boxpointer: Don't set actor position during allocation
As per commit 044572cb60
boxpointer uses its own coordinates to position itself.
However this would lead to warning when mutter-clutter is compiled with debug
options as we'd might try to set the box coordinates during the allocation
cycle.
So, when calling _reposition during allocation, instead of setting the actor's
coordinates we just pass the allocation box and we adjust its origin, in order
to set it properly in the vfunc.
Fixes https://gitlab.gnome.org/GNOME/gnome-shell/issues/1382
https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/576
This commit is contained in:
parent
2fd120162f
commit
5481c1899f
@ -234,13 +234,10 @@ var BoxPointer = GObject.registerClass({
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this.set_allocation(box, flags);
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this.set_allocation(box, flags);
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let themeNode = this.get_theme_node();
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let themeNode = this.get_theme_node();
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box = themeNode.get_content_box(box);
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let rise = themeNode.get_length('-arrow-rise');
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let rise = themeNode.get_length('-arrow-rise');
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let childBox = new Clutter.ActorBox();
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let childBox = new Clutter.ActorBox();
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let availWidth = box.x2 - box.x1;
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let [availWidth, availHeight] = themeNode.get_content_box(box).get_size();
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let availHeight = box.y2 - box.y1;
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childBox.x1 = 0;
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childBox.x1 = 0;
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childBox.y1 = 0;
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childBox.y1 = 0;
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@ -269,8 +266,9 @@ var BoxPointer = GObject.registerClass({
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this.bin.allocate(childBox, flags);
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this.bin.allocate(childBox, flags);
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if (this._sourceActor && this._sourceActor.mapped) {
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if (this._sourceActor && this._sourceActor.mapped) {
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this._reposition();
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this._reposition(box);
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this._updateFlip();
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this._updateFlip(box);
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this.set_allocation(box, flags);
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}
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}
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}
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}
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@ -494,7 +492,7 @@ var BoxPointer = GObject.registerClass({
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this.setPosition(this._sourceActor, this._arrowAlignment);
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this.setPosition(this._sourceActor, this._arrowAlignment);
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}
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}
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_reposition() {
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_reposition(allocationBox) {
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let sourceActor = this._sourceActor;
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let sourceActor = this._sourceActor;
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let alignment = this._arrowAlignment;
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let alignment = this._arrowAlignment;
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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@ -607,9 +605,14 @@ var BoxPointer = GObject.registerClass({
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parent = parent.get_parent();
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parent = parent.get_parent();
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}
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}
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x = Math.floor(x);
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y = Math.floor(y);
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// Actually set the position
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// Actually set the position
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this.x = Math.floor(x);
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if (!allocationBox)
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this.y = Math.floor(y);
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this.set_position(x, y);
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else
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allocationBox.set_origin(x, y);
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}
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}
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// @origin: Coordinate specifying middle of the arrow, along
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// @origin: Coordinate specifying middle of the arrow, along
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@ -663,11 +666,11 @@ var BoxPointer = GObject.registerClass({
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return arrowSide;
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return arrowSide;
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}
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}
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_updateFlip() {
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_updateFlip(allocationBox) {
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let arrowSide = this._calculateArrowSide(this._userArrowSide);
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let arrowSide = this._calculateArrowSide(this._userArrowSide);
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if (this._arrowSide != arrowSide) {
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if (this._arrowSide != arrowSide) {
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this._arrowSide = arrowSide;
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this._arrowSide = arrowSide;
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this._reposition();
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this._reposition(allocationBox);
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Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
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Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
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this.queue_relayout();
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this.queue_relayout();
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return false;
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return false;
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