Mostly a straightforward porting of style code to CSS, except
that various bits of other code referenced a few GenericDisplay
constants, so those needed to be ported as well.
Add some padding at the top between the close button and the items.
Center the text and description.
https://bugzilla.gnome.org/show_bug.cgi?id=600734
Commit 94bd6f1718 introduced a trick
where we only do the heavy lifting for "redisplay" when we're mapped.
However, the search system wants to get the count of matched items,
and control the visibility of the display based on that. This introduces
a circularity; avoid it by forcing the search to do a redisplay.
In the future we should avoid this by separating out the "get matched
things for search" from "display list of things".
https://bugzilla.gnome.org/show_bug.cgi?id=600890
If we're not mapped, only queue up a redisplay. This avoids
e.g. changes in recent documents such as saving a file in GEdit
causing a lot of blocking I/O in the shell (we need to make
recent loading async as well).
https://bugzilla.gnome.org/show_bug.cgi?id=599560
Fix displaying documents in the document browse and refreshing the selection
when the results have changed.
Make sure we are passing the appropriate flag to _redisplay() in GenericDisplay.
Make sure we set this._appsStale to true if there was a change in the
applications set.
Don't call _refreshCache() from the AppDisplay constructor.
Don't short-circuit the call to _refreshCache() from _redisplay() on initial load.
Rename _redisplayFull() to recreateDisplayItems() and remove adding an
actor to the actual result list in _addDisplayItem() because we redo adding the
actors to the list in _redisplayReordering() anyway to ensure that we add
them in the right order.
Based on a patch from Colin Walters.
There are now 3 code paths in decreasing speed:
First, optimize subsearching more by just hiding the actors
that didn't match, since we know the ordering has to be right.
For initiating a search (or backspacing an existing one), again
instead of destroying and recreating actors, just temporarily
remove them and re-add them in the desired order.
Finally for when data has changed, use the old code path of
destroying all actors. (This itself could obviously be optimized
if we had a way to know that just one application changed, but
at the moment we don't).
https://bugzilla.gnome.org/show_bug.cgi?id=596119
This is probably not the biggest optimization that needs to be
made at least for application searching, but we can optimize the
case where we're going from a search of "fi" to "fire" by just
re-searching the list of things we already had that matched "fi"
instead of looping over everything.
https://bugzilla.gnome.org/show_bug.cgi?id=596119
controls if there is only one page of results
This makes the search results display more streamlined.
Make sure that we move the selection to a different section if we are going
from displaying a single section to displaying all and the section that
used to be displayed alone doesn't have any results.
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. (Before 553503d it was using a 5 msec timeout,
553503d made it synchronous.)
http://bugzilla.gnome.org/show_bug.cgi?id=592608
We no longer need the timeout for checking if an item is drawn under
the pointer because we display search results in the main pane and there is
no lowering/raising of other overview actors going on as the results are
being displayed.
Select an item by default when the search results are displayed.
Enable moving from one section of search results to another with key navigation.
Reset the selection when the search is updated or a new page is displayed
or the transition between viewing multiple sections and viewing just one is made.
Display only first page of search results by default for each section and
allow clicking on the section header to view all the results for a given
section. This design will allow us to easily move from paging to scrolling
without having to stack multiple scrollbars in a single pane.
Display a total results count next to the section name. This serves as an
indicator that there are more results. The section header pre-lights to
indicate that it can be clicked on.
Make sure we go back to the first page of results when we exit a single
section mode. Make sure we re-instate all result sections if the search
mode is left.
Close the only section search mode on Esc, and only close the search
when Esc is hit again.
We had multiple copies of the code to position a drag actor given a particular
source. Instead, just put it inside dnd.js.
Second, rather than test for GenericDisplay/WellDisplayItem etc.,
in various places, add a new method on each source "shellWorkspaceLaunch"
which both marks the item as being droppable on a workspace, and is
called by the workspaces code to launch the item.
Remove the last use of passing width into Dash by having the
Pane with the previews scaling dynamically and relying on
Clutter scaling.
If we only have one workspace, don't display a selection frame
for it.
Rework Dash into a searchArea and sectionArea, which get
explicitly sized by overlay.js. We use the workspaces size
to choose the size of those dash areas.
Switch dash colors/boxes etc. to ones from shell-black02.
Add a gradient to the panel.
Add a magnifier.svg for use in search.
Replace 'overlay' with the more descriptive name 'overview'
where the Activities Overview is meant. Call it Overview
(capitalized) in code comments.
The overlay-group and overlay-key provided by Mutter are not
affected, since they may be used for other components than
the Activities Overview.
It's easier to explicitly call Main.overlay.hide() instead
of chaining activation signals, this got lost in a mix between
the big dash rewrite and ongoing changes to the Application well.
Said function in genericDisplay.js was returning the index of the
actor based upon its position in the entire list, while everywhere
else indexes relative to the currently displayed page were used.
This made actions in the details pane break (bug #590949), so I
replace it with a new function in shell-overflow-list.c,
shell_overflow_list_get_actor_index, which is page based.
This patch is a near-total rewrite of the Dash. First, the dash
code moves into a separate file, dash.js.
Inside dash.js, the components are more broken up into separate
classes; in particular there's now a Pane class and a MoreLink
class. Instead of each section of the dash, when activated,
attempting to close all N-1 other sections, instead there
is the concept of a single "active pane", and when e.g. activating
the More link for documents, if we know there's an active pane
which happens to be the apps, close it.
Many redundant containers were removed from the dash, and all
manual width, height and x/y offsets are entirely gone. We move
the visual apperance closer to the design by using the view-more.svg,
etc.
To complete the removal of height/width calculations from the dash,
we also had to do the same for GenericDisplay. Also clean up
the positioning inside overlay.js so calculation of children's
positioning is inside a single function that flows from screen.width
and screen.height, so in the future we can stop passing the width
into the Dash constructor and call this once and work on screen
resizing.
Don't use a clone of an actor that's not part of the scene graph for the
item previews. This patch fixes previews in the details pane for documents
for which we don't have full previews and for applications.
Use create_icon_texture() from AppInfo instead of looking up the file
for gicon when creating an application icon for the details pane.
Now clicking on the information icon of the same item a second
time will hide the details pane. Clicking it another time will
show it again, etc.
This is achieved by adding a 'toggle-details' signal which
switches the visibility of the details pane.
Other than the necessary changes, function _selectIndex (in
genericDisplay.js) has been restructured a bit to avoid
duplicating checks.
Make sure that we calculate the next update time correctly.
Store timeout time instead of the timeout delta, so that it doesn't get outdated.
Create a new callback when the time update happens for the original callback.
Make sure last visited time is updated in the details pane by keeping track
of the description actors created for the detail actors.
Add comments to the new functions.
Extend ShellTextureCache by adding the concept of a policy, which
we expose to the public API for loading URIs.
This lets us have the shell tell the cache to keep the information
icon texture around forever.
Secondly, fix the caching of recent info; we shouldn't always be
loading the backup pixbuf. Move recent info loading entirely
into ShellTextureCache.
GenericDisplay wasn't quite completely converted to the ShellOverflowList
model. Since the list now holds all actors, the indexing/wrapping
was incorrect.
Add a property which lets us keep track of how many items are displayed,
use this in genericDisplay.
Avoid setting selectedIndex to -2 when going up with no items.
If we're not displaying any results at all, don't attempt keynav (for now).
Rework the previously extant Application category code to display
in the expanded list. Add a "Frequent" category which corresponds
to the most_used_apps, and selected by default.
Instead of adding the background and shadow as expanded items to
the results/details panes as fixed, we slave the background/shadow
sizes to the results using notify::allocation.
Also clean up the code for sizing the details pane, using a common
function which adjusts its x position in one place.
Add a new icon button in button.js that fades in/out with a short delay when the mouse enters/leaves its parent. Use it for the information button of genericDisplay.
This converts GenericDisplay to totally dynamic layout, where
we display as many items as we can, and the rest cleanly overflow
into pages.
For now, remove multi-column; to readd this, we can pack multiple
display items into a single ShellOverflowList item.
Clutter no longer allows using a clone of an actor that is not a part of
the scene graph. This is what used to happen when we created a clone for
the icon of the item that was being dragged, and then closed the More panes
with the original item, removing the icon from the scene graph. This was
also when happened when the user hit Esc while dragging, which prompted the
overlay to close, removing the original icon from the scene graph.
Rename getIcon() methods to createIcon() to better reflect on the fact that
a new icon is created each time the method is called (we do use cache in
some cases).
Remove a stray log message in overlay.js
Fixes http://bugzilla.gnome.org/show_bug.cgi?id=585490
and http://bugzilla.gnome.org/show_bug.cgi?id=585489
Move the activate and select functionality inside the callbacks for
'button-release-event' signals of the display item and the information
button correspondingly. This way it is more obvious that this is an
event handling code that needs to return a boolean value for whether
the signal has been fully handled by the actor.
Update the code for checking a display item under the pointer to expect
the item itself rather than its child to be returned by stage_get_actor_at_pos().
This code is now used to display an information button when an item is
drawn under the pointer, so update the comment accordingly.
Clicking the information button for an item selects it (i.e. highlights it)
and shows details about the item.
Clicking the rest of the item area launches it.
Item does not become draggable if the dragging is started over the information
icon (i.e. if the user presses the information icon, but releases elsewhere).
Make sure we emit "activated" signal and close the overlay when an item from
one of the results displays is launched.
Use an (i) icon supplied by Jeremy for the information link and display
it on hover. Make sure it is positioned nicely and the text doesn't
overlap with it.
Pop-up previews are not part of the new design and interfere with the information link.
Make sure details display for applications has the appropriate width set.
A blue selected item color fits better with the new color scheme than a green one.
Only one item should be selected across all the displays we are showing.
Display a pane with item details, such as a full image previews, when an item is single clicked.
Add a placeholder information link that shows up when an item is moused over.
Display all recent documents in the results pane, in addition to the first
few displayed in the main dash. All documents can be viewed with the help
of a paging control.
- clutter_actor_get_transformed_position()/size() return floats
- clutter_stage_get_actor_at_pos() takes a pick mode
- ClutterTimeline no longer has a concept of frames
- ClutterUnit is now replaced by float
- cogl_texture_new_from_data() signature changed
http://bugzilla.gnome.org/show_bug.cgi?id=585013
Use the actual image from the file for expanded mode previews for image files. Use the pixbuf loader to set the appropriate image size as soon as the image is prepared, but before it is loaded, to avoid loading large images. Apply the pixbuf orientation setting so that the image is properly rotated. Preserve the original size of the image if its dimensions are smaller than the space available.
Make sure we provide the accurate available width for the details actor. This
width has to exclude the padding and border width. Also provide the available height for the details actor.
ShellAppMonitor now depends on gmenu to load menus.
Use the menu data from ShellAppMonitor to show a menu list.
GenericDisplay implementations can now have a sidebar area. We
handle keystrokes such as left/right explicitly.
Some internal API changes to account for the fact that a display
can have another filter in addition to the search.
Change the overlay behavior to display more details about an item on single
click and launch it on double click.
When the item is clicked on in the expanded view, the details are shown in the
area on the right that is allocated for showing details. The details pop-up is
not shown for the item that was clicked on, but it is shown for other items on
hover and for the item that was clicked if the mouse pointer is moved back to
it.
Both hovering and single clicking results in the details pop-up being shown in
the regular view. (Single clicking actually doesn't do anything in the regular
view, but the details pop-up is shown due to hovering within the time it takes
to perform a single click.)
The overlay now uses 3 columns on the wide screen for displaying items in the
expanded view. This allows keeping the size of the details area the same for
expanded and regular views.
Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve
the click count for button press and release events.
Add selectedItemDetails public variable actor to the generic display to
contain the details of the selected item and be shown in the overlay when
it is in the expanded view mode.
Fix the bug when the sideshow section would loose selection in the expanded
view if it did not have any items, and would not regain it if it was repopulated
with some items (e.g. when the search string changes).
The sideshow no longer takes overlay parent and width as constructor arguments.
It is added to the overlay inside the overlay code and manages its own width
instead (which is ok, since it is pretty much a private class within overlay).
Clean up the way selection is moved when an item is launched in order to have
selection on click and activation on double click be implemented in a similar
fashion. An unneeded _activatedItem variable in generic display was removed,
and the selected item is activated instead when necessary. The flow of processing
signals changed so that generic display no longer waits for the selection from
a different sideshow section to be removed before selecting an item that was
clicked on. This removed the need for doActivate() function.