util: Remove shell_util_get_transformed_allocation
This helper function could be replaced with the new clutter_actor_get_transformed_extents, that does the same. See https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/1386 https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1380
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@ -2335,13 +2335,8 @@ var AppFolderDialog = GObject.registerClass({
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}
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_withinDialog(x, y) {
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const childAllocation =
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Shell.util_get_transformed_allocation(this.child);
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return x > childAllocation.x1 &&
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x < childAllocation.x2 &&
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y > childAllocation.y1 &&
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y < childAllocation.y2;
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const childExtents = this.child.get_transformed_extents();
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return childExtents.contains_point(new Graphene.Point({ x, y }));
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}
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_setupDragMonitor() {
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@ -1,7 +1,7 @@
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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported BoxPointer */
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const { Clutter, GObject, Shell, St } = imports.gi;
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const { Clutter, GObject, St } = imports.gi;
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const Main = imports.ui.main;
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@ -453,15 +453,16 @@ var BoxPointer = GObject.registerClass({
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let alignment = this._arrowAlignment;
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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this._sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
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this._sourceExtents = sourceActor.get_transformed_extents();
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this._workArea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
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// Position correctly relative to the sourceActor
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let sourceNode = sourceActor.get_theme_node();
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let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
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let sourceAllocation = this._sourceAllocation;
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let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let sourceTopLeft = this._sourceExtents.get_top_left();
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let sourceBottomRight = this._sourceExtents.get_bottom_right();
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let sourceCenterX = sourceTopLeft.x + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterY = sourceTopLeft.y + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let [, , natWidth, natHeight] = this.get_preferred_size();
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// We also want to keep it onscreen, and separated from the
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@ -481,16 +482,16 @@ var BoxPointer = GObject.registerClass({
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switch (this._arrowSide) {
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case St.Side.TOP:
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resY = sourceAllocation.y2 + gap;
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resY = sourceBottomRight.y + gap;
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break;
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case St.Side.BOTTOM:
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resY = sourceAllocation.y1 - natHeight - gap;
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resY = sourceTopLeft.y - natHeight - gap;
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break;
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case St.Side.LEFT:
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resX = sourceAllocation.x2 + gap;
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resX = sourceBottomRight.x + gap;
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break;
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case St.Side.RIGHT:
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resX = sourceAllocation.x1 - natWidth - gap;
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resX = sourceTopLeft.x - natWidth - gap;
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break;
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}
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@ -586,29 +587,30 @@ var BoxPointer = GObject.registerClass({
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}
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_calculateArrowSide(arrowSide) {
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let sourceAllocation = this._sourceAllocation;
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let sourceTopLeft = this._sourceExtents.get_top_left();
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let sourceBottomRight = this._sourceExtents.get_bottom_right();
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let [, , boxWidth, boxHeight] = this.get_preferred_size();
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let workarea = this._workArea;
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switch (arrowSide) {
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case St.Side.TOP:
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if (sourceAllocation.y2 + boxHeight > workarea.y + workarea.height &&
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boxHeight < sourceAllocation.y1 - workarea.y)
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if (sourceBottomRight.y + boxHeight > workarea.y + workarea.height &&
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boxHeight < sourceTopLeft.y - workarea.y)
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return St.Side.BOTTOM;
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break;
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case St.Side.BOTTOM:
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if (sourceAllocation.y1 - boxHeight < workarea.y &&
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boxHeight < workarea.y + workarea.height - sourceAllocation.y2)
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if (sourceTopLeft.y - boxHeight < workarea.y &&
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boxHeight < workarea.y + workarea.height - sourceBottomRight.y)
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return St.Side.TOP;
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break;
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case St.Side.LEFT:
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if (sourceAllocation.x2 + boxWidth > workarea.x + workarea.width &&
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boxWidth < sourceAllocation.x1 - workarea.x)
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if (sourceBottomRight.x + boxWidth > workarea.x + workarea.width &&
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boxWidth < sourceTopLeft.x - workarea.x)
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return St.Side.RIGHT;
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break;
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case St.Side.RIGHT:
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if (sourceAllocation.x1 - boxWidth < workarea.x &&
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boxWidth < workarea.x + workarea.width - sourceAllocation.x2)
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if (sourceTopLeft.x - boxWidth < workarea.x &&
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boxWidth < workarea.x + workarea.width - sourceBottomRight.x)
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return St.Side.LEFT;
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break;
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}
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11
js/ui/dnd.js
11
js/ui/dnd.js
@ -388,17 +388,16 @@ var _Draggable = class _Draggable {
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const [, newAllocatedWidth] = this._dragActor.get_preferred_width(-1);
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const [, newAllocatedHeight] = this._dragActor.get_preferred_height(-1);
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const transformedAllocation =
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Shell.util_get_transformed_allocation(this._dragActor);
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const transformedExtents = this._dragActor.get_transformed_extents();
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// Set the actor's scale such that it will keep the same
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// transformed size when it's reparented to the uiGroup
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this._dragActor.set_scale(
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transformedAllocation.get_width() / newAllocatedWidth,
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transformedAllocation.get_height() / newAllocatedHeight);
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transformedExtents.get_width() / newAllocatedWidth,
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transformedExtents.get_height() / newAllocatedHeight);
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this._dragOffsetX = transformedAllocation.x1 - this._dragStartX;
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this._dragOffsetY = transformedAllocation.y1 - this._dragStartY;
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this._dragOffsetX = transformedExtents.origin.x - this._dragStartX;
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this._dragOffsetY = transformedExtents.origin.y - this._dragStartY;
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this._dragOrigParent.remove_actor(this._dragActor);
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Main.uiGroup.add_child(this._dragActor);
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@ -77,61 +77,6 @@ shell_util_set_hidden_from_pick (ClutterActor *actor,
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}
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}
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/**
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* shell_util_get_transformed_allocation:
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* @actor: a #ClutterActor
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* @box: (out): location to store returned box in stage coordinates
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*
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* This function is similar to a combination of clutter_actor_get_transformed_position(),
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* and clutter_actor_get_transformed_size(), but unlike
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* clutter_actor_get_transformed_size(), it always returns a transform
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* of the current allocation, while clutter_actor_get_transformed_size() returns
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* bad values (the transform of the requested size) if a relayout has been
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* queued.
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*
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* This function is more convenient to use than
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* clutter_actor_get_abs_allocation_vertices() if no transformation is in effect
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* and also works around limitations in the GJS binding of arrays.
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*/
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void
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shell_util_get_transformed_allocation (ClutterActor *actor,
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ClutterActorBox *box)
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{
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/* Code adapted from clutter-actor.c:
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* Copyright 2006, 2007, 2008 OpenedHand Ltd
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*/
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graphene_point3d_t v[4];
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gfloat x_min, x_max, y_min, y_max;
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guint i;
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g_return_if_fail (CLUTTER_IS_ACTOR (actor));
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clutter_actor_get_abs_allocation_vertices (actor, v);
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x_min = x_max = v[0].x;
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y_min = y_max = v[0].y;
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for (i = 1; i < G_N_ELEMENTS (v); ++i)
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{
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if (v[i].x < x_min)
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x_min = v[i].x;
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if (v[i].x > x_max)
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x_max = v[i].x;
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if (v[i].y < y_min)
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y_min = v[i].y;
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if (v[i].y > y_max)
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y_max = v[i].y;
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}
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box->x1 = x_min;
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box->y1 = y_min;
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box->x2 = x_max;
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box->y2 = y_max;
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}
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/**
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* shell_util_get_week_start:
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*
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@ -14,9 +14,6 @@ G_BEGIN_DECLS
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void shell_util_set_hidden_from_pick (ClutterActor *actor,
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gboolean hidden);
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void shell_util_get_transformed_allocation (ClutterActor *actor,
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ClutterActorBox *box);
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int shell_util_get_week_start (void);
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const char *shell_util_translate_time_string (const char *str);
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