gnome-shell/js/ui/layout.js
Dan Winship 0549f42030 panel, layout: clean up HotCorner handling
Move the HotCorner class from panel to layout, and make the panel
manage its own HotCorner.

Stick the panel's HotCorner into the Activities button actor (rather
than separately floating above it), so that hover tracking on the
button works properly without needing hacks in HotCorner.

https://bugzilla.gnome.org/show_bug.cgi?id=645759
2011-07-14 15:31:25 -04:00

324 lines
12 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Signals = imports.signals;
const St = imports.gi.St;
const Main = imports.ui.main;
const Tweener = imports.ui.tweener;
const HOT_CORNER_ACTIVATION_TIMEOUT = 0.5;
function LayoutManager() {
this._init.apply(this, arguments);
}
LayoutManager.prototype = {
_init: function () {
this._rtl = (St.Widget.get_default_direction() == St.TextDirection.RTL);
this.monitors = [];
this.primaryMonitor = null;
this.primaryIndex = -1;
this._hotCorners = [];
this._updateMonitors();
},
// This is called by Main after everything else is constructed;
// _updateHotCorners needs access to Main.panel, which didn't exist
// yet when the LayoutManager was constructed.
init: function() {
global.screen.connect('monitors-changed', Lang.bind(this, this._monitorsChanged));
this._updateHotCorners();
},
_updateMonitors: function() {
let screen = global.screen;
this.monitors = [];
let nMonitors = screen.get_n_monitors();
for (let i = 0; i < nMonitors; i++)
this.monitors.push(screen.get_monitor_geometry(i));
if (nMonitors == 1) {
this.primaryIndex = this.bottomIndex = 0;
} else {
// If there are monitors below the primary, then we need
// to split primary from bottom.
this.primaryIndex = this.bottomIndex = screen.get_primary_monitor();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (this._isAboveOrBelowPrimary(monitor)) {
if (monitor.y > this.monitors[this.bottomIndex].y)
this.bottomIndex = i;
}
}
}
this.primaryMonitor = this.monitors[this.primaryIndex];
this.bottomMonitor = this.monitors[this.bottomIndex];
},
_updateHotCorners: function() {
// destroy old hot corners
for (let i = 0; i < this._hotCorners.length; i++)
this._hotCorners[i].destroy();
this._hotCorners = [];
// build new hot corners
for (let i = 0; i < this.monitors.length; i++) {
if (i == this.primaryIndex)
continue;
let monitor = this.monitors[i];
let cornerX = this._rtl ? monitor.x + monitor.width : monitor.x;
let cornerY = monitor.y;
let haveTopLeftCorner = true;
// Check if we have a top left (right for RTL) corner.
// I.e. if there is no monitor directly above or to the left(right)
let besideX = this._rtl ? monitor.x + 1 : cornerX - 1;
let besideY = cornerY;
let aboveX = cornerX;
let aboveY = cornerY - 1;
for (let j = 0; j < this.monitors.length; j++) {
if (i == j)
continue;
let otherMonitor = this.monitors[j];
if (besideX >= otherMonitor.x &&
besideX < otherMonitor.x + otherMonitor.width &&
besideY >= otherMonitor.y &&
besideY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
if (aboveX >= otherMonitor.x &&
aboveX < otherMonitor.x + otherMonitor.width &&
aboveY >= otherMonitor.y &&
aboveY < otherMonitor.y + otherMonitor.height) {
haveTopLeftCorner = false;
break;
}
}
if (!haveTopLeftCorner)
continue;
let corner = new HotCorner();
this._hotCorners.push(corner);
corner.actor.set_position(cornerX, cornerY);
Main.chrome.addActor(corner.actor, { affectsStruts: false });
}
},
_monitorsChanged: function() {
this._updateMonitors();
this._updateHotCorners();
this.emit('monitors-changed');
},
_isAboveOrBelowPrimary: function(monitor) {
let primary = this.monitors[this.primaryIndex];
let monitorLeft = monitor.x, monitorRight = monitor.x + monitor.width;
let primaryLeft = primary.x, primaryRight = primary.x + primary.width;
if ((monitorLeft >= primaryLeft && monitorLeft <= primaryRight) ||
(monitorRight >= primaryLeft && monitorRight <= primaryRight) ||
(primaryLeft >= monitorLeft && primaryLeft <= monitorRight) ||
(primaryRight >= monitorLeft && primaryRight <= monitorRight))
return true;
return false;
},
get focusIndex() {
let screen = global.screen;
let display = screen.get_display();
let focusWindow = display.focus_window;
if (focusWindow) {
let wrect = focusWindow.get_outer_rect();
for (let i = 0; i < this.monitors.length; i++) {
let monitor = this.monitors[i];
if (monitor.x <= wrect.x && monitor.y <= wrect.y &&
monitor.x + monitor.width > wrect.x &&
monitor.y + monitor.height > wrect.y)
return i;
}
}
return this.primaryIndex;
},
get focusMonitor() {
return this.monitors[this.focusIndex];
}
};
Signals.addSignalMethods(LayoutManager.prototype);
// HotCorner:
//
// This class manages a "hot corner" that can toggle switching to
// overview.
function HotCorner() {
this._init();
}
HotCorner.prototype = {
_init : function() {
// We use this flag to mark the case where the user has entered the
// hot corner and has not left both the hot corner and a surrounding
// guard area (the "environs"). This avoids triggering the hot corner
// multiple times due to an accidental jitter.
this._entered = false;
this.actor = new Clutter.Group({ name: 'hot-corner-environs',
width: 3,
height: 3,
reactive: true });
this._corner = new Clutter.Rectangle({ name: 'hot-corner',
width: 1,
height: 1,
opacity: 0,
reactive: true });
this._corner._delegate = this;
this.actor.add_actor(this._corner);
if (St.Widget.get_default_direction() == St.TextDirection.RTL) {
this._corner.set_position(this.actor.width - this._corner.width, 0);
this.actor.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
} else {
this._corner.set_position(0, 0);
}
this._activationTime = 0;
this.actor.connect('leave-event',
Lang.bind(this, this._onEnvironsLeft));
// Clicking on the hot corner environs should result in the
// same behavior as clicking on the hot corner.
this.actor.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
// In addition to being triggered by the mouse enter event,
// the hot corner can be triggered by clicking on it. This is
// useful if the user wants to undo the effect of triggering
// the hot corner once in the hot corner.
this._corner.connect('enter-event',
Lang.bind(this, this._onCornerEntered));
this._corner.connect('button-release-event',
Lang.bind(this, this._onCornerClicked));
this._corner.connect('leave-event',
Lang.bind(this, this._onCornerLeft));
},
destroy: function() {
this.actor.destroy();
},
_addRipple : function(delay, time, startScale, startOpacity, finalScale, finalOpacity) {
// We draw a ripple by using a source image and animating it scaling
// outwards and fading away. We want the ripples to move linearly
// or it looks unrealistic, but if the opacity of the ripple goes
// linearly to zero it fades away too quickly, so we use Tweener's
// 'onUpdate' to give a non-linear curve to the fade-away and make
// it more visible in the middle section.
let [x, y] = this._corner.get_transformed_position();
let ripple = new St.BoxLayout({ style_class: 'ripple-box',
opacity: 255 * Math.sqrt(startOpacity),
scale_x: startScale,
scale_y: startScale,
x: x,
y: y });
ripple._opacity = startOpacity;
if (ripple.get_direction() == St.TextDirection.RTL)
ripple.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
Tweener.addTween(ripple, { _opacity: finalOpacity,
scale_x: finalScale,
scale_y: finalScale,
delay: delay,
time: time,
transition: 'linear',
onUpdate: function() { ripple.opacity = 255 * Math.sqrt(ripple._opacity); },
onComplete: function() { ripple.destroy(); } });
Main.uiGroup.add_actor(ripple);
},
rippleAnimation: function() {
// Show three concentric ripples expanding outwards; the exact
// parameters were found by trial and error, so don't look
// for them to make perfect sense mathematically
// delay time scale opacity => scale opacity
this._addRipple(0.0, 0.83, 0.25, 1.0, 1.5, 0.0);
this._addRipple(0.05, 1.0, 0.0, 0.7, 1.25, 0.0);
this._addRipple(0.35, 1.0, 0.0, 0.3, 1, 0.0);
},
handleDragOver: function(source, actor, x, y, time) {
if (source != Main.xdndHandler)
return;
if (!Main.overview.visible && !Main.overview.animationInProgress) {
this.rippleAnimation();
Main.overview.showTemporarily();
Main.overview.beginItemDrag(actor);
}
},
_onCornerEntered : function() {
if (!this._entered) {
this._entered = true;
if (!Main.overview.animationInProgress) {
this._activationTime = Date.now() / 1000;
this.rippleAnimation();
Main.overview.toggle();
}
}
return false;
},
_onCornerClicked : function() {
if (this.shouldToggleOverviewOnClick())
Main.overview.toggle();
return true;
},
_onCornerLeft : function(actor, event) {
if (event.get_related() != this.actor)
this._entered = false;
// Consume event, otherwise this will confuse onEnvironsLeft
return true;
},
_onEnvironsLeft : function(actor, event) {
if (event.get_related() != this._corner)
this._entered = false;
return false;
},
// Checks if the Activities button is currently sensitive to
// clicks. The first call to this function within the
// HOT_CORNER_ACTIVATION_TIMEOUT time of the hot corner being
// triggered will return false. This avoids opening and closing
// the overview if the user both triggered the hot corner and
// clicked the Activities button.
shouldToggleOverviewOnClick: function() {
if (Main.overview.animationInProgress)
return false;
if (this._activationTime == 0 || Date.now() / 1000 - this._activationTime > HOT_CORNER_ACTIVATION_TIMEOUT)
return true;
return false;
}
};