gnome-shell/js/ui/boxpointer.js

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