gnome-shell/js/ui/panel.js

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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Big = imports.gi.Big;
const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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 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();
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let statusmenu = 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) {
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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',
Lang.bind(Main.overlay, Main.overlay.toggle));
// In addition to pressing the button, the overlay can be entered and exited by other means, such as
// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the overlay is entered
// and to be released when it is exited regardless of how it was triggered.
Main.overlay.connect('showing', Lang.bind(this.button, this.button.pressIn));
Main.overlay.connect('hiding', Lang.bind(this.button, this.button.release));
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);
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global.screen.connect('restacked', Lang.bind(this, this._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 displayDate = new Date();
let msecRemaining = 60000 - (1000 * displayDate.getSeconds() +
displayDate.getMilliseconds());
if (msecRemaining < 500) {
displayDate.setMinutes(displayDate.getMinutes() + 1);
msecRemaining += 60000;
}
this._clock.set_text(displayDate.toLocaleFormat("%a %b %e, %l:%M %p"));
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Mainloop.timeout_add(msecRemaining, Lang.bind(this, this._updateClock));
return false;
}
};