14d7897a93
Braces are optional for single-line arrow functions, but there's a subtle difference: Without braces, the expression is implicitly used as return value; with braces, the function returns nothing unless there's an explicit return. We currently reflect that in our style by only omitting braces when the function is expected to have a return value, but that's not very obvious, not an important differentiation to make, and not easy to express in an automatic rule. So just omit braces consistently as mandated by gjs' coding style. https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/608
77 lines
2.7 KiB
JavaScript
77 lines
2.7 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const { Clutter, GObject, Meta, St } = imports.gi;
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const Main = imports.ui.main;
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var EDGE_THRESHOLD = 20;
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var DRAG_DISTANCE = 80;
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var EdgeDragAction = GObject.registerClass({
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Signals: { 'activated': {} },
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}, class EdgeDragAction extends Clutter.GestureAction {
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_init(side, allowedModes) {
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super._init();
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this._side = side;
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this._allowedModes = allowedModes;
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this.set_n_touch_points(1);
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global.display.connect('grab-op-begin', () => this.cancel());
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}
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_getMonitorRect(x, y) {
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let rect = new Meta.Rectangle({ x: x - 1, y: y - 1, width: 1, height: 1 });
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let monitorIndex = global.display.get_monitor_index_for_rect(rect);
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return global.display.get_monitor_geometry(monitorIndex);
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}
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vfunc_gesture_prepare(actor) {
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if (this.get_n_current_points() == 0)
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return false;
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if (!(this._allowedModes & Main.actionMode))
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return false;
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let [x, y] = this.get_press_coords(0);
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let monitorRect = this._getMonitorRect(x, y);
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return ((this._side == St.Side.LEFT && x < monitorRect.x + EDGE_THRESHOLD) ||
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(this._side == St.Side.RIGHT && x > monitorRect.x + monitorRect.width - EDGE_THRESHOLD) ||
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(this._side == St.Side.TOP && y < monitorRect.y + EDGE_THRESHOLD) ||
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(this._side == St.Side.BOTTOM && y > monitorRect.y + monitorRect.height - EDGE_THRESHOLD));
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}
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vfunc_gesture_progress(actor) {
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let [startX, startY] = this.get_press_coords(0);
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let [x, y] = this.get_motion_coords(0);
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let offsetX = Math.abs (x - startX);
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let offsetY = Math.abs (y - startY);
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if (offsetX < EDGE_THRESHOLD && offsetY < EDGE_THRESHOLD)
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return true;
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if ((offsetX > offsetY &&
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(this._side == St.Side.TOP || this._side == St.Side.BOTTOM)) ||
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(offsetY > offsetX &&
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(this._side == St.Side.LEFT || this._side == St.Side.RIGHT))) {
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this.cancel();
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return false;
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}
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return true;
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}
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vfunc_gesture_end(actor) {
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let [startX, startY] = this.get_press_coords(0);
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let [x, y] = this.get_motion_coords(0);
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let monitorRect = this._getMonitorRect(startX, startY);
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if ((this._side == St.Side.TOP && y > monitorRect.y + DRAG_DISTANCE) ||
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(this._side == St.Side.BOTTOM && y < monitorRect.y + monitorRect.height - DRAG_DISTANCE) ||
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(this._side == St.Side.LEFT && x > monitorRect.x + DRAG_DISTANCE) ||
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(this._side == St.Side.RIGHT && x < monitorRect.x + monitorRect.width - DRAG_DISTANCE))
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this.emit('activated');
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}
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});
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