[lg] Use scroll wheel in inspector to select parent actors

scroll-up selects the parent actor, then grandparent, etc. scroll-down
moves the selection back towards the frontmost actor.

https://bugzilla.gnome.org/show_bug.cgi?id=624940
This commit is contained in:
Dan Winship 2010-07-21 11:29:05 -04:00
parent 1a50b94b19
commit 09edf4ba59

View File

@ -382,11 +382,24 @@ Inspector.prototype = {
this._borderPaintTarget = null;
this._borderPaintId = null;
eventHandler.connect('destroy', Lang.bind(this, this._onDestroy));
eventHandler.connect('button-press-event', Lang.bind(this, this._onButtonPressEvent));
eventHandler.connect('scroll-event', Lang.bind(this, this._onScrollEvent));
eventHandler.connect('motion-event', Lang.bind(this, this._onMotionEvent));
Clutter.grab_pointer(eventHandler);
// this._target is the actor currently shown by the inspector.
// this._pointerTarget is the actor directly under the pointer.
// Normally these are the same, but if you use the scroll wheel
// to drill down, they'll diverge until you either scroll back
// out, or move the pointer outside of _pointerTarget.
this._target = null;
this._pointerTarget = null;
},
_close: function() {
Clutter.ungrab_pointer(this._eventHandler);
this._eventHandler.destroy();
this.emit('closed');
},
_onDestroy: function() {
@ -395,31 +408,70 @@ Inspector.prototype = {
},
_onButtonPressEvent: function (actor, event) {
Clutter.ungrab_pointer(this._eventHandler);
if (this._target) {
let [stageX, stageY] = event.get_coords();
this.emit('target', this._target, stageX, stageY);
}
this._close();
return true;
},
let [stageX, stageY] = event.get_coords();
let target = global.stage.get_actor_at_pos(Clutter.PickMode.ALL,
stageX,
stageY);
this.emit('target', target, stageX, stageY);
this._eventHandler.destroy();
this.emit('closed');
_onScrollEvent: function (actor, event) {
switch (event.get_scroll_direction()) {
case Clutter.ScrollDirection.UP:
// select parent
let parent = this._target.get_parent();
if (parent != null) {
this._target = parent;
this._update(event);
}
break;
case Clutter.ScrollDirection.DOWN:
// select child
if (this._target != this._pointerTarget) {
let child = this._pointerTarget;
while (child) {
let parent = child.get_parent();
if (parent == this._target)
break;
child = parent;
}
if (child) {
this._target = child;
this._update(event);
}
}
break;
default:
break;
}
return true;
},
_onMotionEvent: function (actor, event) {
this._update(event);
return true;
},
_update: function(event) {
let [stageX, stageY] = event.get_coords();
let target = global.stage.get_actor_at_pos(Clutter.PickMode.ALL,
stageX,
stageY);
if (target != this._pointerTarget)
this._target = target;
this._pointerTarget = target;
let position = '[inspect x: ' + stageX + ' y: ' + stageY + ']';
this._displayText.text = '';
this._displayText.text = position + ' ' + target;
this._displayText.text = position + ' ' + this._target;
if (this._borderPaintTarget != null)
this._borderPaintTarget.disconnect(this._borderPaintId);
this._borderPaintTarget = target;
this._borderPaintId = Shell.add_hook_paint_red_border(target);
return true;
this._borderPaintTarget = this._target;
this._borderPaintId = Shell.add_hook_paint_red_border(this._target);
}
};