gnome-shell/js/ui/panel.js
Dan Winship 4a5873dd22 Create a more extensible/organized strut/input_area management system.
Now code can call Main.addShellActor(actor) to declare that that actor
is part of the shell, and so it should (a) be protected by wm struts, and
(b) be part of the stage input area, and then that code automatically
deals with updating if the actor changes size or visibility.
2009-04-30 14:57:13 -04:00

232 lines
9.4 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Big = imports.gi.Big;
const Clutter = imports.gi.Clutter;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Button = imports.ui.button;
const Main = imports.ui.main;
const PANEL_HEIGHT = 32;
const TRAY_HEIGHT = 28;
const SHADOW_HEIGHT = 6;
// The panel has a transparent white background with a gradient.
const PANEL_TOP_COLOR = new Clutter.Color();
PANEL_TOP_COLOR.from_pixel(0xffffff99);
const PANEL_MIDDLE_COLOR = new Clutter.Color();
PANEL_MIDDLE_COLOR.from_pixel(0xffffff88);
const PANEL_BOTTOM_COLOR = new Clutter.Color();
PANEL_BOTTOM_COLOR.from_pixel(0xffffffaa);
const SHADOW_COLOR = new Clutter.Color();
SHADOW_COLOR.from_pixel(0x00000033);
const TRANSPARENT_COLOR = new Clutter.Color();
TRANSPARENT_COLOR.from_pixel(0x00000000);
// Darken (pressed) buttons; lightening has no effect on white backgrounds.
const PANEL_BUTTON_COLOR = new Clutter.Color();
PANEL_BUTTON_COLOR.from_pixel(0x00000015);
const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0x00000030);
const TRAY_BACKGROUND_COLOR = new Clutter.Color();
TRAY_BACKGROUND_COLOR.from_pixel(0xefefefff);
const TRAY_BORDER_COLOR = new Clutter.Color();
TRAY_BORDER_COLOR.from_pixel(0x00000033);
const TRAY_CORNER_RADIUS = 5;
const TRAY_BORDER_WIDTH = 1;
const TRAY_PADDING = 2;
const TRAY_SPACING = 2;
function Panel() {
this._init();
}
Panel.prototype = {
_init : function() {
let me = this;
let global = Shell.Global.get();
// Put the background under the panel within a group.
this.actor = new Clutter.Group();
// Create backBox, which contains two boxes, backUpper and backLower,
// for the background gradients and one for the shadow. The shadow at
// the bottom has a fixed height (packing flag NONE), and the rest of
// the height above is divided evenly between backUpper and backLower
// (with packing flag EXPAND).
let backBox = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
x: 0,
y: 0,
width: global.screen_width,
height: PANEL_HEIGHT + SHADOW_HEIGHT });
let backUpper = global.create_vertical_gradient(PANEL_TOP_COLOR,
PANEL_MIDDLE_COLOR);
let backLower = global.create_vertical_gradient(PANEL_MIDDLE_COLOR,
PANEL_BOTTOM_COLOR);
let shadow = global.create_vertical_gradient(SHADOW_COLOR,
TRANSPARENT_COLOR);
shadow.set_height(SHADOW_HEIGHT + 1);
backBox.append(backUpper, Big.BoxPackFlags.EXPAND);
backBox.append(backLower, Big.BoxPackFlags.EXPAND);
backBox.append(shadow, Big.BoxPackFlags.NONE);
this.actor.add_actor(backBox);
let box = new Big.Box({ x: 0,
y: 0,
height: PANEL_HEIGHT,
width: global.screen_width,
orientation: Big.BoxOrientation.HORIZONTAL,
spacing: 4 });
this.button = new Button.Button("Activities", PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT);
box.append(this.button.button, Big.BoxPackFlags.NONE);
let statusbox = new Big.Box();
this._statusmenu = new Shell.StatusMenu();
statusbox.append(this._statusmenu, Big.BoxPackFlags.NONE);
let statusbutton = new Button.Button(statusbox, PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
true, null, PANEL_HEIGHT);
statusbutton.button.connect('button-press-event', function (b, e) {
me._statusmenu.toggle(e);
return false;
});
box.append(statusbutton.button, Big.BoxPackFlags.END);
// We get a deactivated event when the popup disappears
this._statusmenu.connect('deactivated', function (sm) {
statusbutton.release();
});
this._clock = new Clutter.Text({ font_name: "Sans Bold 16px",
text: "" });
let pad = (PANEL_HEIGHT - this._clock.height) / 2;
let clockbox = new Big.Box({ padding_top: pad,
padding_bottom: pad,
padding_left: 4,
padding_right: 4 });
clockbox.append(this._clock, Big.BoxPackFlags.NONE);
box.append(clockbox, Big.BoxPackFlags.END);
// The tray icons live in trayBox within trayContainer.
// With Gtk 2.16, we can also use a transparent background for this.
// The trayBox is hidden when there are no tray icons.
let trayContainer = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
y_align: Big.BoxAlignment.CENTER });
box.append(trayContainer, Big.BoxPackFlags.END);
let trayBox = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL,
height: TRAY_HEIGHT,
background_color: TRAY_BACKGROUND_COLOR,
corner_radius: TRAY_CORNER_RADIUS,
border: TRAY_BORDER_WIDTH,
border_color: TRAY_BORDER_COLOR,
padding: TRAY_PADDING,
spacing: TRAY_SPACING });
trayBox.hide();
trayContainer.append(trayBox, Big.BoxPackFlags.NONE);
this._traymanager = new Shell.TrayManager({ bg_color: TRAY_BACKGROUND_COLOR });
this._traymanager.connect('tray-icon-added',
function(o, icon) {
trayBox.append(icon, Big.BoxPackFlags.NONE);
// Make sure the trayBox is shown.
trayBox.show();
});
this._traymanager.connect('tray-icon-removed',
function(o, icon) {
trayBox.remove_actor(icon);
if (trayBox.get_children().length == 0)
trayBox.hide();
});
this._traymanager.manage_stage(global.stage);
// TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
// We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
// have the overlay act like a menu that allows the user to release the mouse on the activity the user wants
// to switch to.
this.button.button.connect('button-press-event',
function(o, event) {
if (Main.overlay.visible)
Main.hide_overlay();
else
Main.show_overlay();
return true;
});
this.actor.add_actor(box);
global.stage.add_actor(this.actor);
// Declare just "box" (ie, not the drop shadow) as a shell actor
Main.addShellActor(box);
global.screen.connect('restacked',
function() {
me._restacked();
});
this._restacked();
// Start the clock
this._updateClock();
},
_restacked: function() {
let global = Shell.Global.get();
let windows = global.get_windows();
let i;
// We want to be visible unless there is a window with layer
// FULLSCREEN, or a window with layer OVERRIDE_REDIRECT that
// completely covers us. (We can't set a non-rectangular
// stage_input_area, so we don't let windows overlap us
// partially.). "override_redirect" is not actually a layer
// above all other windows, but this seems to be how mutter
// treats it currently...
//
// @windows is sorted bottom to top.
this.actor.show();
for (i = windows.length - 1; i > -1; i--) {
let layer = windows[i].get_meta_window().get_layer();
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
if (windows[i].x <= this.actor.x &&
windows[i].x + windows[i].width >= this.actor.x + this.actor.width &&
windows[i].y <= this.actor.y &&
windows[i].y + windows[i].height >= this.actor.y + PANEL_HEIGHT) {
this.actor.hide();
break;
}
} else if (layer == Meta.StackLayer.FULLSCREEN) {
this.actor.hide();
break;
} else
break;
}
},
_updateClock: function() {
let me = this;
let display_date = new Date();
let msec_remaining = 60000 - (1000 * display_date.getSeconds() +
display_date.getMilliseconds());
if (msec_remaining < 500) {
display_date.setMinutes(display_date.getMinutes() + 1);
msec_remaining += 60000;
}
this._clock.set_text(display_date.toLocaleFormat("%a %b %e, %l:%M %p"));
Mainloop.timeout_add(msec_remaining, function() {
me._updateClock();
return false;
});
},
overlayHidden: function() {
this.button.release();
}
};