panel: programmatic anim. control of AnimatedIcon
The AnimatedIcon does not have an API for controlling the animation but relies on the :visible property changes to start and stop a timeout used to update the frame. This has the inconvenient of having a side effect when visible is set to true multiple times, and is not really the API expected from such component. Also, there is a race if it is displayed before the images are loaded: there is no child yet and thus we get this._frame = NaN which leads to a crash. Switch to a play/stop API instead, and add a load event callback to the TextureCache.load_slice_image to exactly know when we can start using the images. https://bugzilla.gnome.org/show_bug.cgi?id=687583
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@ -82,26 +82,34 @@ const AnimatedIcon = new Lang.Class({
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_init: function(name, size) {
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this.actor = new St.Bin({ visible: false });
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this.actor.connect('destroy', Lang.bind(this, this._onDestroy));
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this.actor.connect('notify::visible', Lang.bind(this, this._onVisibleNotify));
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this._isLoaded = false;
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this._isPlaying = false;
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this._timeoutId = 0;
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this._frame = 0;
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this._animations = St.TextureCache.get_default().load_sliced_image (global.datadir + '/theme/' + name, size, size);
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this._animations = St.TextureCache.get_default().load_sliced_image (global.datadir + '/theme/' + name, size, size,
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Lang.bind(this, this._animationsLoaded));
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this.actor.set_child(this._animations);
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},
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_disconnectTimeout: function() {
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play: function() {
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if (this._isLoaded && this._timeoutId == 0) {
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if (this._frame == 0)
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this._showFrame(0);
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this._timeoutId = Mainloop.timeout_add(ANIMATED_ICON_UPDATE_TIMEOUT, Lang.bind(this, this._update));
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}
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this._isPlaying = true;
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},
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stop: function() {
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if (this._timeoutId > 0) {
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Mainloop.source_remove(this._timeoutId);
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this._timeoutId = 0;
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}
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},
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_onVisibleNotify: function() {
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if (this.actor.visible)
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this._timeoutId = Mainloop.timeout_add(ANIMATED_ICON_UPDATE_TIMEOUT, Lang.bind(this, this._update));
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else
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this._disconnectTimeout();
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this._isPlaying = false;
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},
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_showFrame: function(frame) {
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@ -121,8 +129,17 @@ const AnimatedIcon = new Lang.Class({
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return true;
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},
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_animationsLoaded: function() {
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this._isLoaded = true;
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if (this._isPlaying) {
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this._showFrame(0);
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this._timeoutId = Mainloop.timeout_add(ANIMATED_ICON_UPDATE_TIMEOUT, Lang.bind(this, this._update));
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}
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},
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_onDestroy: function() {
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this._disconnectTimeout();
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this.stop();
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}
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});
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@ -367,6 +384,7 @@ const AppMenuButton = new Lang.Class({
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transition: "easeOutQuad",
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onCompleteScope: this,
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onComplete: function() {
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this._spinner.stop();
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this._spinner.actor.opacity = 255;
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this._spinner.actor.hide();
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}
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@ -376,6 +394,7 @@ const AppMenuButton = new Lang.Class({
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startAnimation: function() {
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this._stop = false;
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this.actor.reactive = false;
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this._spinner.play();
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this._spinner.actor.show();
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},
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@ -1073,6 +1073,8 @@ typedef struct {
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gchar *path;
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gint grid_width, grid_height;
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ClutterActor *actor;
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GFunc load_callback;
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gpointer load_callback_data;
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} AsyncImageData;
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static void
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@ -1089,6 +1091,7 @@ on_sliced_image_loaded (GObject *source_object,
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GAsyncResult *res,
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gpointer user_data)
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{
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GObject *cache = source_object;
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AsyncImageData *data = (AsyncImageData *)user_data;
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GSimpleAsyncResult *simple = G_SIMPLE_ASYNC_RESULT (res);
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GList *list;
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@ -1102,6 +1105,9 @@ on_sliced_image_loaded (GObject *source_object,
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clutter_actor_hide (actor);
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clutter_actor_add_child (data->actor, actor);
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}
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if (data->load_callback != NULL)
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data->load_callback (cache, data->load_callback_data);
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}
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static void
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@ -1156,6 +1162,8 @@ load_sliced_image (GSimpleAsyncResult *result,
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* @path: Path to a filename
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* @grid_width: Width in pixels
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* @grid_height: Height in pixels
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* @load_callback: (scope async) (allow-none): Function called when the image is loaded, or %NULL
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* @user_data: Data to pass to the load callback
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*
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* This function reads a single image file which contains multiple images internally.
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* The image file will be divided using @grid_width and @grid_height;
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@ -1165,10 +1173,12 @@ load_sliced_image (GSimpleAsyncResult *result,
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* Returns: (transfer none): A new #ClutterActor
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*/
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ClutterActor *
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st_texture_cache_load_sliced_image (StTextureCache *cache,
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const gchar *path,
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gint grid_width,
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gint grid_height)
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st_texture_cache_load_sliced_image (StTextureCache *cache,
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const gchar *path,
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gint grid_width,
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gint grid_height,
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GFunc load_callback,
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gpointer user_data)
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{
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AsyncImageData *data;
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GSimpleAsyncResult *result;
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@ -1179,6 +1189,8 @@ st_texture_cache_load_sliced_image (StTextureCache *cache,
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data->grid_height = grid_height;
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data->path = g_strdup (path);
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data->actor = actor;
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data->load_callback = load_callback;
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data->load_callback_data = user_data;
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g_object_ref (G_OBJECT (actor));
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result = g_simple_async_result_new (G_OBJECT (cache), on_sliced_image_loaded, data, st_texture_cache_load_sliced_image);
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@ -69,10 +69,12 @@ GType st_texture_cache_get_type (void) G_GNUC_CONST;
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StTextureCache* st_texture_cache_get_default (void);
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ClutterActor *
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st_texture_cache_load_sliced_image (StTextureCache *cache,
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const gchar *path,
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gint grid_width,
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gint grid_height);
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st_texture_cache_load_sliced_image (StTextureCache *cache,
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const gchar *path,
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gint grid_width,
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gint grid_height,
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GFunc load_callback,
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gpointer user_data);
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ClutterActor *st_texture_cache_bind_pixbuf_property (StTextureCache *cache,
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GObject *object,
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