Don't expand notifications that pop up over the pointer
Expanding notifications automatically just because they popped up where the pointer is positioned distracts the user. It can also lead to a behavior that is surprising to the user by, for example, making the user's input switch to the notification's text entry box. It is possible to expand a notification that popped up over the pointer by mousing away from it and then mousing back in immediately. https://bugzilla.gnome.org/show_bug.cgi?id=617209
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@ -18,6 +18,7 @@ const NOTIFICATION_TIMEOUT = 4;
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const SUMMARY_TIMEOUT = 1;
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const HIDE_TIMEOUT = 0.2;
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const LONGER_HIDE_TIMEOUT = 0.6;
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const BUTTON_ICON_SIZE = 36;
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@ -852,6 +853,7 @@ MessageTray.prototype = {
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this._trayState = State.HIDDEN;
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this._locked = false;
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this._useLongerTrayLeftTimeout = false;
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this._trayLeftTimeoutId = 0;
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this._pointerInTray = false;
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this._summaryState = State.HIDDEN;
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@ -1089,23 +1091,52 @@ MessageTray.prototype = {
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_onTrayHoverChanged: function() {
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if (this.actor.hover) {
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// Don't do anything if the one pixel area at the bottom is hovered over while the tray is hidden.
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if (this._trayState == State.HIDDEN)
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return;
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// Don't do anything if this._useLongerTrayLeftTimeout is true, meaning the notification originally
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// popped up under the pointer, but this._trayLeftTimeoutId is 0, meaning the pointer didn't leave
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// the tray yet. We need to check for this case because sometimes _onTrayHoverChanged() gets called
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// multiple times while this.actor.hover is true.
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if (this._useLongerTrayLeftTimeout && !this._trayLeftTimeoutId)
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return;
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this._useLongerTrayLeftTimeout = false;
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if (this._trayLeftTimeoutId) {
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Mainloop.source_remove(this._trayLeftTimeoutId);
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this._trayLeftTimeoutId = 0;
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return;
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}
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if (this._showNotificationMouseX >= 0) {
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let actorAtShowNotificationPosition =
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global.stage.get_actor_at_pos(Clutter.PickMode.ALL, this._showNotificationMouseX, this._showNotificationMouseY);
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this._showNotificationMouseX = -1;
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this._showNotificationMouseY = -1;
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// Don't set this._pointerInTray to true if the pointer was initially in the area where the notification
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// popped up. That way we will not be expanding notifications that happen to pop up over the pointer
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// automatically. Instead, the user is able to expand the notification by mousing away from it and then
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// mousing back in. Because this is an expected action, we set the boolean flag that indicates that a longer
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// timeout should be used before popping down the notification.
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if (this._notificationBin.contains(actorAtShowNotificationPosition)) {
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this._useLongerTrayLeftTimeout = true;
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return;
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}
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}
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this._pointerInTray = true;
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this._updateState();
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} else {
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// We wait just a little before hiding the message tray in case the
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// user quickly moves the mouse back into it.
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let timeout = HIDE_TIMEOUT * 1000;
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// We wait just a little before hiding the message tray in case the user quickly moves the mouse back into it.
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// We wait for a longer period if the notification popped up where the mouse pointer was already positioned.
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// That gives the user more time to mouse away from the notification and mouse back in in order to expand it.
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let timeout = this._useLongerHideTimeout ? LONGER_HIDE_TIMEOUT * 1000 : HIDE_TIMEOUT * 1000;
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this._trayLeftTimeoutId = Mainloop.timeout_add(timeout, Lang.bind(this, this._onTrayLeftTimeout));
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}
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},
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_onTrayLeftTimeout: function() {
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this._useLongerTrayLeftTimeout = false;
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this._trayLeftTimeoutId = 0;
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this._pointerInTray = false;
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this._pointerInSummary = false;
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@ -1258,6 +1289,16 @@ MessageTray.prototype = {
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}
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let [x, y, mods] = global.get_pointer();
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// We save the position of the mouse at the time when we started showing the notification
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// in order to determine if the notification popped up under it. We make that check if
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// the user starts moving the mouse and _onTrayHoverChanged() gets called. We don't
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// expand the notification if it just happened to pop up under the mouse unless the user
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// explicitly mouses away from it and then mouses back in.
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this._showNotificationMouseX = x;
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this._showNotificationMouseY = y;
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// We save the y coordinate of the mouse at the time when we started showing the notification
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// and then we update it in _notifiationTimeout() if the mouse is moving towards the
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// notification. We don't pop down the notification if the mouse is moving towards it.
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this._lastSeenMouseY = y;
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},
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