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
This commit is contained in:
Jasper St. Pierre 2012-12-21 09:17:49 -05:00
parent 2388de455b
commit d6cace32f5

View File

@ -548,29 +548,27 @@ const BoxPointer = new Lang.Class({
_calculateArrowSide: function(arrowSide) {
let sourceAllocation = Shell.util_get_transformed_allocation(this._sourceActor);
let boxAllocation = Shell.util_get_transformed_allocation(this.actor);
let boxWidth = boxAllocation.x2 - boxAllocation.x1;
let boxHeight = boxAllocation.y2 - boxAllocation.y1;
let [minWidth, minHeight, boxWidth, boxHeight] = this._container.get_preferred_size();
let monitor = Main.layoutManager.findMonitorForActor(this.actor);
switch (arrowSide) {
case St.Side.TOP:
if (boxAllocation.y2 > monitor.y + monitor.height &&
if (sourceAllocation.y2 + boxHeight > monitor.y + monitor.height &&
boxHeight < sourceAllocation.y1 - monitor.y)
return St.Side.BOTTOM;
break;
case St.Side.BOTTOM:
if (boxAllocation.y1 < monitor.y &&
if (sourceAllocation.y1 - boxHeight < monitor.y &&
boxHeight < monitor.y + monitor.height - sourceAllocation.y2)
return St.Side.TOP;
break;
case St.Side.LEFT:
if (boxAllocation.x2 > monitor.x + monitor.width &&
if (sourceAllocation.y2 + boxWidth > monitor.x + monitor.width &&
boxWidth < sourceAllocation.x1 - monitor.x)
return St.Side.RIGHT;
break;
case St.Side.RIGHT:
if (boxAllocation.x1 < monitor.x &&
if (sourceAllocation.y1 - boxWidth < monitor.x &&
boxWidth < monitor.x + monitor.width - sourceAllocation.x2)
return St.Side.LEFT;
break;