[AppWell] Allow popup menu to be persistent, and support direct window selection
When the user click+hold+release over the icon, the effect we want is for the menu to stick around. Also, allow the user to mouse over the actual windows and select them directly. If the user mouses over a window, reflect that in the menu.
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6e31e59b57
@ -489,6 +489,12 @@ WellMenu.prototype = {
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_init: function(source) {
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this._source = source;
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// Holds the WindowClone objects for our windows, used in the button release
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// callback to find the window actor we released over
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this._cachedWindowClones = [];
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// Whether or not we successfully picked a window
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this.didActivateWindow = false;
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this.actor = new Shell.GenericContainer({ reactive: true });
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this.actor.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth));
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@ -508,6 +514,14 @@ WellMenu.prototype = {
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this._windowContainer.connect('activate', Lang.bind(this, this._onWindowActivate));
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this.actor.add_actor(this._windowContainer);
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// Stay popped up on release over application icon
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this._windowContainer.set_persistent_source(this._source.actor);
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// Intercept events while the menu has the pointer grab to do window-related effects
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this._windowContainer.connect('enter-event', Lang.bind(this, this._onMenuEnter));
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this._windowContainer.connect('leave-event', Lang.bind(this, this._onMenuLeave));
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this._windowContainer.connect('button-release-event', Lang.bind(this, this._onMenuRelease));
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this._arrow = new Shell.DrawingArea();
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this._arrow.connect('redraw', Lang.bind(this, function (area, texture) {
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Shell.draw_box_pointer(texture, WELL_MENU_BORDER_COLOR, WELL_MENU_BACKGROUND_COLOR);
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@ -559,6 +573,8 @@ WellMenu.prototype = {
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_redisplay: function() {
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this._windowContainer.remove_all();
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this.didActivateWindow = false;
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let windows = this._source.windows;
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this._windowContainer.show();
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@ -595,7 +611,10 @@ WellMenu.prototype = {
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_appendWindows: function (windows, iconsDiffer) {
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for (let i = 0; i < windows.length; i++) {
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let window = windows[i];
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let metaWindow = windows[i];
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this._cachedWindowClones.push(Main.overview.lookupCloneForWindow(metaWindow));
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/* Use padding here rather than spacing in the box above so that
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* we have a larger reactive area.
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*/
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@ -604,16 +623,16 @@ WellMenu.prototype = {
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padding_bottom: 4,
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spacing: 4,
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reactive: true });
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box._window = window;
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box._window = metaWindow;
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let vCenter;
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if (iconsDiffer) {
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vCenter = new Big.Box({ y_align: Big.BoxAlignment.CENTER });
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let icon = Shell.TextureCache.get_default().bind_pixbuf_property(window, "mini-icon");
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let icon = Shell.TextureCache.get_default().bind_pixbuf_property(metaWindow, "mini-icon");
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vCenter.append(icon, Big.BoxPackFlags.NONE);
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box.append(vCenter, Big.BoxPackFlags.NONE);
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}
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vCenter = new Big.Box({ y_align: Big.BoxAlignment.CENTER });
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let label = new Clutter.Text({ text: window.title,
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let label = new Clutter.Text({ text: metaWindow.title,
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font_name: WELL_MENU_FONT,
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ellipsize: Pango.EllipsizeMode.END,
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color: WELL_MENU_COLOR });
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@ -639,22 +658,68 @@ WellMenu.prototype = {
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this.actor.show();
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},
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_onWindowUnselected: function (actor, child) {
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child.background_color = TRANSPARENT_COLOR;
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_findWindowCloneForActor: function (actor) {
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for (let i = 0; i < this._cachedWindowClones.length; i++) {
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let clone = this._cachedWindowClones[i];
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if (clone.actor == actor) {
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return clone;
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}
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}
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return null;
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},
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this.emit('highlight-window', null);
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// This function is called while the menu has a pointer grab; what we want
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// to do is see if the mouse was released over a window clone actor
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_onMenuRelease: function (actor, event) {
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let clone = this._findWindowCloneForActor(event.get_source());
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if (clone) {
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this.didActivateWindow = true;
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Main.overview.activateWindow(clone.metaWindow, event.get_time());
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}
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},
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_setHighlightWindow: function (metaWindow) {
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let children = this._windowContainer.get_children();
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for (let i = 0; i < children.length; i++) {
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let child = children[i];
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let menuMetaWindow = child._window;
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if (metaWindow != null && menuMetaWindow == metaWindow) {
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child.background_color = WELL_MENU_SELECTED_COLOR;
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} else {
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child.background_color = TRANSPARENT_COLOR;
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}
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}
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this.emit('highlight-window', metaWindow);
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},
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// Called while menu has a pointer grab
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_onMenuEnter: function (actor, event) {
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let clone = this._findWindowCloneForActor(event.get_source());
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if (clone) {
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this._setHighlightWindow(clone.metaWindow);
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}
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},
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// Called while menu has a pointer grab
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_onMenuLeave: function (actor, event) {
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let clone = this._findWindowCloneForActor(event.get_source());
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if (clone) {
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this._setHighlightWindow(null);
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}
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},
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_onWindowUnselected: function (actor, child) {
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this._setHighlightWindow(null);
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},
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_onWindowSelected: function (actor, child) {
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child.background_color = WELL_MENU_SELECTED_COLOR;
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let window = child._window;
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this.emit('highlight-window', window);
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this._setHighlightWindow(child._window);
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},
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_onWindowActivate: function (actor, child) {
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let window = child._window;
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Main.overview.activateWindow(window, Clutter.get_current_event_time());
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let metaWindow = child._window;
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this.didActivateWindow = true;
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Main.overview.activateWindow(metaWindow, Clutter.get_current_event_time());
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},
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_onPopdown: function () {
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@ -793,15 +858,22 @@ RunningWellItem.prototype = {
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if (this._menu == null) {
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this._menu = new WellMenu(this);
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this._menu.connect('highlight-window', Lang.bind(this, function (menu, window) {
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Main.overview.setHighlightWindow(window);
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this._menu.connect('highlight-window', Lang.bind(this, function (menu, metaWindow) {
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Main.overview.setHighlightWindow(metaWindow);
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}));
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this._menu.connect('popup', Lang.bind(this, function (menu, isPoppedUp) {
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let id;
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// If we successfully picked a window, don't reset the workspace
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// state, since that causes visual noise. The workspace gets
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// recreated each time we enter the overview
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if (!isPoppedUp && menu.didActivateWindow)
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return;
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if (isPoppedUp)
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id = this.appInfo.get_id();
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else
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id = null;
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Main.overview.setApplicationWindowSelection(id);
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}));
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}
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@ -371,6 +371,17 @@ Overview.prototype = {
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this.show();
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},
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/**
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* lookupCloneForWindow:
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* @metaWindow: A #MetaWindow
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*
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* Given a #MetaWindow instance, find the WindowClone object
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* which represents it in the workspaces display.
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*/
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lookupCloneForWindow: function (metaWindow) {
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return this._workspaces.lookupCloneForMetaWindow(metaWindow);
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},
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/**
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* activateWindow:
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* @metaWindow: A #MetaWindow
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@ -1134,7 +1134,7 @@ Workspaces.prototype = {
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return null;
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},
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_lookupCloneForMetaWindow: function (metaWindow) {
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lookupCloneForMetaWindow: function (metaWindow) {
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for (let i = 0; i < this._workspaces.length; i++) {
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let clone = this._workspaces[i].lookupCloneForMetaWindow(metaWindow);
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if (clone)
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@ -1181,7 +1181,7 @@ Workspaces.prototype = {
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let activeWorkspaceNum = global.screen.get_active_workspace_index();
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let windowWorkspaceNum = metaWindow.get_workspace().index();
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let clone = this._lookupCloneForMetaWindow (metaWindow);
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let clone = this.lookupCloneForMetaWindow (metaWindow);
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clone.actor.raise_top();
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if (windowWorkspaceNum != activeWorkspaceNum) {
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@ -15,6 +15,9 @@ G_DEFINE_TYPE(ShellMenu, shell_menu, BIG_TYPE_BOX);
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struct _ShellMenuPrivate {
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gboolean have_grab;
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gboolean released_on_source;
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ClutterActor *source_actor;
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ClutterActor *selected;
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};
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@ -31,10 +34,10 @@ enum
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static guint shell_menu_signals [LAST_SIGNAL] = { 0 };
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static gboolean
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shell_menu_contains (ShellMenu *box,
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ClutterActor *actor)
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shell_menu_contains (ClutterContainer *container,
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ClutterActor *actor)
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{
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while (actor != NULL && actor != (ClutterActor*)box)
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while (actor != NULL && actor != (ClutterActor*)container)
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{
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actor = clutter_actor_get_parent (actor);
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}
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@ -73,7 +76,7 @@ shell_menu_enter_event (ClutterActor *actor,
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{
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ShellMenu *box = SHELL_MENU (actor);
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if (!shell_menu_contains (box, event->source))
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if (!shell_menu_contains (CLUTTER_CONTAINER (box), event->source))
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return TRUE;
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if (event->source == (ClutterActor*)box)
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@ -107,9 +110,21 @@ shell_menu_button_release_event (ClutterActor *actor,
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if (event->button != 1)
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return FALSE;
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if (box->priv->source_actor && !box->priv->released_on_source)
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{
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if (box->priv->source_actor == event->source ||
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(CLUTTER_IS_CONTAINER (box->priv->source_actor) &&
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shell_menu_contains (CLUTTER_CONTAINER (box->priv->source_actor), event->source)))
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{
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/* On the next release, we want to pop down the menu regardless */
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box->priv->released_on_source = TRUE;
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return TRUE;
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}
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}
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shell_menu_popdown (box);
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if (!shell_menu_contains (box, event->source))
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if (!shell_menu_contains (CLUTTER_CONTAINER (box), event->source))
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return FALSE;
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if (box->priv->selected == NULL)
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@ -126,6 +141,7 @@ shell_menu_popup (ShellMenu *box,
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guint32 activate_time)
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{
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box->priv->have_grab = TRUE;
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box->priv->released_on_source = FALSE;
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clutter_grab_pointer (CLUTTER_ACTOR (box));
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}
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@ -138,6 +154,45 @@ shell_menu_popdown (ShellMenu *box)
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g_signal_emit (G_OBJECT (box), shell_menu_signals[POPDOWN], 0);
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}
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static void
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on_source_destroyed (ClutterActor *actor,
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ShellMenu *box)
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{
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box->priv->source_actor = NULL;
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}
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/**
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* shell_menu_set_persistent_source:
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* @box:
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* @source: Actor to use as menu origin
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*
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* This function changes the menu behavior on button release. Normally
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* when the mouse is released anywhere, the menu "pops down"; when this
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* function is called, if the mouse is released over the source actor,
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* the menu stays.
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*
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* The given @source actor must be reactive for this function to work.
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*/
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void
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shell_menu_set_persistent_source (ShellMenu *box,
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ClutterActor *source)
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{
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if (box->priv->source_actor)
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{
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g_signal_handlers_disconnect_by_func (G_OBJECT (box->priv->source_actor),
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G_CALLBACK (on_source_destroyed),
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box);
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}
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box->priv->source_actor = source;
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if (box->priv->source_actor)
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{
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g_signal_connect (G_OBJECT (box->priv->source_actor),
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"destroy",
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G_CALLBACK (on_source_destroyed),
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box);
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}
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}
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/**
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* shell_menu_append_separator:
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* @box:
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@ -32,6 +32,8 @@ GType shell_menu_get_type (void) G_GNUC_CONST;
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void shell_menu_popup (ShellMenu *behavior, guint button, guint32 activate_time);
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void shell_menu_set_persistent_source (ShellMenu *behavior, ClutterActor *source);
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void shell_menu_append_separator (ShellMenu *behavior, ClutterActor *separator, BigBoxPackFlags flags);
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void shell_menu_popdown (ShellMenu *behavior);
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