Switch all JavaScript variable names to firstWordLowerCase style to agree with the Style Guide.
svn path=/trunk/; revision=57
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@ -18,54 +18,54 @@ const PARTIAL_OPACITY = 0.4 * 255;
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const FULL_OPACITY = 255;
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function Button(text, button_color, pressed_button_color, min_width, min_height) {
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this._init(text, button_color, pressed_button_color, min_width, min_height);
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function Button(text, buttonColor, pressedButtonColor, minWidth, minHeight) {
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this._init(text, buttonColor, pressedButtonColor, minWidth, minHeight);
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}
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Button.prototype = {
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_init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) {
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_init : function(text, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight) {
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this._button_color = button_color
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if (button_color == null)
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this._button_color = DEFAULT_BUTTON_COLOR;
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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._pressed_button_color = pressed_button_color
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if (pressed_button_color == null)
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this._pressed_button_color = DEFAULT_PRESSED_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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if (stays_pressed == null)
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stays_pressed = false
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if (min_width == null)
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min_width = 0;
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if (min_height == null)
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min_height = 0;
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if (staysPressed == null)
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staysPressed = false
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if (minWidth == null)
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minWidth = 0;
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if (minHeight == null)
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minHeight = 0;
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// if stays_pressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
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// if staysPressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
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// is unpressed) or untill release() is called explicitly
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this._active = false;
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this._is_between_press_and_release = false;
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this._mouse_is_over_button = false;
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this._isBetweenPressAndRelease = false;
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this._mouseIsOverButton = false;
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this.button = new Clutter.Group({reactive: true});
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this._background = new Clutter.Rectangle({ color: this._button_color});
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this._pressed_background = new Clutter.Rectangle({ color: this._pressed_button_color, opacity: NO_OPACITY});
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this._background = new Clutter.Rectangle({ color: this._buttonColor});
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this._pressedBackground = new Clutter.Rectangle({ color: this._pressedButtonColor, opacity: NO_OPACITY});
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this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
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text: text});
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this._label.set_position(5, 5);
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let background_width = Math.max(this._label.get_width()+10, min_width);
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let background_height = Math.max(this._label.get_height()+10, min_height);
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this._background.set_width(background_width)
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this._background.set_height(background_height)
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this._pressed_background.set_width(background_width)
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this._pressed_background.set_height(background_height)
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let backgroundWidth = Math.max(this._label.get_width()+10, minWidth);
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let backgroundHeight = Math.max(this._label.get_height()+10, minHeight);
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this._background.set_width(backgroundWidth)
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this._background.set_height(backgroundHeight)
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this._pressedBackground.set_width(backgroundWidth)
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this._pressedBackground.set_height(backgroundHeight)
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this.button.add_actor(this._background);
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this.button.add_actor(this._pressed_background);
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this.button.add_actor(this._pressedBackground);
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this.button.add_actor(this._label);
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let me = this;
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this.button.connect('button-press-event',
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function(o, event) {
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me._is_between_press_and_release = true;
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Tweener.addTween(me._pressed_background,
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me._isBetweenPressAndRelease = true;
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Tweener.addTween(me._pressedBackground,
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{ time: ANIMATION_TIME,
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opacity: FULL_OPACITY,
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transition: "linear"
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@ -74,8 +74,8 @@ Button.prototype = {
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});
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this.button.connect('button-release-event',
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function(o, event) {
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me._is_between_press_and_release = false;
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if (!stays_pressed || me._active) {
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me._isBetweenPressAndRelease = false;
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if (!staysPressed || me._active) {
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me.release();
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} else {
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me._active = true;
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@ -84,33 +84,33 @@ Button.prototype = {
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});
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this.button.connect('enter-event',
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function(o, event) {
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me._mouse_is_over_button = true;
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me._mouseIsOverButton = true;
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if (!me._active) {
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Tweener.removeTweens(me._pressed_background);
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me._pressed_background.set_opacity(PARTIAL_OPACITY);
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Tweener.removeTweens(me._pressedBackground);
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me._pressedBackground.set_opacity(PARTIAL_OPACITY);
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}
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return false;
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});
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this.button.connect('leave-event',
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function(o, event) {
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me._is_between_press_and_release = false;
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me._mouse_is_over_button = false;
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me._isBetweenPressAndRelease = false;
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me._mouseIsOverButton = false;
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if (!me._active) {
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Tweener.removeTweens(me._pressed_background);
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me._pressed_background.set_opacity(NO_OPACITY);
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Tweener.removeTweens(me._pressedBackground);
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me._pressedBackground.set_opacity(NO_OPACITY);
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}
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return false;
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});
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},
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release : function() {
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if (!this._is_between_press_and_release) {
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if (!this._isBetweenPressAndRelease) {
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this._active = false;
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Tweener.removeTweens(this._pressed_background);
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if (this._mouse_is_over_button) {
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this._pressed_background.set_opacity(PARTIAL_OPACITY);
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Tweener.removeTweens(this._pressedBackground);
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if (this._mouseIsOverButton) {
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this._pressedBackground.set_opacity(PARTIAL_OPACITY);
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} else {
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this._pressed_background.set_opacity(NO_OPACITY);
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this._pressedBackground.set_opacity(NO_OPACITY);
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}
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}
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}
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@ -24,7 +24,7 @@ const WINDOW_OPACITY = 0.9 * 255;
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// counts we fall back to an algorithm. We need more schemes here
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// unless we have a really good algorithm.
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//
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// Each triplet is [x_center, y_center, scale] where the scale
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// Each triplet is [xCenter, yCenter, scale] where the scale
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// is relative to the width of the desktop.
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const POSITIONS = {
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1: [[0.5, 0.5, 0.8]],
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@ -55,7 +55,7 @@ Overlay.prototype = {
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this._group.hide();
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global.overlay_group.add_actor(this._group);
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this._window_clones = []
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this._windowClones = []
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},
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show : function() {
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@ -64,52 +64,52 @@ Overlay.prototype = {
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let global = Shell.global_get();
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let windows = global.get_windows();
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let desktop_window = null;
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let desktopWindow = null;
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let screen_width = global.screen_width
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let screen_height = global.screen_height
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let screenWidth = global.screen_width
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let screenHeight = global.screen_height
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for (let i = 0; i < windows.length; i++)
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if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
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desktop_window = windows[i];
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desktopWindow = windows[i];
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// The desktop windows are shown on top of a scaled down version of the
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// desktop. This is positioned at the right side of the screen
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this._desktop_width = screen_width * DESKTOP_SCALE;
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this._desktop_height = screen_height * DESKTOP_SCALE;
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this._desktop_x = screen_width - this._desktop_width - 10;
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this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
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this._desktopWidth = screenWidth * DESKTOP_SCALE;
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this._desktopHeight = screenHeight * DESKTOP_SCALE;
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this._desktopX = screenWidth - this._desktopWidth - 10;
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this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
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// If a file manager is displaying desktop icons, there will be a desktop window.
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// This window will have the size of the whole desktop. When such window is not present
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// (e.g. when the preference for showing icons on the desktop is disabled by the user
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// or we are running inside a Xephyr window), we should create a desktop rectangle
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// to serve as the background.
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if (desktop_window)
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this._createDesktopClone(desktop_window);
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if (desktopWindow)
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this._createDesktopClone(desktopWindow);
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else
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this._createDesktopRectangle();
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// Count the total number of windows so we know what layout scheme to use
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let n_windows = 0;
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let numberOfWindows = 0;
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for (let i = 0; i < windows.length; i++) {
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let w = windows[i];
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if (w == desktop_window || w.is_override_redirect())
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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n_windows++;
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numberOfWindows++;
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}
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// Now create actors for all the desktop windows. Do it in
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// reverse order so that the active actor ends up on top
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let window_index = 0;
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let windowIndex = 0;
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for (let i = windows.length - 1; i >= 0; i--) {
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let w = windows[i];
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if (w == desktop_window || w.is_override_redirect())
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if (w == desktopWindow || w.is_override_redirect())
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continue;
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this._createWindowClone(w, n_windows - window_index - 1, n_windows);
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this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows);
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window_index++;
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windowIndex++;
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}
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// All the the actors in the window group are completely obscured,
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@ -132,11 +132,11 @@ Overlay.prototype = {
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global.window_group.show()
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this._group.hide();
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for (let i = 0; i < this._window_clones.length; i++) {
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this._window_clones[i].destroy();
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for (let i = 0; i < this._windowClones.length; i++) {
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this._windowClones[i].destroy();
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}
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this._window_clones = [];
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this._windowClones = [];
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}
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},
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@ -156,22 +156,22 @@ Overlay.prototype = {
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// up identically.
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// We are also using (0,0) coordinates in both cases which makes the background
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// window animate out from behind the panel.
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let desktop_rectangle = new Clutter.Rectangle({ color: global.stage.color,
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let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color,
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reactive: true,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: global.screen_height });
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this._addDesktop(desktop_rectangle);
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this._addDesktop(desktopRectangle);
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},
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_addDesktop : function(desktop) {
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this._window_clones.push(desktop);
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this._windowClones.push(desktop);
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this._group.add_actor(desktop);
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Tweener.addTween(desktop,
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{ x: this._desktop_x,
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y: this._desktop_y,
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{ x: this._desktopX,
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y: this._desktopY,
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scale_x: DESKTOP_SCALE,
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scale_y: DESKTOP_SCALE,
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time: ANIMATION_TIME,
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@ -185,26 +185,26 @@ Overlay.prototype = {
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});
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},
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// window_index == 0 => top in stacking order
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_computeWindowPosition : function(window_index, n_windows) {
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if (n_windows in POSITIONS)
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return POSITIONS[n_windows][window_index];
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// windowIndex == 0 => top in stacking order
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_computeWindowPosition : function(windowIndex, numberOfWindows) {
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if (numberOfWindows in POSITIONS)
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return POSITIONS[numberOfWindows][windowIndex];
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// If we don't have a predefined scheme for this window count, overlap the windows
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// along the diagonal of the desktop (improve this!)
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let fraction = Math.sqrt(1/n_windows);
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let fraction = Math.sqrt(1/numberOfWindows);
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// The top window goes at the lower right - this is different from the
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// fixed position schemes where the windows are in "reading order"
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// and the top window goes at the upper left.
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let pos = (n_windows - window_index - 1) / (n_windows - 1);
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let x_center = (fraction / 2) + (1 - fraction) * pos;
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let y_center = x_center;
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let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
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let xCenter = (fraction / 2) + (1 - fraction) * pos;
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let yCenter = xCenter;
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return [x_center, y_center, fraction];
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return [xCenter, yCenter, fraction];
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},
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_createWindowClone : function(w, window_index, n_windows) {
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_createWindowClone : function(w, windowIndex, numberOfWindows) {
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// We show the window using "clones" of the texture .. separate
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// actors that mirror the original actors for the window. For
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// animation purposes, it may be better to actually move the
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@ -215,28 +215,28 @@ Overlay.prototype = {
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x: w.x,
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y: w.y });
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let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
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let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
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let desired_size = this._desktop_width * fraction;
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let desiredSize = this._desktopWidth * fraction;
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x_center = this._desktop_x + x_center * this._desktop_width;
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y_center = this._desktop_y + y_center * this._desktop_height;
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xCenter = this._desktopX + xCenter * this._desktopWidth;
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yCenter = this._desktopY + yCenter * this._desktopHeight;
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let size = clone.width;
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if (clone.height > size)
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size = clone.height;
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// Never scale up
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let scale = desired_size / size;
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let scale = desiredSize / size;
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if (scale > 1)
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scale = 1;
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this._group.add_actor(clone);
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this._window_clones.push(clone);
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this._windowClones.push(clone);
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Tweener.addTween(clone,
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{ x: x_center - 0.5 * scale * w.width,
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y: y_center - 0.5 * scale * w.height,
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{ x: xCenter - 0.5 * scale * w.width,
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y: yCenter - 0.5 * scale * w.height,
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scale_x: scale,
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scale_y: scale,
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time: ANIMATION_TIME,
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