padOsd: Keep label coordinates in image coordinates

Apply the necessary transforms to map those coordinates to actor
positions in the allocate phase. This all fits since it's the place
where we do know the size the actor will have.

https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1290
This commit is contained in:
Carlos Garnacho 2020-05-29 16:59:46 +02:00 committed by Florian Müllner
parent 63abfc163d
commit 8a89de04a2

View File

@ -411,9 +411,6 @@ var PadDiagram = GObject.registerClass({
}
_updateDiagramScale() {
if (this._handle == null)
return;
[this._actorWidth, this._actorHeight] = this.get_size();
let dimensions = this._handle.get_dimensions();
let scaleX = this._actorWidth / dimensions.width;
@ -426,6 +423,11 @@ var PadDiagram = GObject.registerClass({
let [, natWidth] = child.get_preferred_width(natHeight);
let childBox = new Clutter.ActorBox();
// I miss Cairo.Matrix
let dimensions = this._handle.get_dimensions();
x = x * this._scale + this._actorWidth / 2 - dimensions.width / 2 * this._scale;
y = y * this._scale + this._actorHeight / 2 - dimensions.height / 2 * this._scale;
if (direction == LTR) {
childBox.x1 = x;
childBox.x2 = x + natWidth;
@ -441,6 +443,9 @@ var PadDiagram = GObject.registerClass({
vfunc_allocate(box) {
super.vfunc_allocate(box);
if (this._handle === null)
return;
this._updateDiagramScale();
for (let i = 0; i < this._labels.length; i++) {
@ -476,17 +481,6 @@ var PadDiagram = GObject.registerClass({
cr.$dispose();
}
_transformPoint(x, y) {
if (this._handle == null || this._scale == null)
return [x, y];
// I miss Cairo.Matrix
let dimensions = this._handle.get_dimensions();
x = x * this._scale + this._actorWidth / 2 - dimensions.width / 2 * this._scale;
y = y * this._scale + this._actorHeight / 2 - dimensions.height / 2 * this._scale;
return [Math.round(x), Math.round(y)];
}
_getItemLabelCoords(labelName, leaderName) {
if (this._handle == null)
return [false];
@ -514,9 +508,7 @@ var PadDiagram = GObject.registerClass({
pos.y = this._imageHeight - pos.y;
}
let [x, y] = this._transformPoint(pos.x, pos.y);
return [true, x, y, direction];
return [true, pos.x, pos.y, direction];
}
_getButtonLabels(button) {