f81e9d3aaa
, so that we don't end up ignoring minHeight. svn path=/trunk/; revision=58
114 lines
3.6 KiB
JavaScript
114 lines
3.6 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; -*- */
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const Mainloop = imports.mainloop;
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const Shell = imports.gi.Shell;
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const Clutter = imports.gi.Clutter;
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const Tidy = imports.gi.Tidy;
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const Button = imports.ui.button;
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const Main = imports.ui.main;
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const PANEL_HEIGHT = 32;
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const TRAY_HEIGHT = 24;
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const PANEL_BACKGROUND_COLOR = new Clutter.Color();
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PANEL_BACKGROUND_COLOR.from_pixel(0xeeddccff);
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const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
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PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0xccbbaaff);
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function Panel() {
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this._init();
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}
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Panel.prototype = {
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_init : function() {
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let global = Shell.global_get();
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this._group = new Clutter.Group();
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let background = new Clutter.Rectangle({ color: PANEL_BACKGROUND_COLOR,
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reactive: true,
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width: global.screen_width+2,
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height: PANEL_HEIGHT+1,
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border_width: 1});
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background.set_position(-1, -1);
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this._group.add_actor(background);
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this.button = new Button.Button("Activities", PANEL_BACKGROUND_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT-1);
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this._group.add_actor(this.button.button);
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this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
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valign: 0.5,
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end_align: true,
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column_gap: 2 })
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this._group.add_actor(this._grid);
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this._clock = new Clutter.Label({ font_name: "Sans Bold 16px",
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text: "" });
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this._grid.add_actor(this._clock);
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// Setting the anchor point at top right (north east) makes that portion of the
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// grid positioned at the position specified below.
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this._grid.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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this._grid.set_position(global.screen_width - 2, (PANEL_HEIGHT - TRAY_HEIGHT) / 2);
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this._traymanager = new Shell.TrayManager();
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let panel = this;
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// the anchor point needs to be updated each time the height/width of the content might have changed, because
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// it doesn't get updated on its own
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this._traymanager.connect('tray-icon-added',
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function(o, icon) {
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panel._grid.add_actor(icon);
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/* bump the clock back to the end */
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panel._grid.remove_actor(panel._clock);
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panel._grid.add_actor(panel._clock);
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panel._grid.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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});
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this._traymanager.connect('tray-icon-removed',
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function(o, icon) {
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panel._grid.remove_actor(icon);
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panel._grid.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
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});
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this._traymanager.manage_stage(global.stage);
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// TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
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// We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// have the overlay act like a menu that allows the user to release the mouse on the activity the user wants
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// to switch to.
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this.button.button.connect('button-press-event',
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function(o, event) {
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if (Main.overlay.visible)
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Main.hide_overlay();
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else
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Main.show_overlay();
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return true;
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});
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global.stage.add_actor(this._group);
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this._updateClock();
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this._startClock();
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},
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_startClock: function() {
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let me = this;
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// TODO: this makes the clock updated every 60 seconds, but not necessarily on the minute, so it is inaccurate
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Mainloop.timeout_add_seconds(60,
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function() {
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me._updateClock();
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return true;
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});
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},
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_updateClock: function() {
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this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
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return true;
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},
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overlayHidden: function() {
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this.button.release();
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}
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};
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