// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- const Clutter = imports.gi.Clutter; const Lang = imports.lang; const Meta = imports.gi.Meta; const St = imports.gi.St; const Shell = imports.gi.Shell; const Main = imports.ui.main; const Tweener = imports.ui.tweener; const PopupAnimation = { NONE: 0, SLIDE: 1 << 0, FADE: 1 << 1, FULL: ~0, }; const POPUP_ANIMATION_TIME = 0.15; /** * BoxPointer: * @side: side to draw the arrow on * @binProperties: Properties to set on contained bin * * An actor which displays a triangle "arrow" pointing to a given * side. The .bin property is a container in which content can be * placed. The arrow position may be controlled via * setArrowOrigin(). The arrow side might be temporarily flipped * depending on the box size and source position to keep the box * totally inside the monitor if possible. * */ const BoxPointer = new Lang.Class({ Name: 'BoxPointer', _init: function(arrowSide, binProperties) { this._arrowSide = arrowSide; this._userArrowSide = arrowSide; this._arrowOrigin = 0; this.actor = new St.Bin({ x_fill: true, y_fill: true }); this._container = new Shell.GenericContainer(); this.actor.set_child(this._container); this._container.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth)); this._container.connect('get-preferred-height', Lang.bind(this, this._getPreferredHeight)); this._container.connect('allocate', Lang.bind(this, this._allocate)); this.bin = new St.Bin(binProperties); this._container.add_actor(this.bin); this._border = new St.DrawingArea(); this._border.connect('repaint', Lang.bind(this, this._drawBorder)); this._container.add_actor(this._border); this.bin.raise(this._border); this._xOffset = 0; this._yOffset = 0; this._xPosition = 0; this._yPosition = 0; this._sourceAlignment = 0.5; this._capturedEventId = 0; this._muteInput(); }, _muteInput: function() { if (this._capturedEventId == 0) this._capturedEventId = this.actor.connect('captured-event', function() { return true; }); }, _unmuteInput: function() { if (this._capturedEventId != 0) { this.actor.disconnect(this._capturedEventId); this._capturedEventId = 0; } }, show: function(animate, onComplete) { let themeNode = this.actor.get_theme_node(); let rise = themeNode.get_length('-arrow-rise'); let animationTime = (animate & PopupAnimation.FULL) ? POPUP_ANIMATION_TIME : 0; if (animate & PopupAnimation.FADE) this.opacity = 0; else this.opacity = 255; this.actor.show(); if (animate & PopupAnimation.SLIDE) { switch (this._arrowSide) { case St.Side.TOP: this.yOffset = -rise; break; case St.Side.BOTTOM: this.yOffset = rise; break; case St.Side.LEFT: this.xOffset = -rise; break; case St.Side.RIGHT: this.xOffset = rise; break; } } Tweener.addTween(this, { opacity: 255, xOffset: 0, yOffset: 0, transition: 'linear', onComplete: Lang.bind(this, function() { this._unmuteInput(); if (onComplete) onComplete(); }), time: animationTime }); }, hide: function(animate, onComplete) { let xOffset = 0; let yOffset = 0; let themeNode = this.actor.get_theme_node(); let rise = themeNode.get_length('-arrow-rise'); let fade = (animate & PopupAnimation.FADE); let animationTime = (animate & PopupAnimation.FULL) ? POPUP_ANIMATION_TIME : 0; if (animate & PopupAnimation.SLIDE) { switch (this._arrowSide) { case St.Side.TOP: yOffset = rise; break; case St.Side.BOTTOM: yOffset = -rise; break; case St.Side.LEFT: xOffset = rise; break; case St.Side.RIGHT: xOffset = -rise; break; } } this._muteInput(); Tweener.removeTweens(this); Tweener.addTween(this, { opacity: fade ? 0 : 255, xOffset: xOffset, yOffset: yOffset, transition: 'linear', time: animationTime, onComplete: Lang.bind(this, function () { this.actor.hide(); this.opacity = 0; this.xOffset = 0; this.yOffset = 0; if (onComplete) onComplete(); }) }); }, _adjustAllocationForArrow: function(isWidth, alloc) { let themeNode = this.actor.get_theme_node(); let borderWidth = themeNode.get_length('-arrow-border-width'); alloc.min_size += borderWidth * 2; alloc.natural_size += borderWidth * 2; if ((!isWidth && (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM)) || (isWidth && (this._arrowSide == St.Side.LEFT || this._arrowSide == St.Side.RIGHT))) { let rise = themeNode.get_length('-arrow-rise'); alloc.min_size += rise; alloc.natural_size += rise; } }, _getPreferredWidth: function(actor, forHeight, alloc) { let [minInternalSize, natInternalSize] = this.bin.get_preferred_width(forHeight); alloc.min_size = minInternalSize; alloc.natural_size = natInternalSize; this._adjustAllocationForArrow(true, alloc); }, _getPreferredHeight: function(actor, forWidth, alloc) { let [minSize, naturalSize] = this.bin.get_preferred_height(forWidth); alloc.min_size = minSize; alloc.natural_size = naturalSize; this._adjustAllocationForArrow(false, alloc); }, _allocate: function(actor, box, flags) { let themeNode = this.actor.get_theme_node(); let borderWidth = themeNode.get_length('-arrow-border-width'); let rise = themeNode.get_length('-arrow-rise'); let childBox = new Clutter.ActorBox(); let availWidth = box.x2 - box.x1; let availHeight = box.y2 - box.y1; childBox.x1 = 0; childBox.y1 = 0; childBox.x2 = availWidth; childBox.y2 = availHeight; this._border.allocate(childBox, flags); childBox.x1 = borderWidth; childBox.y1 = borderWidth; childBox.x2 = availWidth - borderWidth; childBox.y2 = availHeight - borderWidth; switch (this._arrowSide) { case St.Side.TOP: childBox.y1 += rise; break; case St.Side.BOTTOM: childBox.y2 -= rise; break; case St.Side.LEFT: childBox.x1 += rise; break; case St.Side.RIGHT: childBox.x2 -= rise; break; } this.bin.allocate(childBox, flags); if (this._sourceActor && this._sourceActor.mapped) { this._reposition(); this._updateFlip(); } }, _drawBorder: function(area) { let themeNode = this.actor.get_theme_node(); let borderWidth = themeNode.get_length('-arrow-border-width'); let base = themeNode.get_length('-arrow-base'); let rise = themeNode.get_length('-arrow-rise'); let borderRadius = themeNode.get_length('-arrow-border-radius'); let halfBorder = borderWidth / 2; let halfBase = Math.floor(base/2); let backgroundColor = themeNode.get_color('-arrow-background-color'); let [width, height] = area.get_surface_size(); let [boxWidth, boxHeight] = [width, height]; if (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM) { boxHeight -= rise; } else { boxWidth -= rise; } let cr = area.get_context(); // Translate so that box goes from 0,0 to boxWidth,boxHeight, // with the arrow poking out of that if (this._arrowSide == St.Side.TOP) { cr.translate(0, rise); } else if (this._arrowSide == St.Side.LEFT) { cr.translate(rise, 0); } let [x1, y1] = [halfBorder, halfBorder]; let [x2, y2] = [boxWidth - halfBorder, boxHeight - halfBorder]; let skipTopLeft = false; let skipTopRight = false; let skipBottomLeft = false; let skipBottomRight = false; switch (this._arrowSide) { case St.Side.TOP: if (this._arrowOrigin == x1) skipTopLeft = true; else if (this._arrowOrigin == x2) skipTopRight = true; break; case St.Side.RIGHT: if (this._arrowOrigin == y1) skipTopRight = true; else if (this._arrowOrigin == y2) skipBottomRight = true; break; case St.Side.BOTTOM: if (this._arrowOrigin == x1) skipBottomLeft = true; else if (this._arrowOrigin == x2) skipBottomRight = true; break; case St.Side.LEFT: if (this._arrowOrigin == y1) skipTopLeft = true; else if (this._arrowOrigin == y2) skipBottomLeft = true; break; } cr.moveTo(x1 + borderRadius, y1); if (this._arrowSide == St.Side.TOP) { if (skipTopLeft) { cr.moveTo(x1, y2 - borderRadius); cr.lineTo(x1, y1 - rise); cr.lineTo(x1 + halfBase, y1); } else if (skipTopRight) { cr.lineTo(x2 - halfBase, y1); cr.lineTo(x2, y1 - rise); cr.lineTo(x2, y1 + borderRadius); } else { cr.lineTo(this._arrowOrigin - halfBase, y1); cr.lineTo(this._arrowOrigin, y1 - rise); cr.lineTo(this._arrowOrigin + halfBase, y1); } } if (!skipTopRight) { cr.lineTo(x2 - borderRadius, y1); cr.arc(x2 - borderRadius, y1 + borderRadius, borderRadius, 3*Math.PI/2, Math.PI*2); } if (this._arrowSide == St.Side.RIGHT) { if (skipTopRight) { cr.lineTo(x2 + rise, y1); cr.lineTo(x2 + rise, y1 + halfBase); } else if (skipBottomRight) { cr.lineTo(x2, y2 - halfBase); cr.lineTo(x2 + rise, y2); cr.lineTo(x2 - borderRadius, y2); } else { cr.lineTo(x2, this._arrowOrigin - halfBase); cr.lineTo(x2 + rise, this._arrowOrigin); cr.lineTo(x2, this._arrowOrigin + halfBase); } } if (!skipBottomRight) { cr.lineTo(x2, y2 - borderRadius); cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius, 0, Math.PI/2); } if (this._arrowSide == St.Side.BOTTOM) { if (skipBottomLeft) { cr.lineTo(x1 + halfBase, y2); cr.lineTo(x1, y2 + rise); cr.lineTo(x1, y2 - borderRadius); } else if (skipBottomRight) { cr.lineTo(x2, y2 + rise); cr.lineTo(x2 - halfBase, y2); } else { cr.lineTo(this._arrowOrigin + halfBase, y2); cr.lineTo(this._arrowOrigin, y2 + rise); cr.lineTo(this._arrowOrigin - halfBase, y2); } } if (!skipBottomLeft) { cr.lineTo(x1 + borderRadius, y2); cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius, Math.PI/2, Math.PI); } if (this._arrowSide == St.Side.LEFT) { if (skipTopLeft) { cr.lineTo(x1, y1 + halfBase); cr.lineTo(x1 - rise, y1); cr.lineTo(x1 + borderRadius, y1); } else if (skipBottomLeft) { cr.lineTo(x1 - rise, y2) cr.lineTo(x1 - rise, y2 - halfBase); } else { cr.lineTo(x1, this._arrowOrigin + halfBase); cr.lineTo(x1 - rise, this._arrowOrigin); cr.lineTo(x1, this._arrowOrigin - halfBase); } } if (!skipTopLeft) { cr.lineTo(x1, y1 + borderRadius); cr.arc(x1 + borderRadius, y1 + borderRadius, borderRadius, Math.PI, 3*Math.PI/2); } Clutter.cairo_set_source_color(cr, backgroundColor); cr.fillPreserve(); if (borderWidth > 0) { let borderColor = themeNode.get_color('-arrow-border-color'); Clutter.cairo_set_source_color(cr, borderColor); cr.setLineWidth(borderWidth); cr.stroke(); } }, setPosition: function(sourceActor, alignment) { // We need to show it now to force an allocation, // so that we can query the correct size. this.actor.show(); this._sourceActor = sourceActor; this._arrowAlignment = alignment; this._reposition(); this._updateFlip(); }, setSourceAlignment: function(alignment) { this._sourceAlignment = alignment; if (!this._sourceActor) return; this.setPosition(this._sourceActor, this._arrowAlignment); }, _reposition: function() { let sourceActor = this._sourceActor; let alignment = this._arrowAlignment; // Position correctly relative to the sourceActor let sourceNode = sourceActor.get_theme_node(); let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box()); let sourceAllocation = Shell.util_get_transformed_allocation(sourceActor); let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment; let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment; let [minWidth, minHeight, natWidth, natHeight] = this.actor.get_preferred_size(); // We also want to keep it onscreen, and separated from the // edge by the same distance as the main part of the box is // separated from its sourceActor let monitor = Main.layoutManager.findMonitorForActor(sourceActor); let themeNode = this.actor.get_theme_node(); let borderWidth = themeNode.get_length('-arrow-border-width'); let arrowBase = themeNode.get_length('-arrow-base'); let borderRadius = themeNode.get_length('-arrow-border-radius'); let margin = (4 * borderRadius + borderWidth + arrowBase); let gap = themeNode.get_length('-boxpointer-gap'); let padding = themeNode.get_length('-arrow-rise'); let resX, resY; switch (this._arrowSide) { case St.Side.TOP: resY = sourceAllocation.y2 + gap; break; case St.Side.BOTTOM: resY = sourceAllocation.y1 - natHeight - gap; break; case St.Side.LEFT: resX = sourceAllocation.x2 + gap; break; case St.Side.RIGHT: resX = sourceAllocation.x1 - natWidth - gap; break; } // Now align and position the pointing axis, making sure it fits on // screen. If the arrowOrigin is so close to the edge that the arrow // will not be isosceles, we try to compensate as follows: // - We skip the rounded corner and settle for a right angled arrow // as shown below. See _drawBorder for further details. // |\_____ // | // | // - If the arrow was going to be acute angled, we move the position // of the box to maintain the arrow's accuracy. let arrowOrigin; let halfBase = Math.floor(arrowBase/2); let halfBorder = borderWidth / 2; let halfMargin = margin / 2; let [x1, y1] = [halfBorder, halfBorder]; let [x2, y2] = [natWidth - halfBorder, natHeight - halfBorder]; switch (this._arrowSide) { case St.Side.TOP: case St.Side.BOTTOM: resX = sourceCenterX - (halfMargin + (natWidth - margin) * alignment); resX = Math.max(resX, monitor.x + padding); resX = Math.min(resX, monitor.x + monitor.width - (padding + natWidth)); arrowOrigin = sourceCenterX - resX; if (arrowOrigin <= (x1 + (borderRadius + halfBase))) { if (arrowOrigin > x1) resX += (arrowOrigin - x1); arrowOrigin = x1; } else if (arrowOrigin >= (x2 - (borderRadius + halfBase))) { if (arrowOrigin < x2) resX -= (x2 - arrowOrigin); arrowOrigin = x2; } break; case St.Side.LEFT: case St.Side.RIGHT: resY = sourceCenterY - (halfMargin + (natHeight - margin) * alignment); resY = Math.max(resY, monitor.y + padding); resY = Math.min(resY, monitor.y + monitor.height - (padding + natHeight)); arrowOrigin = sourceCenterY - resY; if (arrowOrigin <= (y1 + (borderRadius + halfBase))) { if (arrowOrigin > y1) resY += (arrowOrigin - y1); arrowOrigin = y1; } else if (arrowOrigin >= (y2 - (borderRadius + halfBase))) { if (arrowOrigin < y2) resX -= (y2 - arrowOrigin); arrowOrigin = y2; } break; } this.setArrowOrigin(arrowOrigin); let parent = this.actor.get_parent(); let success, x, y; while (!success) { [success, x, y] = parent.transform_stage_point(resX, resY); parent = parent.get_parent(); } this._xPosition = Math.floor(x); this._yPosition = Math.floor(y); this._shiftActor(); }, // @origin: Coordinate specifying middle of the arrow, along // the Y axis for St.Side.LEFT, St.Side.RIGHT from the top and X axis from // the left for St.Side.TOP and St.Side.BOTTOM. setArrowOrigin: function(origin) { if (this._arrowOrigin != origin) { this._arrowOrigin = origin; this._border.queue_repaint(); } }, _shiftActor : function() { // Since the position of the BoxPointer depends on the allocated size // of the BoxPointer and the position of the source actor, trying // to position the BoxPointer via the x/y properties will result in // allocation loops and warnings. Instead we do the positioning via // the anchor point, which is independent of allocation, and leave // x == y == 0. this.actor.set_anchor_point(-(this._xPosition + this._xOffset), -(this._yPosition + this._yOffset)); }, _calculateArrowSide: function(arrowSide) { let sourceAllocation = Shell.util_get_transformed_allocation(this._sourceActor); let [minWidth, minHeight, boxWidth, boxHeight] = this._container.get_preferred_size(); let monitor = Main.layoutManager.findMonitorForActor(this.actor); switch (arrowSide) { case St.Side.TOP: if (sourceAllocation.y2 + boxHeight > monitor.y + monitor.height && boxHeight < sourceAllocation.y1 - monitor.y) return St.Side.BOTTOM; break; case St.Side.BOTTOM: if (sourceAllocation.y1 - boxHeight < monitor.y && boxHeight < monitor.y + monitor.height - sourceAllocation.y2) return St.Side.TOP; break; case St.Side.LEFT: if (sourceAllocation.y2 + boxWidth > monitor.x + monitor.width && boxWidth < sourceAllocation.x1 - monitor.x) return St.Side.RIGHT; break; case St.Side.RIGHT: if (sourceAllocation.y1 - boxWidth < monitor.x && boxWidth < monitor.x + monitor.width - sourceAllocation.x2) return St.Side.LEFT; break; } return arrowSide; }, _updateFlip: function() { let arrowSide = this._calculateArrowSide(this._userArrowSide); if (this._arrowSide != arrowSide) { this._arrowSide = arrowSide; this._reposition(); Meta.later_add(Meta.LaterType.BEFORE_REDRAW, Lang.bind(this, function() { this._container.queue_relayout(); return false; })); } }, set xOffset(offset) { this._xOffset = offset; this._shiftActor(); }, get xOffset() { return this._xOffset; }, set yOffset(offset) { this._yOffset = offset; this._shiftActor(); }, get yOffset() { return this._yOffset; }, set opacity(opacity) { this.actor.opacity = opacity; }, get opacity() { return this.actor.opacity; } });