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
This commit is contained in:
Colin Walters
2009-11-16 14:16:22 -05:00
parent 93f3412f70
commit 2f1ca7bf28
9 changed files with 28 additions and 544 deletions

View File

@ -4,8 +4,7 @@ dist_jsui_DATA = \
altTab.js \
appDisplay.js \
appFavorites.js \
appIcon.js \
button.js \
appIcon.js \
calendar.js \
chrome.js \
dash.js \

View File

@ -440,16 +440,18 @@ SwitcherList.prototype = {
addItem : function(item) {
// We want the St.Bin's padding to be clickable (since it will
// be part of the highlighted background color), so we put the
// bin inside the ButtonBox rather than vice versa.
// bin inside the Clickable rather than vice versa.
let bin = new St.Bin({ style_class: 'item-box' });
let bbox = new Shell.ButtonBox({ reactive: true });
let bbox = new St.Clickable({ reactive: true,
x_fill: true,
y_fill: true });
bin.add_actor(item);
bbox.append(bin, Big.BoxPackFlags.NONE);
bbox.set_child(bin);
this._list.add_actor(bbox);
let n = this._items.length;
bbox.connect('activate', Lang.bind(this, function () {
bbox.connect('clicked', Lang.bind(this, function () {
this._itemActivated(n);
}));
bbox.connect('enter-event', Lang.bind(this, function () {
@ -681,7 +683,7 @@ AppSwitcher.prototype = {
this.icons.push(appIcon);
this.addItem(appIcon.actor);
// SwitcherList creates its own Shell.ButtonBox; we want to
// SwitcherList creates its own St.Clickable; we want to
// avoid intercepting the events it wants.
appIcon.actor.reactive = false;

View File

@ -1,172 +0,0 @@
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Big = imports.gi.Big;
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const Tweener = imports.ui.tweener;
const DEFAULT_BUTTON_COLOR = new Clutter.Color();
DEFAULT_BUTTON_COLOR.from_pixel(0xeeddcc66);
const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xccbbaa66);
const DEFAULT_TEXT_COLOR = new Clutter.Color();
DEFAULT_TEXT_COLOR.from_pixel(0x000000ff);
const DEFAULT_FONT = 'Sans Bold 16px';
// Padding on the left and right side of the button.
const SIDE_PADDING = 14;
function Button(widget, buttonColor, pressedButtonColor, textColor, font) {
this._init(widget, buttonColor, pressedButtonColor, textColor, font);
}
Button.prototype = {
_init : function(widgetOrText, buttonColor, pressedButtonColor, textColor, font) {
this._buttonColor = buttonColor
if (buttonColor == null)
this._buttonColor = DEFAULT_BUTTON_COLOR;
this._pressedButtonColor = pressedButtonColor
if (pressedButtonColor == null)
this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
this._textColor = textColor;
if (textColor == null)
this._textColor = DEFAULT_TEXT_COLOR;
this._font = font;
if (font == null)
this._font = DEFAULT_FONT;
this._isBetweenPressAndRelease = false;
this._mouseIsOverButton = false;
this.actor = new Shell.ButtonBox({ reactive: true,
corner_radius: 5,
padding_left: SIDE_PADDING,
padding_right: SIDE_PADDING,
orientation: Big.BoxOrientation.HORIZONTAL,
y_align: Big.BoxAlignment.CENTER
});
if (typeof widgetOrText == 'string') {
this._widget = new Clutter.Text({ font_name: this._font,
color: this._textColor,
text: widgetOrText });
} else {
this._widget = widgetOrText;
}
this.actor.append(this._widget, Big.BoxPackFlags.EXPAND);
this.actor.connect('notify::hover', Lang.bind(this, this._updateColors));
this.actor.connect('notify::pressed', Lang.bind(this, this._updateColors));
this.actor.connect('notify::active', Lang.bind(this, this._updateColors));
},
_updateColors : function() {
if (this.actor.active || this.actor.pressed)
this.actor.backgroundColor = this._pressedButtonColor;
else if (this.actor.hover)
this.actor.backgroundColor = this._buttonColor;
else
this.actor.backgroundColor = null;
}
};
Signals.addSignalMethods(Button.prototype);
/* Delay before the icon should appear, in seconds after the pointer has entered the parent */
const ANIMATION_TIME = 0.25;
/* This is an icon button that fades in/out when mouse enters/leaves the parent.
* A delay is used before the fading starts. You can force it to be shown if needed.
*
* parent -- used to show/hide the button depending on mouse entering/leaving it
* size -- size in pixels of both the button and the icon it contains
* texture -- optional, must be used if the texture for the icon is already created (else, use setIconFromName)
*/
function IconButton(parent, size, texture) {
this._init(parent, size, texture);
}
IconButton.prototype = {
_init : function(parent, size, texture) {
this._size = size;
if (texture)
this.actor = texture;
else
this.actor = new Clutter.Texture({ width: this._size, height: this._size });
this.actor.set_reactive(true);
this.actor.set_opacity(0);
parent.connect("enter-event", Lang.bind(this, function(actor, event) {
this._shouldHide = false;
// Nothing to do if the cursor has come back from a child of the parent actor
if (actor.get_children().indexOf(event.get_related()) != -1)
return;
this._fadeIn();
}));
parent.connect("leave-event", Lang.bind(this, function(actor, event) {
// Nothing to do if the cursor has merely entered a child of the parent actor
if (actor.get_children().indexOf(event.get_related()) != -1)
return;
// Remember that we should not be visible to hide the button if forceShow is unset
if (this._forceShow) {
this._shouldHide = true;
return;
}
this._fadeOut();
}));
},
/// Private methods ///
setIconFromName : function(iconName) {
let iconTheme = Gtk.IconTheme.get_default();
let iconInfo = iconTheme.lookup_icon(iconName, this._size, 0);
if (!iconInfo)
return;
let iconPath = iconInfo.get_filename();
this.actor.set_from_file(iconPath);
},
// Useful if we want to show the button immediately,
// e.g. in case the mouse is already in the parent when the button is created
show : function() {
this.actor.set_opacity(255);
},
// If show is true, prevents the button from fading out
forceShow : function(show) {
this._forceShow = show;
// Hide the button if it should have been hidden under normal conditions
if (!this._forceShow && this._shouldHide) {
this._fadeOut();
}
},
/// Private methods ///
_fadeIn : function() {
Tweener.removeTweens(this.actor);
Tweener.addTween(this.actor, { opacity: 255,
time: ANIMATION_TIME,
transition :"easeInQuad" });
},
_fadeOut : function() {
Tweener.removeTweens(this.actor);
Tweener.addTween(this.actor, { opacity: 0,
time: ANIMATION_TIME,
transition :"easeOutQuad" });
}
};

View File

@ -16,7 +16,6 @@ const AppDisplay = imports.ui.appDisplay;
const DocDisplay = imports.ui.docDisplay;
const PlaceDisplay = imports.ui.placeDisplay;
const GenericDisplay = imports.ui.genericDisplay;
const Button = imports.ui.button;
const Main = imports.ui.main;
const DEFAULT_PADDING = 4;

View File

@ -13,7 +13,6 @@ const Signals = imports.signals;
const Gettext = imports.gettext.domain('gnome-shell');
const _ = Gettext.gettext;
const Button = imports.ui.button;
const Calendar = imports.ui.calendar;
const Main = imports.ui.main;
const StatusMenu = imports.ui.statusMenu;
@ -274,11 +273,12 @@ Panel.prototype = {
/* Button on the left side of the panel. */
/* Translators: If there is no suitable word for "Activities" in your language, you can use the word for "Overview". */
this.button = new Button.Button(_("Activities"), PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
PANEL_FOREGROUND_COLOR, DEFAULT_FONT);
this.button.actor.height = PANEL_HEIGHT;
let label = new St.Label({ text: _("Activities") });
this.button = new St.Clickable({ name: 'panelActivities' });
this.button.set_child(label);
this.button.height = PANEL_HEIGHT;
this._leftBox.append(this.button.actor, Big.BoxPackFlags.NONE);
this._leftBox.append(this.button, Big.BoxPackFlags.NONE);
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
@ -402,8 +402,9 @@ Panel.prototype = {
// We get into the Overview mode on button-press-event as opposed to button-release-event because eventually we'll probably
// have the Overview act like a menu that allows the user to release the mouse on the activity the user wants
// to switch to.
this.button.actor.connect('button-press-event', Lang.bind(this, function(b, e) {
if (e.get_button() == 1 && e.get_click_count() == 1 && !Main.overview.animationInProgress) {
this.button.connect('clicked', Lang.bind(this, function(b) {
let event = Clutter.get_current_event();
if (!Main.overview.animationInProgress) {
this._maybeToggleOverviewOnClick();
return true;
} else {
@ -414,10 +415,10 @@ Panel.prototype = {
// pressing the System key, Alt+F1 or Esc. We want the button to be pressed in when the Overview is entered
// and to be released when it is exited regardless of how it was triggered.
Main.overview.connect('showing', Lang.bind(this, function() {
this.button.actor.active = true;
this.button.active = true;
}));
Main.overview.connect('hiding', Lang.bind(this, function() {
this.button.actor.active = false;
this.button.active = false;
}));
Main.chrome.addActor(this.actor, { visibleInOverview: true });