From 6e31e59b57ad60186b41944b175907ec7d90647c Mon Sep 17 00:00:00 2001 From: Colin Walters Date: Wed, 9 Sep 2009 21:14:31 -0400 Subject: [PATCH] [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. --- js/ui/appDisplay.js | 102 +++++++++++++++++++++++++++++++++++++------- js/ui/overview.js | 11 +++++ js/ui/workspaces.js | 4 +- src/shell-menu.c | 65 +++++++++++++++++++++++++--- src/shell-menu.h | 2 + 5 files changed, 162 insertions(+), 22 deletions(-) diff --git a/js/ui/appDisplay.js b/js/ui/appDisplay.js index fe5b43299..92bfb70ab 100644 --- a/js/ui/appDisplay.js +++ b/js/ui/appDisplay.js @@ -489,6 +489,12 @@ WellMenu.prototype = { _init: function(source) { this._source = source; + // Holds the WindowClone objects for our windows, used in the button release + // callback to find the window actor we released over + this._cachedWindowClones = []; + + // Whether or not we successfully picked a window + this.didActivateWindow = false; this.actor = new Shell.GenericContainer({ reactive: true }); this.actor.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth)); @@ -508,6 +514,14 @@ WellMenu.prototype = { this._windowContainer.connect('activate', Lang.bind(this, this._onWindowActivate)); this.actor.add_actor(this._windowContainer); + // Stay popped up on release over application icon + this._windowContainer.set_persistent_source(this._source.actor); + + // Intercept events while the menu has the pointer grab to do window-related effects + this._windowContainer.connect('enter-event', Lang.bind(this, this._onMenuEnter)); + this._windowContainer.connect('leave-event', Lang.bind(this, this._onMenuLeave)); + this._windowContainer.connect('button-release-event', Lang.bind(this, this._onMenuRelease)); + this._arrow = new Shell.DrawingArea(); this._arrow.connect('redraw', Lang.bind(this, function (area, texture) { Shell.draw_box_pointer(texture, WELL_MENU_BORDER_COLOR, WELL_MENU_BACKGROUND_COLOR); @@ -559,6 +573,8 @@ WellMenu.prototype = { _redisplay: function() { this._windowContainer.remove_all(); + this.didActivateWindow = false; + let windows = this._source.windows; this._windowContainer.show(); @@ -595,7 +611,10 @@ WellMenu.prototype = { _appendWindows: function (windows, iconsDiffer) { for (let i = 0; i < windows.length; i++) { - let window = windows[i]; + let metaWindow = windows[i]; + + this._cachedWindowClones.push(Main.overview.lookupCloneForWindow(metaWindow)); + /* Use padding here rather than spacing in the box above so that * we have a larger reactive area. */ @@ -604,16 +623,16 @@ WellMenu.prototype = { padding_bottom: 4, spacing: 4, reactive: true }); - box._window = window; + box._window = metaWindow; let vCenter; if (iconsDiffer) { vCenter = new Big.Box({ y_align: Big.BoxAlignment.CENTER }); - let icon = Shell.TextureCache.get_default().bind_pixbuf_property(window, "mini-icon"); + let icon = Shell.TextureCache.get_default().bind_pixbuf_property(metaWindow, "mini-icon"); vCenter.append(icon, Big.BoxPackFlags.NONE); box.append(vCenter, Big.BoxPackFlags.NONE); } vCenter = new Big.Box({ y_align: Big.BoxAlignment.CENTER }); - let label = new Clutter.Text({ text: window.title, + let label = new Clutter.Text({ text: metaWindow.title, font_name: WELL_MENU_FONT, ellipsize: Pango.EllipsizeMode.END, color: WELL_MENU_COLOR }); @@ -639,22 +658,68 @@ WellMenu.prototype = { this.actor.show(); }, - _onWindowUnselected: function (actor, child) { - child.background_color = TRANSPARENT_COLOR; + _findWindowCloneForActor: function (actor) { + for (let i = 0; i < this._cachedWindowClones.length; i++) { + let clone = this._cachedWindowClones[i]; + if (clone.actor == actor) { + return clone; + } + } + return null; + }, - this.emit('highlight-window', null); + // This function is called while the menu has a pointer grab; what we want + // to do is see if the mouse was released over a window clone actor + _onMenuRelease: function (actor, event) { + let clone = this._findWindowCloneForActor(event.get_source()); + if (clone) { + this.didActivateWindow = true; + Main.overview.activateWindow(clone.metaWindow, event.get_time()); + } + }, + + _setHighlightWindow: function (metaWindow) { + let children = this._windowContainer.get_children(); + for (let i = 0; i < children.length; i++) { + let child = children[i]; + let menuMetaWindow = child._window; + if (metaWindow != null && menuMetaWindow == metaWindow) { + child.background_color = WELL_MENU_SELECTED_COLOR; + } else { + child.background_color = TRANSPARENT_COLOR; + } + } + this.emit('highlight-window', metaWindow); + }, + + // Called while menu has a pointer grab + _onMenuEnter: function (actor, event) { + let clone = this._findWindowCloneForActor(event.get_source()); + if (clone) { + this._setHighlightWindow(clone.metaWindow); + } + }, + + // Called while menu has a pointer grab + _onMenuLeave: function (actor, event) { + let clone = this._findWindowCloneForActor(event.get_source()); + if (clone) { + this._setHighlightWindow(null); + } + }, + + _onWindowUnselected: function (actor, child) { + this._setHighlightWindow(null); }, _onWindowSelected: function (actor, child) { - child.background_color = WELL_MENU_SELECTED_COLOR; - - let window = child._window; - this.emit('highlight-window', window); + this._setHighlightWindow(child._window); }, _onWindowActivate: function (actor, child) { - let window = child._window; - Main.overview.activateWindow(window, Clutter.get_current_event_time()); + let metaWindow = child._window; + this.didActivateWindow = true; + Main.overview.activateWindow(metaWindow, Clutter.get_current_event_time()); }, _onPopdown: function () { @@ -793,15 +858,22 @@ RunningWellItem.prototype = { if (this._menu == null) { this._menu = new WellMenu(this); - this._menu.connect('highlight-window', Lang.bind(this, function (menu, window) { - Main.overview.setHighlightWindow(window); + this._menu.connect('highlight-window', Lang.bind(this, function (menu, metaWindow) { + Main.overview.setHighlightWindow(metaWindow); })); this._menu.connect('popup', Lang.bind(this, function (menu, isPoppedUp) { let id; + + // If we successfully picked a window, don't reset the workspace + // state, since that causes visual noise. The workspace gets + // recreated each time we enter the overview + if (!isPoppedUp && menu.didActivateWindow) + return; if (isPoppedUp) id = this.appInfo.get_id(); else id = null; + Main.overview.setApplicationWindowSelection(id); })); } diff --git a/js/ui/overview.js b/js/ui/overview.js index 4f50e6fe8..4a78db9ca 100644 --- a/js/ui/overview.js +++ b/js/ui/overview.js @@ -371,6 +371,17 @@ Overview.prototype = { this.show(); }, + /** + * lookupCloneForWindow: + * @metaWindow: A #MetaWindow + * + * Given a #MetaWindow instance, find the WindowClone object + * which represents it in the workspaces display. + */ + lookupCloneForWindow: function (metaWindow) { + return this._workspaces.lookupCloneForMetaWindow(metaWindow); + }, + /** * activateWindow: * @metaWindow: A #MetaWindow diff --git a/js/ui/workspaces.js b/js/ui/workspaces.js index 39c48b5ae..be208f93b 100644 --- a/js/ui/workspaces.js +++ b/js/ui/workspaces.js @@ -1134,7 +1134,7 @@ Workspaces.prototype = { return null; }, - _lookupCloneForMetaWindow: function (metaWindow) { + lookupCloneForMetaWindow: function (metaWindow) { for (let i = 0; i < this._workspaces.length; i++) { let clone = this._workspaces[i].lookupCloneForMetaWindow(metaWindow); if (clone) @@ -1181,7 +1181,7 @@ Workspaces.prototype = { let activeWorkspaceNum = global.screen.get_active_workspace_index(); let windowWorkspaceNum = metaWindow.get_workspace().index(); - let clone = this._lookupCloneForMetaWindow (metaWindow); + let clone = this.lookupCloneForMetaWindow (metaWindow); clone.actor.raise_top(); if (windowWorkspaceNum != activeWorkspaceNum) { diff --git a/src/shell-menu.c b/src/shell-menu.c index 6debaf8f7..d09f6a025 100644 --- a/src/shell-menu.c +++ b/src/shell-menu.c @@ -15,6 +15,9 @@ G_DEFINE_TYPE(ShellMenu, shell_menu, BIG_TYPE_BOX); struct _ShellMenuPrivate { gboolean have_grab; + gboolean released_on_source; + ClutterActor *source_actor; + ClutterActor *selected; }; @@ -31,10 +34,10 @@ enum static guint shell_menu_signals [LAST_SIGNAL] = { 0 }; static gboolean -shell_menu_contains (ShellMenu *box, - ClutterActor *actor) +shell_menu_contains (ClutterContainer *container, + ClutterActor *actor) { - while (actor != NULL && actor != (ClutterActor*)box) + while (actor != NULL && actor != (ClutterActor*)container) { actor = clutter_actor_get_parent (actor); } @@ -73,7 +76,7 @@ shell_menu_enter_event (ClutterActor *actor, { ShellMenu *box = SHELL_MENU (actor); - if (!shell_menu_contains (box, event->source)) + if (!shell_menu_contains (CLUTTER_CONTAINER (box), event->source)) return TRUE; if (event->source == (ClutterActor*)box) @@ -107,9 +110,21 @@ shell_menu_button_release_event (ClutterActor *actor, if (event->button != 1) return FALSE; + if (box->priv->source_actor && !box->priv->released_on_source) + { + if (box->priv->source_actor == event->source || + (CLUTTER_IS_CONTAINER (box->priv->source_actor) && + shell_menu_contains (CLUTTER_CONTAINER (box->priv->source_actor), event->source))) + { + /* On the next release, we want to pop down the menu regardless */ + box->priv->released_on_source = TRUE; + return TRUE; + } + } + shell_menu_popdown (box); - if (!shell_menu_contains (box, event->source)) + if (!shell_menu_contains (CLUTTER_CONTAINER (box), event->source)) return FALSE; if (box->priv->selected == NULL) @@ -126,6 +141,7 @@ shell_menu_popup (ShellMenu *box, guint32 activate_time) { box->priv->have_grab = TRUE; + box->priv->released_on_source = FALSE; clutter_grab_pointer (CLUTTER_ACTOR (box)); } @@ -138,6 +154,45 @@ shell_menu_popdown (ShellMenu *box) g_signal_emit (G_OBJECT (box), shell_menu_signals[POPDOWN], 0); } +static void +on_source_destroyed (ClutterActor *actor, + ShellMenu *box) +{ + box->priv->source_actor = NULL; +} + +/** + * shell_menu_set_persistent_source: + * @box: + * @source: Actor to use as menu origin + * + * This function changes the menu behavior on button release. Normally + * when the mouse is released anywhere, the menu "pops down"; when this + * function is called, if the mouse is released over the source actor, + * the menu stays. + * + * The given @source actor must be reactive for this function to work. + */ +void +shell_menu_set_persistent_source (ShellMenu *box, + ClutterActor *source) +{ + if (box->priv->source_actor) + { + g_signal_handlers_disconnect_by_func (G_OBJECT (box->priv->source_actor), + G_CALLBACK (on_source_destroyed), + box); + } + box->priv->source_actor = source; + if (box->priv->source_actor) + { + g_signal_connect (G_OBJECT (box->priv->source_actor), + "destroy", + G_CALLBACK (on_source_destroyed), + box); + } +} + /** * shell_menu_append_separator: * @box: diff --git a/src/shell-menu.h b/src/shell-menu.h index 1d0c57111..bfe909adc 100644 --- a/src/shell-menu.h +++ b/src/shell-menu.h @@ -32,6 +32,8 @@ GType shell_menu_get_type (void) G_GNUC_CONST; void shell_menu_popup (ShellMenu *behavior, guint button, guint32 activate_time); +void shell_menu_set_persistent_source (ShellMenu *behavior, ClutterActor *source); + void shell_menu_append_separator (ShellMenu *behavior, ClutterActor *separator, BigBoxPackFlags flags); void shell_menu_popdown (ShellMenu *behavior);