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