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).
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@ -264,7 +264,7 @@ StTooltip StLabel {
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}
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.panel-corner:active,
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.panel-corner:checked,
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.panel-corner:overview,
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.panel-corner:focus {
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-panel-corner-inner-border-color: rgba(255,255,255,0.8);
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}
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@ -301,7 +301,7 @@ StTooltip StLabel {
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}
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.panel-button:active,
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.panel-button:checked,
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.panel-button:overview,
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.panel-button:focus {
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border-image: url("panel-button-border.svg") 10 10 0 2;
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background-image: url("panel-button-highlight-wide.svg");
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107
js/ui/panel.js
107
js/ui/panel.js
@ -544,37 +544,41 @@ AppMenuButton.prototype = {
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Signals.addSignalMethods(AppMenuButton.prototype);
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// Activities button.
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// Activities button. Because everything else in the top bar is a
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// PanelMenu.Button, it simplifies some things to make this be one too.
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// We just hack it up to not actually have a menu attached to it.
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function ActivitiesButton() {
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this._init.apply(this, arguments);
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}
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ActivitiesButton.prototype = {
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__proto__: PanelMenu.Button.prototype,
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_init: function() {
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PanelMenu.Button.prototype._init.call(this, 0.0);
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/* Translators: If there is no suitable word for "Activities"
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in your language, you can use the word for "Overview". */
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let label = new St.Label({ text: _("Activities") });
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this.actor = new St.Button({ name: 'panelActivities',
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style_class: 'panel-button',
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reactive: true,
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can_focus: true });
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this.actor.set_child(label);
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this.actor._delegate = this;
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this.actor.child = label;
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this.actor.name = 'panelActivities';
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this.actor.connect('clicked', Lang.bind(this, function(b) {
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if (!Main.overview.animationInProgress) {
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this._hotCorner.maybeToggleOverviewOnClick();
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return true;
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} else {
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return false;
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}
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}));
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// Hack up our menu...
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this.menu.open = Lang.bind(this, this._onMenuOpenRequest);
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this.menu.close = Lang.bind(this, this._onMenuCloseRequest);
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this.menu.toggle = Lang.bind(this, this._onMenuToggleRequest);
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this.actor.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
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this.actor.connect_after('button-release-event', Lang.bind(this, this._onButtonRelease));
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this.actor.connect_after('key-release-event', Lang.bind(this, this._onKeyRelease));
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Main.overview.connect('showing', Lang.bind(this, function() {
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this.actor.checked = true;
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this.actor.add_style_pseudo_class('overview');
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this._escapeMenuGrab();
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}));
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Main.overview.connect('hiding', Lang.bind(this, function() {
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this.actor.checked = false;
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this.actor.remove_style_pseudo_class('overview');
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this._escapeMenuGrab();
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}));
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this._hotCorner = null;
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@ -595,6 +599,50 @@ ActivitiesButton.prototype = {
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Lang.bind(this, this._xdndShowOverview, actor));
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},
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_escapeMenuGrab: function() {
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if (this.menu.isOpen)
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this.menu.close();
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},
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_onCapturedEvent: function(actor, event) {
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if (event.type() == Clutter.EventType.BUTTON_PRESS) {
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if (!this._hotCorner.shouldToggleOverviewOnClick())
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return true;
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}
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return false;
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},
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_onMenuOpenRequest: function() {
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this.menu.isOpen = true;
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this.menu.emit('open-state-changed', true);
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},
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_onMenuCloseRequest: function() {
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this.menu.isOpen = false;
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this.menu.emit('open-state-changed', false);
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},
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_onMenuToggleRequest: function() {
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this.menu.isOpen = !this.menu.isOpen;
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this.menu.emit('open-state-changed', this.menu.isOpen);
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},
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_onButtonRelease: function() {
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if (this.menu.isOpen) {
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this.menu.close();
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Main.overview.toggle();
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}
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},
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_onKeyRelease: function(actor, event) {
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let symbol = event.get_key_symbol();
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if (symbol == Clutter.KEY_Return || symbol == Clutter.KEY_space) {
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if (this.menu.isOpen)
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this.menu.close();
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Main.overview.toggle();
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}
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},
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_xdndShowOverview: function(actor) {
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let [x, y, mask] = global.get_pointer();
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let pickedActor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
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@ -841,8 +889,8 @@ HotCorner.prototype = {
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},
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_onCornerClicked : function() {
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if (!Main.overview.animationInProgress)
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this.maybeToggleOverviewOnClick();
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if (this.shouldToggleOverviewOnClick())
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Main.overview.toggle();
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return true;
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},
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@ -862,13 +910,18 @@ HotCorner.prototype = {
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return false;
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},
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// Toggles the overview unless this is the first click on the Activities button within the HOT_CORNER_ACTIVATION_TIMEOUT time
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// of the hot corner being triggered. This check avoids opening and closing the overview if the user both triggered the hot corner
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// and clicked the Activities button.
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maybeToggleOverviewOnClick: function() {
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// Checks if the Activities button is currently sensitive to
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// clicks. The first call to this function within the
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// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
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// triggered will return false. This avoids opening and closing
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// the overview if the user both triggered the hot corner and
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// clicked the Activities button.
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shouldToggleOverviewOnClick: function() {
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if (Main.overview.animationInProgress)
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return false;
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if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
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Main.overview.toggle();
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this._activationTime = 0;
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return true;
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return false;
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}
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}
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@ -980,6 +1033,10 @@ Panel.prototype = {
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this._activities = this.button = this._activitiesButton.actor;
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this._leftBox.add(this._activities);
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// The activities button has a pretend menu, so as to integrate
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// more cleanly with the rest of the panel
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this._menus.addMenu(this._activitiesButton.menu);
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// Synchronize the button's pseudo classes with its corner
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this.button.connect('style-changed', Lang.bind(this,
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function(actor) {
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