appDisplay: Animate folder view items

Add a new animation  to folder view based on designers mockups that
emulates pulsating icons.
The code on iconGrid is though to work well for the upcoming patches to
animate AllView and FrequentView.

https://bugzilla.gnome.org/show_bug.cgi?id=734726
This commit is contained in:
Carlos Soriano 2014-06-17 12:47:00 +02:00
parent d445bd17eb
commit 9c474a635a
2 changed files with 107 additions and 8 deletions

View File

@ -964,6 +964,10 @@ const FolderView = new Lang.Class({
Util.ensureActorVisibleInScrollView(this.actor, actor);
},
animate: function(animationDirection) {
this._grid.animatePulse(animationDirection);
},
createFolderIcon: function(size) {
let layout = new Clutter.GridLayout();
let icon = new St.Widget({ layout_manager: layout,
@ -1339,8 +1343,17 @@ const AppFolderPopup = new Lang.Class({
this.actor.show();
this._boxPointer.setArrowActor(this._source.actor);
// We need to hide the icons of the view until the boxpointer animation
// is completed so we can animate the icons after as we like without
// showing them while boxpointer is animating.
this._view.actor.opacity = 0;
this._boxPointer.show(BoxPointer.PopupAnimation.FADE |
BoxPointer.PopupAnimation.SLIDE);
BoxPointer.PopupAnimation.SLIDE,
Lang.bind(this,
function() {
this._view.actor.opacity = 255;
this._view.animate(IconGrid.AnimationDirection.IN);
}));
this.emit('open-state-changed', true);
},

View File

@ -10,12 +10,22 @@ const St = imports.gi.St;
const Lang = imports.lang;
const Params = imports.misc.params;
const Tweener = imports.ui.tweener;
const Main = imports.ui.main;
const ICON_SIZE = 96;
const MIN_ICON_SIZE = 16;
const EXTRA_SPACE_ANIMATION_TIME = 0.25;
const ANIMATION_TIME_IN = 0.350;
const ANIMATION_MAX_DELAY_FOR_ITEM = 2/3 * ANIMATION_TIME_IN;
const ANIMATION_BOUNCE_ICON_SCALE = 1.1;
const AnimationDirection = {
IN: 0
};
const BaseIcon = new Lang.Class({
Name: 'BaseIcon',
@ -338,15 +348,91 @@ const IconGrid = new Lang.Class({
}
},
_calculateChildBox: function(child, x, y, box) {
let [childMinWidth, childMinHeight, childNaturalWidth, childNaturalHeight] =
child.get_preferred_size();
/**
* Intended to be override by subclasses if they need a different
* set of items to be animated.
*/
_getChildrenToAnimate: function() {
return this._getVisibleChildren();
},
_animationDone: function() {
this._animating = false;
this.emit('animation-done');
},
animatePulse: function(animationDirection) {
if (animationDirection != AnimationDirection.IN)
throw new Error("Pulse animation only implements 'in' animation direction");
if (this._animating)
return;
this._animating = true;
let actors = this._getChildrenToAnimate();
if (actors.length == 0) {
this._animationDone();
return;
}
for (let index = 0; index < actors.length; index++) {
let actor = actors[index];
actor.opacity = 0;
let delay = index / actors.length * ANIMATION_MAX_DELAY_FOR_ITEM;
let [originalX, originalY] = actor.get_transformed_position();
let [originalWidth, originalHeight,,] = this._getAllocatedChildSizeAndSpacing(actor);
let actorClone = new Clutter.Clone({ source: actor });
Main.uiGroup.add_actor(actorClone);
actorClone.set_position(originalX, originalY);
actorClone.set_scale(0, 0);
actorClone.set_pivot_point(0.5, 0.5);
actorClone.set_size(originalWidth, originalHeight);
let bounceUpTime = ANIMATION_TIME_IN / 4;
// Defeat onComplete anonymous function closure
let isLastItem = index == actors.length - 1;
Tweener.addTween(actorClone,
{ time: bounceUpTime,
transition: 'easeInOutQuad',
delay: delay,
scale_x: ANIMATION_BOUNCE_ICON_SCALE,
scale_y: ANIMATION_BOUNCE_ICON_SCALE,
onComplete: Lang.bind(this, function() {
Tweener.addTween(actorClone,
{ time: ANIMATION_TIME_IN - bounceUpTime,
transition: 'easeInOutQuad',
scale_x: 1,
scale_y: 1,
onComplete: Lang.bind(this, function() {
if (isLastItem)
this._animationDone();
actor.opacity = 255;
actorClone.destroy();
})
});
})
});
}
},
_getAllocatedChildSizeAndSpacing: function(child) {
let [,, natWidth, natHeight] = child.get_preferred_size();
let width = Math.min(this._getHItemSize(), natWidth);
let xSpacing = Math.max(0, width - natWidth) / 2;
let height = Math.min(this._getVItemSize(), natHeight);
let ySpacing = Math.max(0, height - natHeight) / 2;
return [width, height, xSpacing, ySpacing];
},
_calculateChildBox: function(child, x, y, box) {
/* Center the item in its allocation horizontally */
let width = Math.min(this._getHItemSize(), childNaturalWidth);
let childXSpacing = Math.max(0, width - childNaturalWidth) / 2;
let height = Math.min(this._getVItemSize(), childNaturalHeight);
let childYSpacing = Math.max(0, height - childNaturalHeight) / 2;
let [width, height, childXSpacing, childYSpacing] =
this._getAllocatedChildSizeAndSpacing(child);
let childBox = new Clutter.ActorBox();
if (Clutter.get_default_text_direction() == Clutter.TextDirection.RTL) {