/* exported adjustAnimationTime, ensureActorVisibleInScrollView, wiggle */ const St = imports.gi.St; const Clutter = imports.gi.Clutter; const Params = imports.misc.params; var SCROLL_TIME = 100; const WIGGLE_OFFSET = 6; const WIGGLE_DURATION = 65; const N_WIGGLES = 3; /** * adjustAnimationTime: * * @param {number} msecs - time in milliseconds * * Adjust `msecs` to account for St's enable-animations * and slow-down-factor settings */ function adjustAnimationTime(msecs) { const settings = St.Settings.get(); if (!settings.enable_animations) return 0; return settings.slow_down_factor * msecs; } /** * Animate scrolling a scrollview until an actor is visible. * * @param {St.ScrollView} scrollView - the scroll view the actor is in * @param {Clutter.Actor} actor - the actor */ function ensureActorVisibleInScrollView(scrollView, actor) { const {adjustment} = scrollView.vscroll; let [value, lower_, upper, stepIncrement_, pageIncrement_, pageSize] = adjustment.get_values(); let offset = 0; const vfade = scrollView.get_effect('fade'); if (vfade) offset = vfade.fade_margins.top; let box = actor.get_allocation_box(); let y1 = box.y1, y2 = box.y2; let parent = actor.get_parent(); while (parent !== scrollView) { if (!parent) throw new Error('actor not in scroll view'); box = parent.get_allocation_box(); y1 += box.y1; y2 += box.y1; parent = parent.get_parent(); } if (y1 < value + offset) value = Math.max(0, y1 - offset); else if (y2 > value + pageSize - offset) value = Math.min(upper, y2 + offset - pageSize); else return; adjustment.ease(value, { mode: Clutter.AnimationMode.EASE_OUT_QUAD, duration: SCROLL_TIME, }); } /** * "Wiggles" a clutter actor. A "wiggle" is an animation the moves an actor * back and forth on the X axis a specified amount of times. * * @param {Clutter.Actor} actor - an actor to animate * @param {object} params - options for the animation * @param {number} params.offset - the offset to move the actor by per-wiggle * @param {number} params.duration - the amount of time to move the actor per-wiggle * @param {number} params.wiggleCount - the number of times to wiggle the actor */ function wiggle(actor, params) { if (!St.Settings.get().enable_animations) return; params = Params.parse(params, { offset: WIGGLE_OFFSET, duration: WIGGLE_DURATION, wiggleCount: N_WIGGLES, }); actor.translation_x = 0; // Accelerate before wiggling actor.ease({ translation_x: -params.offset, duration: params.duration, mode: Clutter.AnimationMode.EASE_OUT_QUAD, onComplete: () => { // Wiggle actor.ease({ translation_x: params.offset, duration: params.duration, mode: Clutter.AnimationMode.LINEAR, repeatCount: params.wiggleCount, autoReverse: true, onComplete: () => { // Decelerate and return to the original position actor.ease({ translation_x: 0, duration: params.duration, mode: Clutter.AnimationMode.EASE_IN_QUAD, }); }, }); }, }); }