panel: make ActivitiesButton a PanelMenu.Button

The fact that everything in the top bar except the activities button
was a menu made various things difficult. Simplify this by making the
activities button be a menu too, but just hack it up a bit so that the
menu associated with the button never actually appears.

Fixes https://bugzilla.gnome.org/show_bug.cgi?id=645759 (Clicking on
Activities with menu up leaves a funny state) and its semi-dup 641253
(panel keynav between Activities and menus is quirky).
This commit is contained in:
Dan Winship 2011-07-14 08:56:14 -04:00
parent 544bdb4fb1
commit 50f248ec5b
2 changed files with 85 additions and 28 deletions

View File

@ -264,7 +264,7 @@ StTooltip StLabel {
}
.panel-corner:active,
.panel-corner:checked,
.panel-corner:overview,
.panel-corner:focus {
-panel-corner-inner-border-color: rgba(255,255,255,0.8);
}
@ -301,7 +301,7 @@ StTooltip StLabel {
}
.panel-button:active,
.panel-button:checked,
.panel-button:overview,
.panel-button:focus {
border-image: url("panel-button-border.svg") 10 10 0 2;
background-image: url("panel-button-highlight-wide.svg");

View File

@ -544,37 +544,41 @@ AppMenuButton.prototype = {
Signals.addSignalMethods(AppMenuButton.prototype);
// Activities button.
// Activities button. Because everything else in the top bar is a
// PanelMenu.Button, it simplifies some things to make this be one too.
// We just hack it up to not actually have a menu attached to it.
function ActivitiesButton() {
this._init.apply(this, arguments);
}
ActivitiesButton.prototype = {
__proto__: PanelMenu.Button.prototype,
_init: function() {
PanelMenu.Button.prototype._init.call(this, 0.0);
/* Translators: If there is no suitable word for "Activities"
in your language, you can use the word for "Overview". */
let label = new St.Label({ text: _("Activities") });
this.actor = new St.Button({ name: 'panelActivities',
style_class: 'panel-button',
reactive: true,
can_focus: true });
this.actor.set_child(label);
this.actor._delegate = this;
this.actor.child = label;
this.actor.name = 'panelActivities';
this.actor.connect('clicked', Lang.bind(this, function(b) {
if (!Main.overview.animationInProgress) {
this._hotCorner.maybeToggleOverviewOnClick();
return true;
} else {
return false;
}
}));
// Hack up our menu...
this.menu.open = Lang.bind(this, this._onMenuOpenRequest);
this.menu.close = Lang.bind(this, this._onMenuCloseRequest);
this.menu.toggle = Lang.bind(this, this._onMenuToggleRequest);
this.actor.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
this.actor.connect_after('button-release-event', Lang.bind(this, this._onButtonRelease));
this.actor.connect_after('key-release-event', Lang.bind(this, this._onKeyRelease));
Main.overview.connect('showing', Lang.bind(this, function() {
this.actor.checked = true;
this.actor.add_style_pseudo_class('overview');
this._escapeMenuGrab();
}));
Main.overview.connect('hiding', Lang.bind(this, function() {
this.actor.checked = false;
this.actor.remove_style_pseudo_class('overview');
this._escapeMenuGrab();
}));
this._hotCorner = null;
@ -595,6 +599,50 @@ ActivitiesButton.prototype = {
Lang.bind(this, this._xdndShowOverview, actor));
},
_escapeMenuGrab: function() {
if (this.menu.isOpen)
this.menu.close();
},
_onCapturedEvent: function(actor, event) {
if (event.type() == Clutter.EventType.BUTTON_PRESS) {
if (!this._hotCorner.shouldToggleOverviewOnClick())
return true;
}
return false;
},
_onMenuOpenRequest: function() {
this.menu.isOpen = true;
this.menu.emit('open-state-changed', true);
},
_onMenuCloseRequest: function() {
this.menu.isOpen = false;
this.menu.emit('open-state-changed', false);
},
_onMenuToggleRequest: function() {
this.menu.isOpen = !this.menu.isOpen;
this.menu.emit('open-state-changed', this.menu.isOpen);
},
_onButtonRelease: function() {
if (this.menu.isOpen) {
this.menu.close();
Main.overview.toggle();
}
},
_onKeyRelease: function(actor, event) {
let symbol = event.get_key_symbol();
if (symbol == Clutter.KEY_Return || symbol == Clutter.KEY_space) {
if (this.menu.isOpen)
this.menu.close();
Main.overview.toggle();
}
},
_xdndShowOverview: function(actor) {
let [x, y, mask] = global.get_pointer();
let pickedActor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
@ -841,9 +889,9 @@ HotCorner.prototype = {
},
_onCornerClicked : function() {
if (!Main.overview.animationInProgress)
this.maybeToggleOverviewOnClick();
return true;
if (this.shouldToggleOverviewOnClick())
Main.overview.toggle();
return true;
},
_onCornerLeft : function(actor, event) {
@ -862,13 +910,18 @@ HotCorner.prototype = {
return false;
},
// Toggles the overview unless this is the first click on the Activities button within the HOT_CORNER_ACTIVATION_TIMEOUT time
// of the hot corner being triggered. This check avoids opening and closing the overview if the user both triggered the hot corner
// and clicked the Activities button.
maybeToggleOverviewOnClick: function() {
// Checks if the Activities button is currently sensitive to
// clicks. The first call to this function within the
// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
// triggered will return false. This avoids opening and closing
// the overview if the user both triggered the hot corner and
// clicked the Activities button.
shouldToggleOverviewOnClick: function() {
if (Main.overview.animationInProgress)
return false;
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
Main.overview.toggle();
this._activationTime = 0;
return true;
return false;
}
}
@ -980,6 +1033,10 @@ Panel.prototype = {
this._activities = this.button = this._activitiesButton.actor;
this._leftBox.add(this._activities);
// The activities button has a pretend menu, so as to integrate
// more cleanly with the rest of the panel
this._menus.addMenu(this._activitiesButton.menu);
// Synchronize the button's pseudo classes with its corner
this.button.connect('style-changed', Lang.bind(this,
function(actor) {