boxpointer: Don't use the box allocation when calculating the arrow side
Depending on the current state of arrowSide, the box allocation may be wrong; e.g. if the user requested a TOP, but we flipped to a BOTTOM, the next request would look to the y2 value of the flipped BOTTOM, which is wrong. Instead, use the origin, plus the calculated preferred size of the box. https://bugzilla.gnome.org/show_bug.cgi?id=690608
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@ -548,29 +548,27 @@ const BoxPointer = new Lang.Class({
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_calculateArrowSide: function(arrowSide) {
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let sourceAllocation = Shell.util_get_transformed_allocation(this._sourceActor);
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let boxAllocation = Shell.util_get_transformed_allocation(this.actor);
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let boxWidth = boxAllocation.x2 - boxAllocation.x1;
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let boxHeight = boxAllocation.y2 - boxAllocation.y1;
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let [minWidth, minHeight, boxWidth, boxHeight] = this._container.get_preferred_size();
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let monitor = Main.layoutManager.findMonitorForActor(this.actor);
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switch (arrowSide) {
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case St.Side.TOP:
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if (boxAllocation.y2 > monitor.y + monitor.height &&
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if (sourceAllocation.y2 + boxHeight > monitor.y + monitor.height &&
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boxHeight < sourceAllocation.y1 - monitor.y)
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return St.Side.BOTTOM;
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break;
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case St.Side.BOTTOM:
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if (boxAllocation.y1 < monitor.y &&
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if (sourceAllocation.y1 - boxHeight < monitor.y &&
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boxHeight < monitor.y + monitor.height - sourceAllocation.y2)
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return St.Side.TOP;
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break;
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case St.Side.LEFT:
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if (boxAllocation.x2 > monitor.x + monitor.width &&
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if (sourceAllocation.y2 + boxWidth > monitor.x + monitor.width &&
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boxWidth < sourceAllocation.x1 - monitor.x)
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return St.Side.RIGHT;
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break;
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case St.Side.RIGHT:
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if (boxAllocation.x1 < monitor.x &&
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if (sourceAllocation.y1 - boxWidth < monitor.x &&
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boxWidth < monitor.x + monitor.width - sourceAllocation.x2)
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return St.Side.LEFT;
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break;
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