Make checking if an item is under the pointer asynchonous again
Checking if an item is under the pointer by calling stage.get_actor_at_pos() synchronously will trigger a too-early allocation of the stage. Use an idle at Meta.PRIORITY_BEFORE_REDRAW. (Before553503d
it was using a 5 msec timeout,553503d
made it synchronous.) http://bugzilla.gnome.org/show_bug.cgi?id=592608
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@ -7,6 +7,7 @@ const Gdk = imports.gi.Gdk;
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const Gtk = imports.gi.Gtk;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Meta = imports.gi.Meta;
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const Pango = imports.gi.Pango;
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const Signals = imports.signals;
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const Shell = imports.gi.Shell;
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@ -496,15 +497,23 @@ GenericDisplay.prototype = {
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}
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// Check if the pointer is over one of the items and display the information button if it is.
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let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
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let global = Shell.Global.get();
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let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
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if (actor != null) {
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let item = this._findDisplayedByActor(actor);
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if (item != null) {
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item.onDrawnUnderPointer();
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}
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}
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// We want to do this between finishing our changes to the display and the point where
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// the display is redrawn.
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Mainloop.idle_add(Lang.bind(this,
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function() {
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let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
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let global = Shell.Global.get();
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let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE,
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x, y);
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if (actor != null) {
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let item = this._findDisplayedByActor(actor);
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if (item != null) {
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item.onDrawnUnderPointer();
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}
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}
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return false;
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}),
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Meta.PRIORITY_BEFORE_REDRAW);
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},
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// Creates a display item based on the information associated with itemId
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