[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.
This commit is contained in:
Colin Walters 2009-09-09 21:14:31 -04:00
parent 458778bcfd
commit 6e31e59b57
5 changed files with 162 additions and 22 deletions

View File

@ -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);
}));
}

View File

@ -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

View File

@ -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) {

View File

@ -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,
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:

View File

@ -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);