Remove ShellButtonBox, button.js; Use St.Clickable in panel.js
StClickable replaces ShellButtonBox. Reduce the number of button-like things by deleting button.js. To do so, add CSS style for the actitivies button. https://bugzilla.gnome.org/show_bug.cgi?id=602131
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@ -4,8 +4,7 @@ dist_jsui_DATA = \
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altTab.js \
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appDisplay.js \
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appFavorites.js \
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appIcon.js \
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button.js \
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appIcon.js \
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calendar.js \
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chrome.js \
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dash.js \
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@ -440,16 +440,18 @@ SwitcherList.prototype = {
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addItem : function(item) {
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// We want the St.Bin's padding to be clickable (since it will
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// be part of the highlighted background color), so we put the
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// bin inside the ButtonBox rather than vice versa.
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// bin inside the Clickable rather than vice versa.
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let bin = new St.Bin({ style_class: 'item-box' });
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let bbox = new Shell.ButtonBox({ reactive: true });
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let bbox = new St.Clickable({ reactive: true,
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x_fill: true,
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y_fill: true });
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bin.add_actor(item);
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bbox.append(bin, Big.BoxPackFlags.NONE);
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bbox.set_child(bin);
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this._list.add_actor(bbox);
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let n = this._items.length;
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bbox.connect('activate', Lang.bind(this, function () {
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bbox.connect('clicked', Lang.bind(this, function () {
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this._itemActivated(n);
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}));
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bbox.connect('enter-event', Lang.bind(this, function () {
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@ -681,7 +683,7 @@ AppSwitcher.prototype = {
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this.icons.push(appIcon);
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this.addItem(appIcon.actor);
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// SwitcherList creates its own Shell.ButtonBox; we want to
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// SwitcherList creates its own St.Clickable; we want to
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// avoid intercepting the events it wants.
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appIcon.actor.reactive = false;
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172
js/ui/button.js
172
js/ui/button.js
@ -1,172 +0,0 @@
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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Big = imports.gi.Big;
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const Tweener = imports.ui.tweener;
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const DEFAULT_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_BUTTON_COLOR.from_pixel(0xeeddcc66);
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const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xccbbaa66);
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const DEFAULT_TEXT_COLOR = new Clutter.Color();
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DEFAULT_TEXT_COLOR.from_pixel(0x000000ff);
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const DEFAULT_FONT = 'Sans Bold 16px';
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// Padding on the left and right side of the button.
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const SIDE_PADDING = 14;
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function Button(widget, buttonColor, pressedButtonColor, textColor, font) {
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this._init(widget, buttonColor, pressedButtonColor, textColor, font);
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}
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Button.prototype = {
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_init : function(widgetOrText, buttonColor, pressedButtonColor, textColor, font) {
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this._buttonColor = buttonColor
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if (buttonColor == null)
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this._buttonColor = DEFAULT_BUTTON_COLOR;
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this._pressedButtonColor = pressedButtonColor
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if (pressedButtonColor == null)
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this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
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this._textColor = textColor;
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if (textColor == null)
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this._textColor = DEFAULT_TEXT_COLOR;
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this._font = font;
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if (font == null)
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this._font = DEFAULT_FONT;
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this._isBetweenPressAndRelease = false;
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this._mouseIsOverButton = false;
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this.actor = new Shell.ButtonBox({ reactive: true,
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corner_radius: 5,
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padding_left: SIDE_PADDING,
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padding_right: SIDE_PADDING,
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orientation: Big.BoxOrientation.HORIZONTAL,
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y_align: Big.BoxAlignment.CENTER
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});
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if (typeof widgetOrText == 'string') {
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this._widget = new Clutter.Text({ font_name: this._font,
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color: this._textColor,
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text: widgetOrText });
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} else {
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this._widget = widgetOrText;
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}
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this.actor.append(this._widget, Big.BoxPackFlags.EXPAND);
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this.actor.connect('notify::hover', Lang.bind(this, this._updateColors));
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this.actor.connect('notify::pressed', Lang.bind(this, this._updateColors));
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this.actor.connect('notify::active', Lang.bind(this, this._updateColors));
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},
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_updateColors : function() {
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if (this.actor.active || this.actor.pressed)
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this.actor.backgroundColor = this._pressedButtonColor;
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else if (this.actor.hover)
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this.actor.backgroundColor = this._buttonColor;
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else
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this.actor.backgroundColor = null;
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}
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};
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Signals.addSignalMethods(Button.prototype);
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/* Delay before the icon should appear, in seconds after the pointer has entered the parent */
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const ANIMATION_TIME = 0.25;
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/* This is an icon button that fades in/out when mouse enters/leaves the parent.
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* A delay is used before the fading starts. You can force it to be shown if needed.
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*
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* parent -- used to show/hide the button depending on mouse entering/leaving it
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* size -- size in pixels of both the button and the icon it contains
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* texture -- optional, must be used if the texture for the icon is already created (else, use setIconFromName)
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*/
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function IconButton(parent, size, texture) {
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this._init(parent, size, texture);
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}
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IconButton.prototype = {
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_init : function(parent, size, texture) {
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this._size = size;
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if (texture)
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this.actor = texture;
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else
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this.actor = new Clutter.Texture({ width: this._size, height: this._size });
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this.actor.set_reactive(true);
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this.actor.set_opacity(0);
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parent.connect("enter-event", Lang.bind(this, function(actor, event) {
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this._shouldHide = false;
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// Nothing to do if the cursor has come back from a child of the parent actor
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if (actor.get_children().indexOf(event.get_related()) != -1)
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return;
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this._fadeIn();
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}));
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parent.connect("leave-event", Lang.bind(this, function(actor, event) {
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// Nothing to do if the cursor has merely entered a child of the parent actor
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if (actor.get_children().indexOf(event.get_related()) != -1)
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return;
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// Remember that we should not be visible to hide the button if forceShow is unset
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if (this._forceShow) {
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this._shouldHide = true;
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return;
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}
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this._fadeOut();
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}));
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},
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/// Private methods ///
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setIconFromName : function(iconName) {
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let iconTheme = Gtk.IconTheme.get_default();
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let iconInfo = iconTheme.lookup_icon(iconName, this._size, 0);
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if (!iconInfo)
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return;
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let iconPath = iconInfo.get_filename();
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this.actor.set_from_file(iconPath);
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},
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// Useful if we want to show the button immediately,
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// e.g. in case the mouse is already in the parent when the button is created
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show : function() {
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this.actor.set_opacity(255);
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},
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// If show is true, prevents the button from fading out
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forceShow : function(show) {
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this._forceShow = show;
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// Hide the button if it should have been hidden under normal conditions
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if (!this._forceShow && this._shouldHide) {
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this._fadeOut();
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}
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},
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/// Private methods ///
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_fadeIn : function() {
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Tweener.removeTweens(this.actor);
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Tweener.addTween(this.actor, { opacity: 255,
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time: ANIMATION_TIME,
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transition :"easeInQuad" });
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},
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_fadeOut : function() {
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Tweener.removeTweens(this.actor);
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Tweener.addTween(this.actor, { opacity: 0,
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time: ANIMATION_TIME,
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transition :"easeOutQuad" });
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}
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};
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@ -16,7 +16,6 @@ const AppDisplay = imports.ui.appDisplay;
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const DocDisplay = imports.ui.docDisplay;
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const PlaceDisplay = imports.ui.placeDisplay;
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const GenericDisplay = imports.ui.genericDisplay;
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const Button = imports.ui.button;
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const Main = imports.ui.main;
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const DEFAULT_PADDING = 4;
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@ -13,7 +13,6 @@ const Signals = imports.signals;
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const Gettext = imports.gettext.domain('gnome-shell');
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const _ = Gettext.gettext;
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const Button = imports.ui.button;
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const Calendar = imports.ui.calendar;
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const Main = imports.ui.main;
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const StatusMenu = imports.ui.statusMenu;
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@ -274,11 +273,12 @@ Panel.prototype = {
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/* Button on the left side of the panel. */
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/* Translators: If there is no suitable word for "Activities" in your language, you can use the word for "Overview". */
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this.button = new Button.Button(_("Activities"), PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
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PANEL_FOREGROUND_COLOR, DEFAULT_FONT);
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this.button.actor.height = PANEL_HEIGHT;
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let label = new St.Label({ text: _("Activities") });
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this.button = new St.Clickable({ name: 'panelActivities' });
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this.button.set_child(label);
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this.button.height = PANEL_HEIGHT;
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this._leftBox.append(this.button.actor, Big.BoxPackFlags.NONE);
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this._leftBox.append(this.button, Big.BoxPackFlags.NONE);
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// We use this flag to mark the case where the user has entered the
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// hot corner and has not left both the hot corner and a surrounding
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@ -402,8 +402,9 @@ Panel.prototype = {
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// We get into the Overview mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// have the Overview act like a menu that allows the user to release the mouse on the activity the user wants
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// to switch to.
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this.button.actor.connect('button-press-event', Lang.bind(this, function(b, e) {
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if (e.get_button() == 1 && e.get_click_count() == 1 && !Main.overview.animationInProgress) {
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this.button.connect('clicked', Lang.bind(this, function(b) {
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let event = Clutter.get_current_event();
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if (!Main.overview.animationInProgress) {
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this._maybeToggleOverviewOnClick();
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return true;
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} else {
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@ -414,10 +415,10 @@ Panel.prototype = {
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// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the Overview is entered
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// and to be released when it is exited regardless of how it was triggered.
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Main.overview.connect('showing', Lang.bind(this, function() {
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this.button.actor.active = true;
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this.button.active = true;
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}));
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Main.overview.connect('hiding', Lang.bind(this, function() {
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this.button.actor.active = false;
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this.button.active = false;
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}));
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Main.chrome.addActor(this.actor, { visibleInOverview: true });
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