.overlay.visible)
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Main.hide_overlay();
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Main.hide_overlay();
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@ -85,6 +94,7 @@ Panel.prototype = {
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_startClock: function() {
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_startClock: function() {
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let me = this;
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let me = this;
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// TODO: this makes the clock updated every 60 seconds, but not necessarily on the minute, so it is inaccurate
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Mainloop.timeout_add_seconds(60,
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Mainloop.timeout_add_seconds(60,
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function() {
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function() {
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me._updateClock();
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me._updateClock();
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@ -95,5 +105,9 @@ Panel.prototype = {
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_updateClock: function() {
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_updateClock: function() {
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this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
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this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
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return true;
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return true;
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},
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overlayHidden: function() {
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this.button.release();
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}
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}
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};
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};
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@ -175,9 +175,9 @@ shell_global_get (void)
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/**
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/**
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* shell_global_set_stage_input_area:
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* shell_global_set_stage_input_area:
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* x: X coordinate of rectangle
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* x: X coordinate of rectangle
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* y: X coordinate of rectangle
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* y: Y coordinate of rectangle
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* width: width of rectangle
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* width: width of rectangle
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* height: Height of rectangle
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* height: height of rectangle
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*
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*
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* Sets the area of the stage that is responsive to mouse clicks as
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* Sets the area of the stage that is responsive to mouse clicks as
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* a rectangle.
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* a rectangle.
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