layout: Shuffle code around
This will make the next diff much cleaner. https://bugzilla.gnome.org/show_bug.cgi?id=692677
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346
js/ui/layout.js
346
js/ui/layout.js
@ -522,179 +522,6 @@ const LayoutManager = new Lang.Class({
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Signals.addSignalMethods(LayoutManager.prototype);
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// HotCorner:
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//
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// This class manages a "hot corner" that can toggle switching to
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// overview.
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const HotCorner = new Lang.Class({
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Name: 'HotCorner',
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_init : function() {
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// guard area (the "environs"). This avoids triggering the hot corner
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// multiple times due to an accidental jitter.
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this._entered = false;
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this.actor = new Clutter.Group({ name: 'hot-corner-environs',
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width: 3,
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height: 3,
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reactive: true });
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this._corner = new Clutter.Rectangle({ name: 'hot-corner',
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width: 1,
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height: 1,
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opacity: 0,
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reactive: true });
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this._corner._delegate = this;
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this.actor.add_actor(this._corner);
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if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
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this._corner.set_position(this.actor.width - this._corner.width, 0);
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this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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} else {
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this._corner.set_position(0, 0);
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}
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this._activationTime = 0;
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this.actor.connect('leave-event',
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Lang.bind(this, this._onEnvironsLeft));
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// Clicking on the hot corner environs should result in the
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// same behavior as clicking on the hot corner.
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this.actor.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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// In addition to being triggered by the mouse enter event,
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// the hot corner can be triggered by clicking on it. This is
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// useful if the user wants to undo the effect of triggering
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// the hot corner once in the hot corner.
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this._corner.connect('enter-event',
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Lang.bind(this, this._onCornerEntered));
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this._corner.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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this._corner.connect('leave-event',
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Lang.bind(this, this._onCornerLeft));
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// Cache the three ripples instead of dynamically creating and destroying them.
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this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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Main.uiGroup.add_actor(this._ripple1);
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Main.uiGroup.add_actor(this._ripple2);
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Main.uiGroup.add_actor(this._ripple3);
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},
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destroy: function() {
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this.actor.destroy();
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},
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_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
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// We draw a ripple by using a source image and animating it scaling
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// outwards and fading away. We want the ripples to move linearly
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// or it looks unrealistic, but if the opacity of the ripple goes
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// linearly to zero it fades away too quickly, so we use Tweener's
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// 'onUpdate' to give a non-linear curve to the fade-away and make
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// it more visible in the middle section.
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ripple._opacity = startOpacity;
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if (ripple.get_text_direction() == Clutter.TextDirection.RTL)
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ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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ripple.visible = true;
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ripple.opacity = 255 * Math.sqrt(startOpacity);
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ripple.scale_x = ripple.scale_y = startScale;
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let [x, y] = this._corner.get_transformed_position();
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ripple.x = x;
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ripple.y = y;
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Tweener.addTween(ripple, { _opacity: 0,
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scale_x: finalScale,
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scale_y: finalScale,
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delay: delay,
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time: time,
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transition: 'linear',
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onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
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onComplete: function() { ripple.visible = false; } });
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},
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rippleAnimation: function() {
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// Show three concentric ripples expanding outwards; the exact
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// parameters were found by trial and error, so don't look
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// for them to make perfect sense mathematically
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// delay time scale opacity => scale
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this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
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this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
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this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
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},
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handleDragOver: function(source, actor, x, y, time) {
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if (source != Main.xdndHandler)
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return DND.DragMotionResult.CONTINUE;
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if (!Main.overview.visible && !Main.overview.animationInProgress) {
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this.rippleAnimation();
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Main.overview.showTemporarily();
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Main.overview.beginItemDrag(actor);
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}
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return DND.DragMotionResult.CONTINUE;
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},
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_onCornerEntered : function() {
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if (!this._entered) {
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this._entered = true;
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if (!Main.overview.animationInProgress) {
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this._activationTime = Date.now() / 1000;
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this.rippleAnimation();
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Main.overview.toggle();
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}
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}
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return false;
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},
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_onCornerClicked : function() {
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if (this.shouldToggleOverviewOnClick())
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Main.overview.toggle();
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return true;
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},
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_onCornerLeft : function(actor, event) {
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if (event.get_related() != this.actor)
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this._entered = false;
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// Consume event, otherwise this will confuse onEnvironsLeft
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return true;
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},
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_onEnvironsLeft : function(actor, event) {
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if (event.get_related() != this._corner)
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this._entered = false;
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return false;
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},
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// Checks if the Activities button is currently sensitive to
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// clicks. The first call to this function within the
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// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
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// triggered will return false. This avoids opening and closing
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// the overview if the user both triggered the hot corner and
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// clicked the Activities button.
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shouldToggleOverviewOnClick: function() {
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if (Main.overview.animationInProgress)
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return false;
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if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
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return true;
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return false;
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}
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});
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// This manages the shell "chrome"; the UI that's visible in the
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// normal mode (ie, outside the Overview), that surrounds the main
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// workspace content.
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@ -1142,3 +969,176 @@ const Chrome = new Lang.Class({
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});
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Signals.addSignalMethods(Chrome.prototype);
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// HotCorner:
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//
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// This class manages a "hot corner" that can toggle switching to
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// overview.
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const HotCorner = new Lang.Class({
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Name: 'HotCorner',
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_init : function() {
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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// guard area (the "environs"). This avoids triggering the hot corner
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// multiple times due to an accidental jitter.
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this._entered = false;
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this.actor = new Clutter.Group({ name: 'hot-corner-environs',
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width: 3,
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height: 3,
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reactive: true });
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this._corner = new Clutter.Rectangle({ name: 'hot-corner',
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width: 1,
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height: 1,
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opacity: 0,
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reactive: true });
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this._corner._delegate = this;
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this.actor.add_actor(this._corner);
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if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {
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this._corner.set_position(this.actor.width - this._corner.width, 0);
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this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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} else {
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this._corner.set_position(0, 0);
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}
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this._activationTime = 0;
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this.actor.connect('leave-event',
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Lang.bind(this, this._onEnvironsLeft));
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// Clicking on the hot corner environs should result in the
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// same behavior as clicking on the hot corner.
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this.actor.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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// In addition to being triggered by the mouse enter event,
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// the hot corner can be triggered by clicking on it. This is
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// useful if the user wants to undo the effect of triggering
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// the hot corner once in the hot corner.
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this._corner.connect('enter-event',
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Lang.bind(this, this._onCornerEntered));
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this._corner.connect('button-release-event',
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Lang.bind(this, this._onCornerClicked));
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this._corner.connect('leave-event',
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Lang.bind(this, this._onCornerLeft));
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// Cache the three ripples instead of dynamically creating and destroying them.
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this._ripple1 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple2 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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this._ripple3 = new St.BoxLayout({ style_class: 'ripple-box', opacity: 0, visible: false });
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Main.uiGroup.add_actor(this._ripple1);
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Main.uiGroup.add_actor(this._ripple2);
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Main.uiGroup.add_actor(this._ripple3);
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},
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destroy: function() {
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this.actor.destroy();
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},
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_animRipple : function(ripple, delay, time, startScale, startOpacity, finalScale) {
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// We draw a ripple by using a source image and animating it scaling
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// outwards and fading away. We want the ripples to move linearly
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// or it looks unrealistic, but if the opacity of the ripple goes
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// linearly to zero it fades away too quickly, so we use Tweener's
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// 'onUpdate' to give a non-linear curve to the fade-away and make
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// it more visible in the middle section.
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ripple._opacity = startOpacity;
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if (ripple.get_text_direction() == Clutter.TextDirection.RTL)
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ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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ripple.visible = true;
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ripple.opacity = 255 * Math.sqrt(startOpacity);
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ripple.scale_x = ripple.scale_y = startScale;
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let [x, y] = this._corner.get_transformed_position();
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ripple.x = x;
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ripple.y = y;
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Tweener.addTween(ripple, { _opacity: 0,
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scale_x: finalScale,
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scale_y: finalScale,
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delay: delay,
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time: time,
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transition: 'linear',
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onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
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onComplete: function() { ripple.visible = false; } });
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},
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rippleAnimation: function() {
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// Show three concentric ripples expanding outwards; the exact
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// parameters were found by trial and error, so don't look
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// for them to make perfect sense mathematically
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// delay time scale opacity => scale
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this._animRipple(this._ripple1, 0.0, 0.83, 0.25, 1.0, 1.5);
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this._animRipple(this._ripple2, 0.05, 1.0, 0.0, 0.7, 1.25);
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this._animRipple(this._ripple3, 0.35, 1.0, 0.0, 0.3, 1);
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},
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handleDragOver: function(source, actor, x, y, time) {
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if (source != Main.xdndHandler)
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return DND.DragMotionResult.CONTINUE;
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if (!Main.overview.visible && !Main.overview.animationInProgress) {
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this.rippleAnimation();
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Main.overview.showTemporarily();
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Main.overview.beginItemDrag(actor);
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}
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return DND.DragMotionResult.CONTINUE;
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},
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_onCornerEntered : function() {
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if (!this._entered) {
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this._entered = true;
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if (!Main.overview.animationInProgress) {
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this._activationTime = Date.now() / 1000;
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this.rippleAnimation();
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Main.overview.toggle();
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}
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}
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return false;
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},
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_onCornerClicked : function() {
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if (this.shouldToggleOverviewOnClick())
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Main.overview.toggle();
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return true;
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},
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_onCornerLeft : function(actor, event) {
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if (event.get_related() != this.actor)
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this._entered = false;
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// Consume event, otherwise this will confuse onEnvironsLeft
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return true;
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},
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_onEnvironsLeft : function(actor, event) {
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if (event.get_related() != this._corner)
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this._entered = false;
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return false;
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},
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// Checks if the Activities button is currently sensitive to
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// clicks. The first call to this function within the
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// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
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// triggered will return false. This avoids opening and closing
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// the overview if the user both triggered the hot corner and
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// clicked the Activities button.
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shouldToggleOverviewOnClick: function() {
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if (Main.overview.animationInProgress)
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return false;
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if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
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return true;
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return false;
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}
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});
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