3852176e80
Add a new icon button in button.js that fades in/out with a short delay when the mouse enters/leaves its parent. Use it for the information button of genericDisplay.
222 lines
7.7 KiB
JavaScript
222 lines
7.7 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Big = imports.gi.Big;
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Shell = imports.gi.Shell;
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const Tweener = imports.ui.tweener;
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const DEFAULT_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_BUTTON_COLOR.from_pixel(0xeeddcc66);
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const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
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DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xccbbaa66);
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function Button(widget, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight) {
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this._init(widget, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight);
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}
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Button.prototype = {
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_init : function(widgetOrText, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight) {
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let me = this;
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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._pressedButtonColor = pressedButtonColor
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if (pressedButtonColor == null)
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this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
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this._staysPressed = staysPressed
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if (staysPressed == null)
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this._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 this._staysPressed is true, this._active will be true past the first release of a button, until a subsequent one (the button
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// is unpressed) or until release() is called explicitly
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this._active = false;
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this._isBetweenPressAndRelease = false;
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this._mouseIsOverButton = false;
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this.button = new Big.Box({ reactive: true,
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corner_radius: 5,
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padding_left: 4,
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padding_right: 4,
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orientation: Big.BoxOrientation.HORIZONTAL,
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y_align: Big.BoxAlignment.CENTER
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});
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if (typeof widgetOrText == 'string') {
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this._widget = new Clutter.Text({ font_name: "Sans Bold 16px",
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text: widgetOrText });
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} else {
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this._widget = widgetOrText;
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}
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this.button.append(this._widget, Big.BoxPackFlags.EXPAND);
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this._minWidth = minWidth;
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this._minHeight = minHeight;
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this.button.connect('button-press-event',
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function(o, event) {
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me._isBetweenPressAndRelease = true;
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me.button.backgroundColor = me._pressedButtonColor;
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return false;
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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._isBetweenPressAndRelease = false;
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if (!me._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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}
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return false;
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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._mouseIsOverButton = true;
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if (!me._active) {
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me.button.backgroundColor = me._buttonColor;
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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._isBetweenPressAndRelease = false;
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me._mouseIsOverButton = false;
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if (!me._active) {
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me.button.backgroundColor = null;
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}
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return false;
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});
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},
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pressIn : function() {
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if (!this._isBetweenPressAndRelease && this._staysPressed) {
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this._active = true;
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this.button.backgroundColor = this._pressedButtonColor;
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}
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},
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release : function() {
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if (!this._isBetweenPressAndRelease && this._staysPressed) {
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this._active = false;
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if (this._mouseIsOverButton) {
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this.button.backgroundColor = this._buttonColor;
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} else {
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this.button.backgroundColor = null;
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}
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}
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}
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};
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/* Delay before the icon should appear, in seconds after the pointer has entered the parent */
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const SHOW_ICON_DELAY = 250; // 0.25 second
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const ANIMATION_TIME = 0.25;
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/* This is an icon button that fades in/out when mouse enters/leaves the parent.
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* A delay is used before the fading starts. You can force it to be shown if needed.
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*
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* parent -- used to show/hide the button depending on mouse entering/leaving it
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* size -- size in pixels of both the button and the icon it contains
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* texture -- optional, must be used if the texture for the icon is already created (else, use setIconFromName)
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*/
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function iconButton(parent, size, icon) {
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this._init(parent, size, icon);
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}
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iconButton.prototype = {
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_init : function(parent, size, texture) {
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this._size = size;
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if(texture)
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this.actor = texture;
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else
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this.actor = new Clutter.Texture({ width: this._size, height: this._size });
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this.actor.set_reactive(true);
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this.actor.set_opacity(0);
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parent.connect("enter-event", Lang.bind(this, function(actor, event) {
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this._shouldHide = false;
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// Nothing to do if the cursor has come back from a child of the parent actor
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if(actor.get_children().indexOf(Shell.get_event_related(event)) != -1)
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return;
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this._sourceId = Mainloop.timeout_add(SHOW_ICON_DELAY,
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Lang.bind(this, this._fadeIn));
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}));
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parent.connect("leave-event", Lang.bind(this, function(actor, event) {
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// Nothing to do if the cursor has merely entered a child of the parent actor
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if(actor.get_children().indexOf(Shell.get_event_related(event)) != -1)
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return;
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// Remember that we should not be visible to hide the button if forceShow is unset
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if(this._forceShow) {
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this._shouldHide = true;
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return;
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}
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this._fadeOut()
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}));
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},
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/// Private methods ///
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setIconFromName : function(iconName) {
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let iconTheme = Gtk.IconTheme.get_default();
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let iconInfo = iconTheme.lookup_icon(iconName, this._size, 0);
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if (!iconInfo)
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return;
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let iconPath = iconInfo.get_filename();
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this.actor.set_from_file(iconPath);
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},
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// Useful if we want to show the button immediately,
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// e.g. in case the mouse is already in the parent when the button is created
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show : function() {
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this.actor.set_opacity(255);
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},
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// If show is true, prevents the button from fading out
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forceShow : function(show) {
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this._forceShow = show;
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// Hide the button if it should have been hidden under normal conditions
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if(!this._forceShow && this._shouldHide) {
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this._fadeOut();
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}
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},
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/// Private methods ///
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_fadeIn : function() {
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if(this._sourceId) {
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Mainloop.source_remove(this._sourceId);
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this._sourceId = null;
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}
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Tweener.removeTweens(this.actor);
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Tweener.addTween(this.actor, { opacity: 255,
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time: ANIMATION_TIME,
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transition :"easeInQuad" });
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},
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_fadeOut : function() {
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if(this._sourceId) {
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Mainloop.source_remove(this._sourceId);
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this._sourceId = null;
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}
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Tweener.removeTweens(this.actor);
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Tweener.addTween(this.actor, { opacity: 0,
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time: ANIMATION_TIME,
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transition :"easeOutQuad" });
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}
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};
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