gnome-shell/js/ui/genericDisplay.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;
const Gio = imports.gi.Gio;
const Gdk = imports.gi.Gdk;
const Gtk = imports.gi.Gtk;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Pango = imports.gi.Pango;
const Signals = imports.signals;
const Shell = imports.gi.Shell;
const Button = imports.ui.button;
const DND = imports.ui.dnd;
const Link = imports.ui.link;
const Main = imports.ui.main;
const RedisplayFlags = { NONE: 0,
RESET_CONTROLS: 1 << 0,
FULL: 1 << 1,
SUBSEARCH: 1 << 2 };
const ITEM_DISPLAY_NAME_COLOR = new Clutter.Color();
ITEM_DISPLAY_NAME_COLOR.from_pixel(0xffffffff);
const ITEM_DISPLAY_DESCRIPTION_COLOR = new Clutter.Color();
ITEM_DISPLAY_DESCRIPTION_COLOR.from_pixel(0xffffffbb);
const ITEM_DISPLAY_BACKGROUND_COLOR = new Clutter.Color();
ITEM_DISPLAY_BACKGROUND_COLOR.from_pixel(0x00000000);
const ITEM_DISPLAY_SELECTED_BACKGROUND_COLOR = new Clutter.Color();
ITEM_DISPLAY_SELECTED_BACKGROUND_COLOR.from_pixel(0x4f6fadaa);
const DISPLAY_CONTROL_SELECTED_COLOR = new Clutter.Color();
DISPLAY_CONTROL_SELECTED_COLOR.from_pixel(0x112288ff);
const PREVIEW_BOX_BACKGROUND_COLOR = new Clutter.Color();
PREVIEW_BOX_BACKGROUND_COLOR.from_pixel(0xADADADf0);
const DEFAULT_PADDING = 4;
const ITEM_DISPLAY_HEIGHT = 50;
const ITEM_DISPLAY_ICON_SIZE = 48;
const ITEM_DISPLAY_PADDING = 1;
const ITEM_DISPLAY_PADDING_RIGHT = 2;
const DEFAULT_COLUMN_GAP = 6;
const PREVIEW_ICON_SIZE = 96;
const PREVIEW_BOX_PADDING = 6;
const PREVIEW_BOX_SPACING = DEFAULT_PADDING;
const PREVIEW_BOX_CORNER_RADIUS = 10;
// how far relative to the full item width the preview box should be placed
const PREVIEW_PLACING = 3/4;
const PREVIEW_DETAILS_MIN_WIDTH = PREVIEW_ICON_SIZE * 2;
const INFORMATION_BUTTON_SIZE = 16;
/* This is a virtual class that represents a single display item containing
* a name, a description, and an icon. It allows selecting an item and represents
* it by highlighting it with a different background color than the default.
*/
function GenericDisplayItem() {
this._init();
}
GenericDisplayItem.prototype = {
_init: function() {
this.actor = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL,
spacing: ITEM_DISPLAY_PADDING,
reactive: true,
background_color: ITEM_DISPLAY_BACKGROUND_COLOR,
corner_radius: 4,
height: ITEM_DISPLAY_HEIGHT });
this.actor._delegate = this;
this.actor.connect('button-release-event',
Lang.bind(this,
function() {
// Activates the item by launching it
this.emit('activate');
return true;
}));
let draggable = DND.makeDraggable(this.actor);
draggable.connect('drag-begin', Lang.bind(this, this._onDragBegin));
this._infoContent = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL,
spacing: DEFAULT_PADDING });
this.actor.append(this._infoContent, Big.BoxPackFlags.EXPAND);
this._iconBox = new Big.Box();
this._infoContent.append(this._iconBox, Big.BoxPackFlags.NONE);
this._infoText = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
spacing: DEFAULT_PADDING });
this._infoContent.append(this._infoText, Big.BoxPackFlags.EXPAND);
let infoIconUri = "file://" + global.imagedir + "info.svg";
let infoIcon = Shell.TextureCache.get_default().load_uri_sync(Shell.TextureCachePolicy.FOREVER,
infoIconUri,
INFORMATION_BUTTON_SIZE,
INFORMATION_BUTTON_SIZE);
this._informationButton = new Button.IconButton(this.actor, INFORMATION_BUTTON_SIZE, infoIcon);
let buttonBox = new Big.Box({ width: INFORMATION_BUTTON_SIZE + 2 * DEFAULT_PADDING,
height: INFORMATION_BUTTON_SIZE,
padding_left: DEFAULT_PADDING, padding_right: DEFAULT_PADDING,
y_align: Big.BoxAlignment.CENTER });
buttonBox.append(this._informationButton.actor, Big.BoxPackFlags.NONE);
this.actor.append(buttonBox, Big.BoxPackFlags.END);
// Connecting to the button-press-event for the information button ensures that the actor,
// which is a draggable actor, does not get the button-press-event and doesn't initiate
// the dragging, which then prevents us from getting the button-release-event for the button.
this._informationButton.actor.connect('button-press-event',
Lang.bind(this,
function() {
return true;
}));
this._informationButton.actor.connect('button-release-event',
Lang.bind(this,
function() {
// Selects the item by highlighting it and displaying its details
this.emit('show-details');
return true;
}));
this._name = null;
this._description = null;
this._icon = null;
this._initialLoadComplete = false;
// An array of details description actors that we create over time for the item.
// It is used for updating the description text inside the details actor when
// the description text for the item is updated.
this._detailsDescriptions = [];
},
//// Draggable object interface ////
// Returns a cloned texture of the item's icon to represent the item as it
// is being dragged.
getDragActor: function(stageX, stageY) {
return this._createIcon();
},
// Returns the item icon, a separate copy of which is used to
// represent the item as it is being dragged. This is used to
// determine a snap-back location for the drag icon if it does
// not get accepted by any drop target.
getDragActorSource: function() {
return this._icon;
},
//// Public methods ////
// Shows the information button when the item was drawn under the mouse pointer.
onDrawnUnderPointer: function() {
this._informationButton.show();
},
// Highlights the item by setting a different background color than the default
// if isSelected is true, removes the highlighting otherwise.
markSelected: function(isSelected) {
let color;
if (isSelected) {
color = ITEM_DISPLAY_SELECTED_BACKGROUND_COLOR;
this._informationButton.forceShow(true);
}
else {
color = ITEM_DISPLAY_BACKGROUND_COLOR;
this._informationButton.forceShow(false);
}
this.actor.background_color = color;
},
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
/*
* Returns an actor containing item details. In the future details can have more information than what
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
* the preview pop-up has and be item-type specific.
*/
createDetailsActor: function() {
let details = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
spacing: PREVIEW_BOX_SPACING });
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
let mainDetails = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL,
spacing: PREVIEW_BOX_SPACING });
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
// Inner box with name and description
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
let textDetails = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
spacing: PREVIEW_BOX_SPACING });
let detailsName = new Clutter.Text({ color: ITEM_DISPLAY_NAME_COLOR,
font_name: "Sans bold 14px",
line_wrap: true,
text: this._name.text });
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
textDetails.append(detailsName, Big.BoxPackFlags.NONE);
let detailsDescription = new Clutter.Text({ color: ITEM_DISPLAY_NAME_COLOR,
font_name: "Sans 14px",
line_wrap: true,
text: this._description.text });
textDetails.append(detailsDescription, Big.BoxPackFlags.NONE);
this._detailsDescriptions.push(detailsDescription);
mainDetails.append(textDetails, Big.BoxPackFlags.EXPAND);
let previewIcon = this._createPreviewIcon();
let largePreviewIcon = this._createLargePreviewIcon();
if (previewIcon != null && largePreviewIcon == null) {
mainDetails.prepend(previewIcon, Big.BoxPackFlags.NONE);
}
details.append(mainDetails, Big.BoxPackFlags.NONE);
if (largePreviewIcon != null) {
let largePreview = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL });
largePreview.append(largePreviewIcon, Big.BoxPackFlags.NONE);
details.append(largePreview, Big.BoxPackFlags.NONE);
}
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
return details;
},
// Destroys the item.
destroy: function() {
this.actor.destroy();
},
//// Pure virtual public methods ////
// Performes an action associated with launching this item, such as opening a file or an application.
launch: function() {
throw new Error("Not implemented");
},
//// Protected methods ////
/*
* Creates the graphical elements for the item based on the item information.
*
* nameText - name of the item
* descriptionText - short description of the item
*/
_setItemInfo: function(nameText, descriptionText) {
if (this._name != null) {
// this also removes this._name from the parent container,
// so we don't need to call this.actor.remove_actor(this._name) directly
this._name.destroy();
this._name = null;
}
if (this._description != null) {
this._description.destroy();
this._description = null;
}
if (this._icon != null) {
// though we get the icon from elsewhere, we assume its ownership here,
// and therefore should be responsible for distroying it
this._icon.destroy();
this._icon = null;
}
this._icon = this._createIcon();
this._iconBox.append(this._icon, Big.BoxPackFlags.NONE);
this._name = new Clutter.Text({ color: ITEM_DISPLAY_NAME_COLOR,
font_name: "Sans 14px",
ellipsize: Pango.EllipsizeMode.END,
text: nameText });
this._infoText.append(this._name, Big.BoxPackFlags.EXPAND);
this._description = new Clutter.Text({ color: ITEM_DISPLAY_DESCRIPTION_COLOR,
font_name: "Sans 12px",
ellipsize: Pango.EllipsizeMode.END,
text: descriptionText ? descriptionText : ""
});
this._infoText.append(this._description, Big.BoxPackFlags.EXPAND);
},
// Sets the description text for the item, including the description text
// in the details actors that have been created for the item.
_setDescriptionText: function(text) {
this._description.text = text;
for (let i = 0; i < this._detailsDescriptions.length; i++) {
let detailsDescription = this._detailsDescriptions[i];
if (detailsDescription != null) {
detailsDescription.text = text;
}
}
},
//// Virtual protected methods ////
// Creates and returns a large preview icon, but only if we have a detailed image.
_createLargePreviewIcon : function() {
return null;
},
//// Pure virtual protected methods ////
// Returns an icon for the item.
_createIcon: function() {
throw new Error("Not implemented");
},
// Returns a preview icon for the item.
_createPreviewIcon: function() {
throw new Error("Not implemented");
},
//// Private methods ////
// Hides the information button once the item starts being dragged.
_onDragBegin : function (draggable, time) {
// For some reason, we are not getting leave-event signal when we are dragging an item,
// so we should remove the link manually.
this._informationButton.actor.hide();
}
};
Signals.addSignalMethods(GenericDisplayItem.prototype);
/* This is a virtual class that represents a display containing a collection of items
* that can be filtered with a search string.
*/
function GenericDisplay() {
this._init();
}
GenericDisplay.prototype = {
_init : function() {
this._search = '';
this._expanded = false;
this._maxItemsPerPage = null;
this._list = new Shell.OverflowList({ spacing: 6.0,
item_height: ITEM_DISPLAY_HEIGHT });
this._list.connect('notify::n-pages', Lang.bind(this, function () {
this._updateDisplayControl(true);
}));
this._list.connect('notify::page', Lang.bind(this, function () {
this._updateDisplayControl(false);
}));
// map<itemId, Object> where Object represents the item info
this._allItems = {};
// set<itemId>
this._matchedItems = {};
// sorted array of items matched by search
this._matchedItemKeys = [];
// map<itemId, GenericDisplayItem>
this._displayedItems = {};
this._openDetailIndex = -1;
this._selectedIndex = -1;
// These two are public - .actor is the normal "actor subclass" property,
// but we also expose a .displayControl actor which is separate.
// See also getNavigationArea.
this.actor = this._list;
this.displayControl = new Big.Box({ background_color: ITEM_DISPLAY_BACKGROUND_COLOR,
spacing: 12,
orientation: Big.BoxOrientation.HORIZONTAL});
},
//// Public methods ////
// Sets the search string and displays the matching items.
setSearch: function(text) {
let lowertext = text.toLowerCase();
if (lowertext == this._search)
return;
let flags = RedisplayFlags.RESET_CONTROLS;
if (this._search != '') {
if (lowertext.indexOf(this._search) == 0)
flags |= RedisplayFlags.SUBSEARCH;
}
this._search = lowertext;
this._redisplay(flags);
},
// Launches the item that is currently selected, closing the Overview
activateSelected: function() {
if (this._selectedIndex != -1) {
let selected = this._findDisplayedByIndex(this._selectedIndex);
selected.launch();
this.unsetSelected();
Main.overview.hide();
}
},
// Moves the selection one up. If the selection was already on the top item, it's moved
// to the bottom one. Returns true if the selection actually moved up, false if it wrapped
// around to the bottom.
selectUp: function() {
let count = this._list.displayedCount;
let selectedUp = true;
let prev = this._selectedIndex - 1;
if (this._selectedIndex <= 0) {
prev = count - 1;
selectedUp = false;
}
this._selectIndex(prev);
return selectedUp;
},
// Moves the selection one down. If the selection was already on the bottom item, it's moved
// to the top one. Returns true if the selection actually moved down, false if it wrapped
// around to the top.
selectDown: function() {
let count = this._list.displayedCount;
let selectedDown = true;
let next = this._selectedIndex + 1;
if (this._selectedIndex == count - 1) {
next = 0;
selectedDown = false;
}
this._selectIndex(next);
return selectedDown;
},
// Selects the first item among the displayed items.
selectFirstItem: function() {
if (this.hasItems())
this._selectIndex(0);
},
// Selects the last item among the displayed items.
selectLastItem: function() {
let count = this._list.displayedCount;
if (this.hasItems())
this._selectIndex(count - 1);
},
// Returns true if the display has some item selected.
hasSelected: function() {
return this._selectedIndex != -1;
},
// Removes selection if some display item is selected.
unsetSelected: function() {
this._selectIndex(-1);
},
// Returns true if the display has any displayed items.
hasItems: function() {
// TODO: figure out why this._list.displayedCount is returning a
// positive number when this._mathedItems.length is 0
// This can be triggered if a search string is entered for which there are no matches.
// log("this._mathedItems.length: " + this._matchedItems.length + " this._list.displayedCount " + this._list.displayedCount);
return this._matchedItemKeys.length > 0;
},
getMatchedItemsCount: function() {
return this._matchedItemKeys.length;
},
// Load the initial state
load: function() {
this._redisplay(RedisplayFlags.FULL);
},
// Should be called when the display is closed
resetState: function() {
this._filterReset();
this._openDetailIndex = -1;
},
// Returns an actor which acts as a sidebar; this is used for
// the applications category view
getNavigationArea: function () {
return null;
},
createDetailsForIndex: function(index) {
let item = this._findDisplayedByIndex(index);
return item.createDetailsActor();
},
// Displays the page specified by the pageNumber argument.
displayPage: function(pageNumber) {
// Cleanup from the previous selection, but don't unset this._selectedIndex
if (this.hasSelected()) {
this._findDisplayedByIndex(this._selectedIndex).markSelected(false);
}
this._list.page = pageNumber;
},
//// Protected methods ////
_recreateDisplayItems: function() {
this._removeAllDisplayItems();
this._setDefaultList();
for (let itemId in this._allItems) {
this._addDisplayItem(itemId);
}
},
// Creates a display item based on the information associated with itemId
// and adds it to the list of displayed items, but does not yet display it.
_addDisplayItem : function(itemId) {
if (this._displayedItems.hasOwnProperty(itemId)) {
log("Tried adding a display item for " + itemId + ", but an item with this item id is already among displayed items.");
return;
}
let itemInfo = this._allItems[itemId];
let displayItem = this._createDisplayItem(itemInfo);
displayItem.connect('activate',
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
Lang.bind(this,
function() {
// update the selection
this._selectIndex(this._list.get_actor_index(displayItem.actor));
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
this.activateSelected();
}));
displayItem.connect('show-details',
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
Lang.bind(this,
function() {
let index = this._list.get_actor_index(displayItem.actor);
/* Close the details pane if already open */
if (index == this._openDetailIndex) {
this._openDetailIndex = -1;
this.emit('show-details', -1);
} else {
this._openDetailIndex = index;
this.emit('show-details', index);
}
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
}));
this._displayedItems[itemId] = displayItem;
},
// Removes an item identifed by the itemId from the displayed items.
_removeDisplayItem: function(itemId) {
let count = this._list.displayedCount;
let displayItem = this._displayedItems[itemId];
let displayItemIndex = this._list.get_actor_index(displayItem.actor);
if (this.hasSelected() && count == 1) {
this.unsetSelected();
} else if (this.hasSelected() && displayItemIndex < this._selectedIndex) {
this.selectUp();
}
displayItem.destroy();
delete this._displayedItems[itemId];
},
// Removes all displayed items.
_removeAllDisplayItems: function() {
this.unsetSelected();
for (itemId in this._displayedItems)
this._removeDisplayItem(itemId);
},
// Return true if there's an active search or other constraint
// on the list
_filterActive: function() {
return this._search != "";
},
// Called when we are resetting state
_filterReset: function() {
this.unsetSelected();
},
_compareSearchMatch: function(a, b) {
let countA = this._matchedItems[a];
let countB = this._matchedItems[b];
if (countA > countB)
return -1;
else if (countA < countB)
return 1;
else
return this._compareItems(a, b);
},
_setMatches: function(matches) {
this._matchedItems = matches;
this._matchedItemKeys = [];
for (let itemId in this._matchedItems) {
this._matchedItemKeys.push(itemId);
}
this._matchedItemKeys.sort(Lang.bind(this, this._compareSearchMatch));
},
/**
* _redisplaySubSearch:
* A somewhat more optimized function called when we know
* that we're going to be displaying a subset of the items
* we already had, in the same order. In that case, we can
* just hide the actors that shouldn't be shown.
*/
_redisplaySubSearch: function() {
let matches = this._getSearchMatchedItems(true);
// Just hide all from the old set,
// we'll show the ones we want below
for (let itemId in this._displayedItems) {
let item = this._displayedItems[itemId];
item.actor.hide();
}
this._setMatches(matches);
for (let itemId in matches) {
let item = this._displayedItems[itemId];
item.actor.show();
}
this._list.queue_relayout();
},
_redisplayReordering: function() {
if (!this._filterActive()) {
this._setDefaultList();
} else {
this._setMatches(this._getSearchMatchedItems(false));
}
this._list.remove_all();
for (let i = 0; i < this._matchedItemKeys.length; i++) {
let itemId = this._matchedItemKeys[i];
let item = this._displayedItems[itemId];
item.actor.show();
this._list.add_actor(item.actor);
}
},
/*
* Updates the displayed items, applying the search string if one exists.
* @flags: Flags controlling redisplay behavior as follows:
* RESET_CONTROLS - indicates if the page selection should be reset when displaying the matching results.
* We reset the page selection when the change in results was initiated by the user by
* entering a different search criteria or by viewing the results list in a different
* size mode, but we keep the page selection the same if the results got updated on
* their own while the user was browsing through the result pages.
* SUBSEARCH - Indicates that the current _search is a superstring of the previous
* one, which implies we only need to re-search through previous results.
* FULL - Indicates that we need refresh all displayed items.
*/
_redisplay: function(flags) {
let resetPage = (flags & RedisplayFlags.RESET_CONTROLS) > 0;
let isSubSearch = (flags & RedisplayFlags.SUBSEARCH) > 0;
let fullReload = (flags & RedisplayFlags.FULL) > 0;
let hadSelected = this.hasSelected();
this.unsetSelected();
if (!this._initialLoadComplete)
fullReload = true;
if (!this._refreshCache())
fullReload = true;
if (fullReload) {
this._recreateDisplayItems();
this._initialLoadComplete = true;
}
if (isSubSearch) {
this._redisplaySubSearch();
} else {
this._redisplayReordering();
}
if (resetPage)
this._list.page = 0;
if (hadSelected) {
this._selectedIndex = -1;
this.selectFirstItem();
}
Mainloop.idle_add(Lang.bind(this, this._checkInformationIcon),
Meta.PRIORITY_BEFORE_REDRAW);
this.emit('redisplayed');
},
// Check if the pointer is over one of the items and display the information button if it is.
// We want to do this between finishing our changes to the display and the point where
// the display is redrawn.
_checkInformationIcon: function() {
let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE,
x, y);
if (actor != null) {
let item = this._findDisplayedByActor(actor);
if (item != null) {
item.onDrawnUnderPointer();
}
}
return false;
},
//// Pure virtual protected methods ////
// Performs the steps needed to have the latest information about the items.
// Implementation should return %true if we are up to date, and %false
// if a full reload occurred.
_refreshCache: function() {
throw new Error("Not implemented");
},
// Sets the list of the displayed items based on the default sorting order.
// The default sorting order is specific to each implementing class.
_setDefaultList: function() {
throw new Error("Not implemented");
},
// Compares items associated with the item ids based on the order in which the
// items should be displayed.
// Intended to be used as a compareFunction for array.sort().
// Returns an integer value indicating the result of the comparison.
_compareItems: function(itemIdA, itemIdB) {
throw new Error("Not implemented");
},
// Checks if the item info can be a match for the search string.
// Returns a boolean flag indicating if that's the case.
_isInfoMatching: function(itemInfo, search) {
throw new Error("Not implemented");
},
// Creates a display item based on itemInfo.
_createDisplayItem: function(itemInfo) {
throw new Error("Not implemented");
},
//// Private methods ////
_getItemSearchScore: function(itemId, terms) {
let item = this._allItems[itemId];
let score = 0;
for (let i = 0; i < terms.length; i++) {
let term = terms[i];
if (this._isInfoMatching(item, term)) {
score++;
}
}
return score;
},
_getSearchMatchedItems: function(isSubSearch) {
// Break the search up into terms, and search for each
// individual term. Keep track of the number of terms
// each item matched.
let terms = this._search.split(/\s+/);
let matchScores = {};
if (isSubSearch) {
for (let i = 0; i < this._matchedItemKeys.length; i++) {
let itemId = this._matchedItemKeys[i];
let score = this._getItemSearchScore(itemId, terms);
if (score > 0)
matchScores[itemId] = score;
}
} else {
for (let itemId in this._displayedItems) {
let score = this._getItemSearchScore(itemId, terms);
if (score > 0)
matchScores[itemId] = score;
}
}
return matchScores;
},
/*
* Updates the display control to reflect the matched items set and the page selected.
*
* resetDisplayControl - indicates if the display control should be re-created because
* the results or the space allocated for them changed. If it's false,
* the existing display control is used and only the page links are
* updated to reflect the current page selection.
*/
_updateDisplayControl: function(resetDisplayControl) {
if (resetDisplayControl) {
this.displayControl.remove_all();
let nPages = this._list.n_pages;
// Don't show the page indicator if there is only one page.
if (nPages == 1)
return;
let pageNumber = this._list.page;
for (let i = 0; i < nPages; i++) {
let pageControl = new Link.Link({ color: (i == pageNumber) ? DISPLAY_CONTROL_SELECTED_COLOR : ITEM_DISPLAY_DESCRIPTION_COLOR,
font_name: "Sans Bold 16px",
text: (i+1) + "",
reactive: (i == pageNumber) ? false : true});
this.displayControl.append(pageControl.actor, Big.BoxPackFlags.NONE);
// we use pageNumberLocalScope to get the page number right in the callback function
let pageNumberLocalScope = i;
pageControl.connect('clicked',
Lang.bind(this,
function(o, event) {
this.displayPage(pageNumberLocalScope);
}));
}
} else {
let pageControlActors = this.displayControl.get_children();
for (let i = 0; i < pageControlActors.length; i++) {
let pageControlActor = pageControlActors[i];
if (i == this._list.page) {
pageControlActor.color = DISPLAY_CONTROL_SELECTED_COLOR;
pageControlActor.reactive = false;
} else {
pageControlActor.color = ITEM_DISPLAY_DESCRIPTION_COLOR;
pageControlActor.reactive = true;
}
}
}
if (this.hasSelected()) {
this.selectFirstItem();
}
},
// Returns a display item based on its index in the ordering of the
// display children.
_findDisplayedByIndex: function(index) {
let actor = this._list.get_displayed_actor(index);
return this._findDisplayedByActor(actor);
},
// Returns a display item based on the actor that represents it in
// the display.
_findDisplayedByActor: function(actor) {
for (itemId in this._displayedItems) {
let item = this._displayedItems[itemId];
if (item.actor == actor) {
return item;
}
}
return null;
},
Bug 577338 – Show item details on click in the expanded view Change the overlay behavior to display more details about an item on single click and launch it on double click. When the item is clicked on in the expanded view, the details are shown in the area on the right that is allocated for showing details. The details pop-up is not shown for the item that was clicked on, but it is shown for other items on hover and for the item that was clicked if the mouse pointer is moved back to it. Both hovering and single clicking results in the details pop-up being shown in the regular view. (Single clicking actually doesn't do anything in the regular view, but the details pop-up is shown due to hovering within the time it takes to perform a single click.) The overlay now uses 3 columns on the wide screen for displaying items in the expanded view. This allows keeping the size of the details area the same for expanded and regular views. Add shell_get_button_event_click_count() to shell-global.[hc] to retrieve the click count for button press and release events. Add selectedItemDetails public variable actor to the generic display to contain the details of the selected item and be shown in the overlay when it is in the expanded view mode. Fix the bug when the sideshow section would loose selection in the expanded view if it did not have any items, and would not regain it if it was repopulated with some items (e.g. when the search string changes). The sideshow no longer takes overlay parent and width as constructor arguments. It is added to the overlay inside the overlay code and manages its own width instead (which is ok, since it is pretty much a private class within overlay). Clean up the way selection is moved when an item is launched in order to have selection on click and activation on double click be implemented in a similar fashion. An unneeded _activatedItem variable in generic display was removed, and the selected item is activated instead when necessary. The flow of processing signals changed so that generic display no longer waits for the selection from a different sideshow section to be removed before selecting an item that was clicked on. This removed the need for doActivate() function.
2009-03-31 18:12:33 +00:00
// Selects (e.g. highlights) a display item at the provided index,
// updates this.selectedItemDetails actor, and emits 'selected' signal.
_selectIndex: function(index) {
// Cleanup from the previous item
if (this.hasSelected()) {
this._findDisplayedByIndex(this._selectedIndex).markSelected(false);
}
this._selectedIndex = index;
if (index < 0)
return
// Mark the new item as selected and create its details pane
let item = this._findDisplayedByIndex(index);
item.markSelected(true);
this.emit('selected');
}
};
Signals.addSignalMethods(GenericDisplay.prototype);