40efe6c324
Currently close() is a no-op when the menu has already been closed. However, repeated calls could pass different animation parameters. For instance in the user menu, we try to hide the menu immediately before locking the screen, to avoid the popup jumping across the screen while fading out - as we do this from the corresponding item's activate handler, the closing is still animated if the menu's own handler (which requests a full animation) is run first. Fix this by changing close() to overwrite ongoing animations before bailing out early. https://bugzilla.gnome.org/show_bug.cgi?id=686484
623 lines
22 KiB
JavaScript
623 lines
22 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const St = imports.gi.St;
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const Shell = imports.gi.Shell;
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const Main = imports.ui.main;
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const Tweener = imports.ui.tweener;
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const PopupAnimation = {
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NONE: 0,
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SLIDE: 1 << 0,
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FADE: 1 << 1,
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FULL: ~0,
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};
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const POPUP_ANIMATION_TIME = 0.15;
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/**
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* BoxPointer:
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* @side: side to draw the arrow on
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* @binProperties: Properties to set on contained bin
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*
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* An actor which displays a triangle "arrow" pointing to a given
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* side. The .bin property is a container in which content can be
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* placed. The arrow position may be controlled via
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* setArrowOrigin(). The arrow side might be temporarily flipped
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* depending on the box size and source position to keep the box
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* totally inside the monitor if possible.
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*
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*/
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const BoxPointer = new Lang.Class({
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Name: 'BoxPointer',
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_init: function(arrowSide, binProperties) {
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this._arrowSide = arrowSide;
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this._userArrowSide = arrowSide;
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this._arrowOrigin = 0;
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this.actor = new St.Bin({ x_fill: true,
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y_fill: true });
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this._container = new Shell.GenericContainer();
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this.actor.set_child(this._container);
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this._container.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth));
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this._container.connect('get-preferred-height', Lang.bind(this, this._getPreferredHeight));
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this._container.connect('allocate', Lang.bind(this, this._allocate));
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this.bin = new St.Bin(binProperties);
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this._container.add_actor(this.bin);
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this._border = new St.DrawingArea();
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this._border.connect('repaint', Lang.bind(this, this._drawBorder));
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this._container.add_actor(this._border);
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this.bin.raise(this._border);
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this._xOffset = 0;
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this._yOffset = 0;
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this._xPosition = 0;
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this._yPosition = 0;
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this._sourceAlignment = 0.5;
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this._capturedEventId = 0;
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this._muteInput();
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},
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_muteInput: function() {
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if (this._capturedEventId == 0)
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this._capturedEventId = this.actor.connect('captured-event',
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function() { return true; });
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},
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_unmuteInput: function() {
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if (this._capturedEventId != 0) {
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this.actor.disconnect(this._capturedEventId);
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this._capturedEventId = 0;
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}
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},
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show: function(animate, onComplete) {
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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let animationTime = (animate & PopupAnimation.FULL) ? POPUP_ANIMATION_TIME : 0;
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if (animate & PopupAnimation.FADE)
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this.opacity = 0;
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else
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this.opacity = 255;
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this.actor.show();
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if (animate & PopupAnimation.SLIDE) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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this.yOffset = -rise;
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break;
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case St.Side.BOTTOM:
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this.yOffset = rise;
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break;
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case St.Side.LEFT:
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this.xOffset = -rise;
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break;
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case St.Side.RIGHT:
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this.xOffset = rise;
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break;
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}
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}
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Tweener.addTween(this, { opacity: 255,
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xOffset: 0,
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yOffset: 0,
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transition: 'linear',
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onComplete: Lang.bind(this, function() {
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this._unmuteInput();
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if (onComplete)
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onComplete();
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}),
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time: animationTime });
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},
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hide: function(animate, onComplete) {
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let xOffset = 0;
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let yOffset = 0;
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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let fade = (animate & PopupAnimation.FADE);
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let animationTime = (animate & PopupAnimation.FULL) ? POPUP_ANIMATION_TIME : 0;
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if (animate & PopupAnimation.SLIDE) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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yOffset = rise;
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break;
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case St.Side.BOTTOM:
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yOffset = -rise;
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break;
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case St.Side.LEFT:
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xOffset = rise;
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break;
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case St.Side.RIGHT:
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xOffset = -rise;
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break;
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}
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}
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this._muteInput();
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Tweener.removeTweens(this);
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Tweener.addTween(this, { opacity: fade ? 0 : 255,
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xOffset: xOffset,
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yOffset: yOffset,
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transition: 'linear',
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time: animationTime,
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onComplete: Lang.bind(this, function () {
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this.actor.hide();
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this.opacity = 0;
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this.xOffset = 0;
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this.yOffset = 0;
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if (onComplete)
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onComplete();
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})
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});
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},
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_adjustAllocationForArrow: function(isWidth, alloc) {
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let themeNode = this.actor.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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alloc.min_size += borderWidth * 2;
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alloc.natural_size += borderWidth * 2;
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if ((!isWidth && (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM))
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|| (isWidth && (this._arrowSide == St.Side.LEFT || this._arrowSide == St.Side.RIGHT))) {
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let rise = themeNode.get_length('-arrow-rise');
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alloc.min_size += rise;
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alloc.natural_size += rise;
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}
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},
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_getPreferredWidth: function(actor, forHeight, alloc) {
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let [minInternalSize, natInternalSize] = this.bin.get_preferred_width(forHeight);
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alloc.min_size = minInternalSize;
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alloc.natural_size = natInternalSize;
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this._adjustAllocationForArrow(true, alloc);
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},
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_getPreferredHeight: function(actor, forWidth, alloc) {
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let [minSize, naturalSize] = this.bin.get_preferred_height(forWidth);
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alloc.min_size = minSize;
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alloc.natural_size = naturalSize;
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this._adjustAllocationForArrow(false, alloc);
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},
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_allocate: function(actor, box, flags) {
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let themeNode = this.actor.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let rise = themeNode.get_length('-arrow-rise');
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let childBox = new Clutter.ActorBox();
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let availWidth = box.x2 - box.x1;
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let availHeight = box.y2 - box.y1;
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childBox.x1 = 0;
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childBox.y1 = 0;
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childBox.x2 = availWidth;
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childBox.y2 = availHeight;
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this._border.allocate(childBox, flags);
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childBox.x1 = borderWidth;
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childBox.y1 = borderWidth;
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childBox.x2 = availWidth - borderWidth;
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childBox.y2 = availHeight - borderWidth;
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switch (this._arrowSide) {
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case St.Side.TOP:
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childBox.y1 += rise;
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break;
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case St.Side.BOTTOM:
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childBox.y2 -= rise;
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break;
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case St.Side.LEFT:
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childBox.x1 += rise;
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break;
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case St.Side.RIGHT:
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childBox.x2 -= rise;
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break;
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}
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this.bin.allocate(childBox, flags);
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if (this._sourceActor && this._sourceActor.mapped) {
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this._reposition(this._sourceActor, this._arrowAlignment);
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if (this._shouldFlip()) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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this._arrowSide = St.Side.BOTTOM;
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break;
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case St.Side.BOTTOM:
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this._arrowSide = St.Side.TOP;
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break;
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case St.Side.LEFT:
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this._arrowSide = St.Side.RIGHT;
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break;
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case St.Side.RIGHT:
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this._arrowSide = St.Side.LEFT;
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break;
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}
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this._reposition(this._sourceActor, this._arrowAlignment);
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}
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}
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},
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_drawBorder: function(area) {
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let themeNode = this.actor.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let base = themeNode.get_length('-arrow-base');
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let rise = themeNode.get_length('-arrow-rise');
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let borderRadius = themeNode.get_length('-arrow-border-radius');
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let halfBorder = borderWidth / 2;
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let halfBase = Math.floor(base/2);
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let backgroundColor = themeNode.get_color('-arrow-background-color');
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let [width, height] = area.get_surface_size();
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let [boxWidth, boxHeight] = [width, height];
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if (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM) {
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boxHeight -= rise;
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} else {
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boxWidth -= rise;
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}
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let cr = area.get_context();
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// Translate so that box goes from 0,0 to boxWidth,boxHeight,
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// with the arrow poking out of that
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if (this._arrowSide == St.Side.TOP) {
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cr.translate(0, rise);
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} else if (this._arrowSide == St.Side.LEFT) {
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cr.translate(rise, 0);
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}
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let [x1, y1] = [halfBorder, halfBorder];
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let [x2, y2] = [boxWidth - halfBorder, boxHeight - halfBorder];
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let skipTopLeft = false;
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let skipTopRight = false;
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let skipBottomLeft = false;
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let skipBottomRight = false;
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switch (this._arrowSide) {
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case St.Side.TOP:
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if (this._arrowOrigin == x1)
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skipTopLeft = true;
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else if (this._arrowOrigin == x2)
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skipTopRight = true;
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break;
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case St.Side.RIGHT:
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if (this._arrowOrigin == y1)
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skipTopRight = true;
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else if (this._arrowOrigin == y2)
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skipBottomRight = true;
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break;
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case St.Side.BOTTOM:
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if (this._arrowOrigin == x1)
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skipBottomLeft = true;
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else if (this._arrowOrigin == x2)
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skipBottomRight = true;
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break;
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case St.Side.LEFT:
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if (this._arrowOrigin == y1)
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skipTopLeft = true;
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else if (this._arrowOrigin == y2)
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skipBottomLeft = true;
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break;
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}
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cr.moveTo(x1 + borderRadius, y1);
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if (this._arrowSide == St.Side.TOP) {
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if (skipTopLeft) {
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cr.moveTo(x1, y2 - borderRadius);
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cr.lineTo(x1, y1 - rise);
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cr.lineTo(x1 + halfBase, y1);
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} else if (skipTopRight) {
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cr.lineTo(x2 - halfBase, y1);
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cr.lineTo(x2, y1 - rise);
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cr.lineTo(x2, y1 + borderRadius);
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} else {
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cr.lineTo(this._arrowOrigin - halfBase, y1);
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cr.lineTo(this._arrowOrigin, y1 - rise);
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cr.lineTo(this._arrowOrigin + halfBase, y1);
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}
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}
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if (!skipTopRight) {
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cr.lineTo(x2 - borderRadius, y1);
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cr.arc(x2 - borderRadius, y1 + borderRadius, borderRadius,
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3*Math.PI/2, Math.PI*2);
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}
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if (this._arrowSide == St.Side.RIGHT) {
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if (skipTopRight) {
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cr.lineTo(x2 + rise, y1);
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cr.lineTo(x2 + rise, y1 + halfBase);
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} else if (skipBottomRight) {
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cr.lineTo(x2, y2 - halfBase);
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cr.lineTo(x2 + rise, y2);
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cr.lineTo(x2 - borderRadius, y2);
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} else {
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cr.lineTo(x2, this._arrowOrigin - halfBase);
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cr.lineTo(x2 + rise, this._arrowOrigin);
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cr.lineTo(x2, this._arrowOrigin + halfBase);
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}
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}
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if (!skipBottomRight) {
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cr.lineTo(x2, y2 - borderRadius);
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cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius,
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0, Math.PI/2);
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}
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if (this._arrowSide == St.Side.BOTTOM) {
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if (skipBottomLeft) {
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cr.lineTo(x1 + halfBase, y2);
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cr.lineTo(x1, y2 + rise);
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cr.lineTo(x1, y2 - borderRadius);
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} else if (skipBottomRight) {
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cr.lineTo(x2, y2 + rise);
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cr.lineTo(x2 - halfBase, y2);
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} else {
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cr.lineTo(this._arrowOrigin + halfBase, y2);
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cr.lineTo(this._arrowOrigin, y2 + rise);
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cr.lineTo(this._arrowOrigin - halfBase, y2);
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}
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}
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if (!skipBottomLeft) {
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cr.lineTo(x1 + borderRadius, y2);
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cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius,
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Math.PI/2, Math.PI);
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}
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if (this._arrowSide == St.Side.LEFT) {
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if (skipTopLeft) {
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cr.lineTo(x1, y1 + halfBase);
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cr.lineTo(x1 - rise, y1);
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cr.lineTo(x1 + borderRadius, y1);
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} else if (skipBottomLeft) {
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cr.lineTo(x1 - rise, y2)
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cr.lineTo(x1 - rise, y2 - halfBase);
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} else {
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cr.lineTo(x1, this._arrowOrigin + halfBase);
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cr.lineTo(x1 - rise, this._arrowOrigin);
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cr.lineTo(x1, this._arrowOrigin - halfBase);
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}
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}
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if (!skipTopLeft) {
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cr.lineTo(x1, y1 + borderRadius);
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cr.arc(x1 + borderRadius, y1 + borderRadius, borderRadius,
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Math.PI, 3*Math.PI/2);
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}
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Clutter.cairo_set_source_color(cr, backgroundColor);
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cr.fillPreserve();
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if (borderWidth > 0) {
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let borderColor = themeNode.get_color('-arrow-border-color');
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Clutter.cairo_set_source_color(cr, borderColor);
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cr.setLineWidth(borderWidth);
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cr.stroke();
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}
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},
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setPosition: function(sourceActor, alignment) {
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this._arrowSide = this._userArrowSide;
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// We need to show it now to force an allocation,
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// so that we can query the correct size.
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this.actor.show();
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this._sourceActor = sourceActor;
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this._arrowAlignment = alignment;
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this._reposition(sourceActor, alignment);
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},
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setSourceAlignment: function(alignment) {
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this._sourceAlignment = alignment;
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if (!this._sourceActor)
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return;
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this.setPosition(this._sourceActor, this._arrowAlignment);
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},
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_reposition: function(sourceActor, alignment) {
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// Position correctly relative to the sourceActor
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let sourceNode = sourceActor.get_theme_node();
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let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
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let sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
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let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let [minWidth, minHeight, natWidth, natHeight] = this.actor.get_preferred_size();
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// We also want to keep it onscreen, and separated from the
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// edge by the same distance as the main part of the box is
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// separated from its sourceActor
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let monitor = Main.layoutManager.findMonitorForActor(sourceActor);
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let themeNode = this.actor.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let arrowBase = themeNode.get_length('-arrow-base');
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let borderRadius = themeNode.get_length('-arrow-border-radius');
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let margin = (4 * borderRadius + borderWidth + arrowBase);
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let gap = themeNode.get_length('-boxpointer-gap');
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let padding = themeNode.get_length('-arrow-rise');
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let resX, resY;
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switch (this._arrowSide) {
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case St.Side.TOP:
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resY = sourceAllocation.y2 + gap;
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break;
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case St.Side.BOTTOM:
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resY = sourceAllocation.y1 - natHeight - gap;
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break;
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case St.Side.LEFT:
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resX = sourceAllocation.x2 + gap;
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break;
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case St.Side.RIGHT:
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resX = sourceAllocation.x1 - natWidth - gap;
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break;
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}
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// Now align and position the pointing axis, making sure it fits on
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// screen. If the arrowOrigin is so close to the edge that the arrow
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// will not be isosceles, we try to compensate as follows:
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// - We skip the rounded corner and settle for a right angled arrow
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// as shown below. See _drawBorder for further details.
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// |\_____
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// |
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// |
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// - If the arrow was going to be acute angled, we move the position
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// of the box to maintain the arrow's accuracy.
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let arrowOrigin;
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let halfBase = Math.floor(arrowBase/2);
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let halfBorder = borderWidth / 2;
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let halfMargin = margin / 2;
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let [x1, y1] = [halfBorder, halfBorder];
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let [x2, y2] = [natWidth - halfBorder, natHeight - halfBorder];
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switch (this._arrowSide) {
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case St.Side.TOP:
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case St.Side.BOTTOM:
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resX = sourceCenterX - (halfMargin + (natWidth - margin) * alignment);
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resX = Math.max(resX, monitor.x + padding);
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resX = Math.min(resX, monitor.x + monitor.width - (padding + natWidth));
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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 BoxPoiner 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));
|
|
},
|
|
|
|
_shouldFlip: function() {
|
|
let sourceAllocation = Shell.util_get_transformed_allocation(this._sourceActor);
|
|
let boxAllocation = Shell.util_get_transformed_allocation(this.actor);
|
|
let boxWidth = boxAllocation.x2 - boxAllocation.x1;
|
|
let boxHeight = boxAllocation.y2 - boxAllocation.y1;
|
|
let monitor = Main.layoutManager.findMonitorForActor(this.actor);
|
|
|
|
switch (this._arrowSide) {
|
|
case St.Side.TOP:
|
|
if (boxAllocation.y2 > monitor.y + monitor.height &&
|
|
boxHeight < sourceAllocation.y1 - monitor.y)
|
|
return true;
|
|
break;
|
|
case St.Side.BOTTOM:
|
|
if (boxAllocation.y1 < monitor.y &&
|
|
boxHeight < monitor.y + monitor.height - sourceAllocation.y2)
|
|
return true;
|
|
break;
|
|
case St.Side.LEFT:
|
|
if (boxAllocation.x2 > monitor.x + monitor.width &&
|
|
boxWidth < sourceAllocation.x1 - monitor.x)
|
|
return true;
|
|
break;
|
|
case St.Side.RIGHT:
|
|
if (boxAllocation.x1 < monitor.x &&
|
|
boxWidth < monitor.x + monitor.width - sourceAllocation.x2)
|
|
return true;
|
|
break;
|
|
}
|
|
|
|
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;
|
|
}
|
|
});
|