iconGrid: Remove clones on new animation
Until now we were waiting the animation to complete to allow the user to make a new animation. This could bring some problems and annoy nervous users. Instead of that, destroy clones on new animations triggers and create a new animation with the new direction. https://bugzilla.gnome.org/show_bug.cgi?id=736148
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@ -267,6 +267,7 @@ var IconGrid = new Lang.Class({
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this.actor = new St.BoxLayout({ style_class: 'icon-grid',
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vertical: true });
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this._items = [];
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this._clonesAnimating = [];
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// Pulled from CSS, but hardcode some defaults here
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this._spacing = 0;
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this._hItemSize = this._vItemSize = ICON_SIZE;
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@ -410,8 +411,13 @@ var IconGrid = new Lang.Class({
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return this._getVisibleChildren();
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},
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_cancelAnimation: function() {
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this._clonesAnimating.forEach(clone => { clone.destroy(); });
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this._clonesAnimating = [];
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},
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_animationDone: function() {
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this._animating = false;
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this._clonesAnimating = [];
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this.emit('animation-done');
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},
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@ -419,10 +425,7 @@ var IconGrid = new Lang.Class({
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if (animationDirection != AnimationDirection.IN)
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throw new Error("Pulse animation only implements 'in' animation direction");
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if (this._animating)
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return;
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this._animating = true;
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this._cancelAnimation();
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let actors = this._getChildrenToAnimate();
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if (actors.length == 0) {
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@ -470,10 +473,7 @@ var IconGrid = new Lang.Class({
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},
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animateSpring: function(animationDirection, sourceActor) {
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if (this._animating)
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return;
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this._animating = true;
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this._cancelAnimation();
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let actors = this._getChildrenToAnimate();
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if (actors.length == 0) {
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@ -507,6 +507,7 @@ var IconGrid = new Lang.Class({
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actor.reactive = false;
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let actorClone = new Clutter.Clone({ source: actor });
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this._clonesAnimating.push(actorClone);
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Main.uiGroup.add_actor(actorClone);
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let [width, height,,] = this._getAllocatedChildSizeAndSpacing(actor);
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