26235bbe54
Start using the new methods to simplify signal cleanup. For now, focus on replacing existing cleanups; in most cases this means signals connected in the constructor and disconnected on destroy, but also other cases with a similarly defined lifetime (say: from show to hide). This doesn't change signal connections that only exist for a short time (say: once), handlers that are connected on-demand (say: the first time a particular method is called), or connections that aren't tracked (read: disconnected) at all. We will eventually replace the latter with connectObject() as well - especially from actor subclasses - but the changeset is already big enough as-is :-) Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1953>
655 lines
22 KiB
JavaScript
655 lines
22 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported BoxPointer */
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const { Clutter, GObject, Meta, St } = imports.gi;
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const Main = imports.ui.main;
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var PopupAnimation = {
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NONE: 0,
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SLIDE: 1 << 0,
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FADE: 1 << 1,
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FULL: ~0,
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};
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var POPUP_ANIMATION_TIME = 150;
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/**
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* BoxPointer:
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* @side: side to draw the arrow on
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* @binProperties: Properties to set on contained bin
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*
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* An actor which displays a triangle "arrow" pointing to a given
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* side. The .bin property is a container in which content can be
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* placed. The arrow position may be controlled via
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* setArrowOrigin(). The arrow side might be temporarily flipped
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* depending on the box size and source position to keep the box
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* totally inside the monitor workarea if possible.
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*
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*/
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var BoxPointer = GObject.registerClass({
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Signals: { 'arrow-side-changed': {} },
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}, class BoxPointer extends St.Widget {
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_init(arrowSide, binProperties) {
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super._init();
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this.set_offscreen_redirect(Clutter.OffscreenRedirect.ALWAYS);
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this._arrowSide = arrowSide;
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this._userArrowSide = arrowSide;
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this._arrowOrigin = 0;
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this._arrowActor = null;
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this.bin = new St.Bin(binProperties);
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this.add_actor(this.bin);
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this._border = new St.DrawingArea();
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this._border.connect('repaint', this._drawBorder.bind(this));
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this.add_actor(this._border);
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this.set_child_above_sibling(this.bin, this._border);
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this._sourceAlignment = 0.5;
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this._muteKeys = true;
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this._muteInput = true;
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this.connect('notify::visible', () => {
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if (this.visible)
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Meta.disable_unredirect_for_display(global.display);
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else
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Meta.enable_unredirect_for_display(global.display);
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});
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}
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vfunc_captured_event(event) {
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if (event.type() === Clutter.EventType.ENTER ||
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event.type() === Clutter.EventType.LEAVE)
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return Clutter.EVENT_PROPAGATE;
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let mute = event.type() === Clutter.EventType.KEY_PRESS ||
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event.type() === Clutter.EventType.KEY_RELEASE
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? this._muteKeys : this._muteInput;
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if (mute)
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return Clutter.EVENT_STOP;
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return Clutter.EVENT_PROPAGATE;
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}
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get arrowSide() {
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return this._arrowSide;
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}
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open(animate, onComplete) {
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let themeNode = this.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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let animationTime = animate & PopupAnimation.FULL ? POPUP_ANIMATION_TIME : 0;
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if (animate & PopupAnimation.FADE)
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this.opacity = 0;
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else
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this.opacity = 255;
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this._muteKeys = false;
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this.show();
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if (animate & PopupAnimation.SLIDE) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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this.translation_y = -rise;
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break;
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case St.Side.BOTTOM:
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this.translation_y = rise;
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break;
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case St.Side.LEFT:
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this.translation_x = -rise;
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break;
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case St.Side.RIGHT:
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this.translation_x = rise;
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break;
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}
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}
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this.ease({
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opacity: 255,
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translation_x: 0,
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translation_y: 0,
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duration: animationTime,
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mode: Clutter.AnimationMode.LINEAR,
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onComplete: () => {
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this._muteInput = false;
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if (onComplete)
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onComplete();
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},
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});
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}
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close(animate, onComplete) {
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if (!this.visible)
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return;
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let translationX = 0;
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let translationY = 0;
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let themeNode = this.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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let fade = animate & PopupAnimation.FADE;
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let animationTime = animate & PopupAnimation.FULL ? POPUP_ANIMATION_TIME : 0;
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if (animate & PopupAnimation.SLIDE) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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translationY = rise;
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break;
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case St.Side.BOTTOM:
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translationY = -rise;
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break;
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case St.Side.LEFT:
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translationX = rise;
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break;
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case St.Side.RIGHT:
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translationX = -rise;
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break;
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}
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}
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this._muteInput = true;
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this._muteKeys = true;
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this.remove_all_transitions();
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this.ease({
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opacity: fade ? 0 : 255,
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translation_x: translationX,
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translation_y: translationY,
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duration: animationTime,
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mode: Clutter.AnimationMode.LINEAR,
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onComplete: () => {
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this.hide();
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this.opacity = 0;
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this.translation_x = 0;
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this.translation_y = 0;
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if (onComplete)
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onComplete();
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},
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});
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}
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_adjustAllocationForArrow(isWidth, minSize, natSize) {
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let themeNode = this.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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minSize += borderWidth * 2;
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natSize += borderWidth * 2;
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if ((!isWidth && (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM)) ||
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(isWidth && (this._arrowSide == St.Side.LEFT || this._arrowSide == St.Side.RIGHT))) {
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let rise = themeNode.get_length('-arrow-rise');
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minSize += rise;
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natSize += rise;
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}
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return [minSize, natSize];
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}
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vfunc_get_preferred_width(forHeight) {
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let themeNode = this.get_theme_node();
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forHeight = themeNode.adjust_for_height(forHeight);
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let width = this.bin.get_preferred_width(forHeight);
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width = this._adjustAllocationForArrow(true, ...width);
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return themeNode.adjust_preferred_width(...width);
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}
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vfunc_get_preferred_height(forWidth) {
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let themeNode = this.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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forWidth = themeNode.adjust_for_width(forWidth);
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let height = this.bin.get_preferred_height(forWidth - 2 * borderWidth);
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height = this._adjustAllocationForArrow(false, ...height);
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return themeNode.adjust_preferred_height(...height);
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}
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vfunc_allocate(box) {
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if (this._sourceActor && this._sourceActor.mapped) {
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this._reposition(box);
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this._updateFlip(box);
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}
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this.set_allocation(box);
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let themeNode = this.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let rise = themeNode.get_length('-arrow-rise');
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let childBox = new Clutter.ActorBox();
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let [availWidth, availHeight] = themeNode.get_content_box(box).get_size();
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childBox.x1 = 0;
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childBox.y1 = 0;
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childBox.x2 = availWidth;
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childBox.y2 = availHeight;
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this._border.allocate(childBox);
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childBox.x1 = borderWidth;
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childBox.y1 = borderWidth;
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childBox.x2 = availWidth - borderWidth;
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childBox.y2 = availHeight - borderWidth;
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switch (this._arrowSide) {
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case St.Side.TOP:
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childBox.y1 += rise;
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break;
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case St.Side.BOTTOM:
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childBox.y2 -= rise;
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break;
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case St.Side.LEFT:
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childBox.x1 += rise;
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break;
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case St.Side.RIGHT:
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childBox.x2 -= rise;
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break;
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}
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this.bin.allocate(childBox);
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}
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_drawBorder(area) {
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let themeNode = this.get_theme_node();
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if (this._arrowActor) {
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let [sourceX, sourceY] = this._arrowActor.get_transformed_position();
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let [sourceWidth, sourceHeight] = this._arrowActor.get_transformed_size();
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let [absX, absY] = this.get_transformed_position();
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if (this._arrowSide == St.Side.TOP ||
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this._arrowSide == St.Side.BOTTOM)
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this._arrowOrigin = sourceX - absX + sourceWidth / 2;
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else
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this._arrowOrigin = sourceY - absY + sourceHeight / 2;
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}
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let base = themeNode.get_length('-arrow-base');
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let rise = themeNode.get_length('-arrow-rise');
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let borderRadius = themeNode.get_length('-arrow-border-radius');
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let halfBorder = borderWidth / 2;
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let halfBase = Math.floor(base / 2);
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let [width, height] = area.get_surface_size();
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let [boxWidth, boxHeight] = [width, height];
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if (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM)
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boxHeight -= rise;
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else
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boxWidth -= rise;
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let cr = area.get_context();
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// Translate so that box goes from 0,0 to boxWidth,boxHeight,
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// with the arrow poking out of that
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if (this._arrowSide == St.Side.TOP)
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cr.translate(0, rise);
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else if (this._arrowSide == St.Side.LEFT)
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cr.translate(rise, 0);
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let [x1, y1] = [halfBorder, halfBorder];
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let [x2, y2] = [boxWidth - halfBorder, boxHeight - halfBorder];
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let skipTopLeft = false;
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let skipTopRight = false;
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let skipBottomLeft = false;
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let skipBottomRight = false;
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if (rise) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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if (this._arrowOrigin == x1)
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skipTopLeft = true;
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else if (this._arrowOrigin == x2)
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skipTopRight = true;
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break;
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case St.Side.RIGHT:
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if (this._arrowOrigin == y1)
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skipTopRight = true;
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else if (this._arrowOrigin == y2)
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skipBottomRight = true;
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break;
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case St.Side.BOTTOM:
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if (this._arrowOrigin == x1)
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skipBottomLeft = true;
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else if (this._arrowOrigin == x2)
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skipBottomRight = true;
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break;
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case St.Side.LEFT:
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if (this._arrowOrigin == y1)
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skipTopLeft = true;
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else if (this._arrowOrigin == y2)
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skipBottomLeft = true;
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break;
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}
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}
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cr.moveTo(x1 + borderRadius, y1);
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if (this._arrowSide == St.Side.TOP && rise) {
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if (skipTopLeft) {
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cr.moveTo(x1, y2 - borderRadius);
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cr.lineTo(x1, y1 - rise);
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cr.lineTo(x1 + halfBase, y1);
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} else if (skipTopRight) {
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cr.lineTo(x2 - halfBase, y1);
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cr.lineTo(x2, y1 - rise);
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cr.lineTo(x2, y1 + borderRadius);
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} else {
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cr.lineTo(this._arrowOrigin - halfBase, y1);
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cr.lineTo(this._arrowOrigin, y1 - rise);
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cr.lineTo(this._arrowOrigin + halfBase, y1);
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}
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}
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if (!skipTopRight) {
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cr.lineTo(x2 - borderRadius, y1);
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cr.arc(x2 - borderRadius, y1 + borderRadius, borderRadius,
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3 * Math.PI / 2, Math.PI * 2);
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}
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if (this._arrowSide == St.Side.RIGHT && rise) {
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if (skipTopRight) {
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cr.lineTo(x2 + rise, y1);
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cr.lineTo(x2 + rise, y1 + halfBase);
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} else if (skipBottomRight) {
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cr.lineTo(x2, y2 - halfBase);
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cr.lineTo(x2 + rise, y2);
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cr.lineTo(x2 - borderRadius, y2);
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} else {
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cr.lineTo(x2, this._arrowOrigin - halfBase);
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cr.lineTo(x2 + rise, this._arrowOrigin);
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cr.lineTo(x2, this._arrowOrigin + halfBase);
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}
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}
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if (!skipBottomRight) {
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cr.lineTo(x2, y2 - borderRadius);
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cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius,
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0, Math.PI / 2);
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}
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if (this._arrowSide == St.Side.BOTTOM && rise) {
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if (skipBottomLeft) {
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cr.lineTo(x1 + halfBase, y2);
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cr.lineTo(x1, y2 + rise);
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cr.lineTo(x1, y2 - borderRadius);
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} else if (skipBottomRight) {
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cr.lineTo(x2, y2 + rise);
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cr.lineTo(x2 - halfBase, y2);
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} else {
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cr.lineTo(this._arrowOrigin + halfBase, y2);
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cr.lineTo(this._arrowOrigin, y2 + rise);
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cr.lineTo(this._arrowOrigin - halfBase, y2);
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}
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}
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if (!skipBottomLeft) {
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cr.lineTo(x1 + borderRadius, y2);
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cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius,
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Math.PI / 2, Math.PI);
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}
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if (this._arrowSide == St.Side.LEFT && rise) {
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if (skipTopLeft) {
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cr.lineTo(x1, y1 + halfBase);
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cr.lineTo(x1 - rise, y1);
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cr.lineTo(x1 + borderRadius, y1);
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} else if (skipBottomLeft) {
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cr.lineTo(x1 - rise, y2);
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cr.lineTo(x1 - rise, y2 - halfBase);
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} else {
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cr.lineTo(x1, this._arrowOrigin + halfBase);
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cr.lineTo(x1 - rise, this._arrowOrigin);
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cr.lineTo(x1, this._arrowOrigin - halfBase);
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}
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}
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if (!skipTopLeft) {
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cr.lineTo(x1, y1 + borderRadius);
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cr.arc(x1 + borderRadius, y1 + borderRadius, borderRadius,
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Math.PI, 3 * Math.PI / 2);
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}
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const [hasColor, bgColor] =
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themeNode.lookup_color('-arrow-background-color', false);
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if (hasColor) {
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Clutter.cairo_set_source_color(cr, bgColor);
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cr.fillPreserve();
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}
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if (borderWidth > 0) {
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let borderColor = themeNode.get_color('-arrow-border-color');
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Clutter.cairo_set_source_color(cr, borderColor);
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cr.setLineWidth(borderWidth);
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cr.stroke();
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}
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cr.$dispose();
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}
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setPosition(sourceActor, alignment) {
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if (!this._sourceActor || sourceActor != this._sourceActor) {
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this._sourceActor?.disconnectObject(this);
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this._sourceActor = sourceActor;
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this._sourceActor?.connectObject('destroy',
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() => (this._sourceActor = null), this);
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}
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this._arrowAlignment = alignment;
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this.queue_relayout();
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}
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setSourceAlignment(alignment) {
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this._sourceAlignment = alignment;
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if (!this._sourceActor)
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return;
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this.setPosition(this._sourceActor, this._arrowAlignment);
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}
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_reposition(allocationBox) {
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let sourceActor = this._sourceActor;
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let alignment = this._arrowAlignment;
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let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
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this._sourceExtents = sourceActor.get_transformed_extents();
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this._workArea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
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// Position correctly relative to the sourceActor
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const sourceAllocation = sourceActor.get_allocation_box();
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const sourceContentBox = sourceActor instanceof St.Widget
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? sourceActor.get_theme_node().get_content_box(sourceAllocation)
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: new Clutter.ActorBox({
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x2: sourceAllocation.get_width(),
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y2: sourceAllocation.get_height(),
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});
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let sourceTopLeft = this._sourceExtents.get_top_left();
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let sourceBottomRight = this._sourceExtents.get_bottom_right();
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let sourceCenterX = sourceTopLeft.x + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
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let sourceCenterY = sourceTopLeft.y + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
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let [, , natWidth, natHeight] = this.get_preferred_size();
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// We also want to keep it onscreen, and separated from the
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// edge by the same distance as the main part of the box is
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// separated from its sourceActor
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let workarea = this._workArea;
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let themeNode = this.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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let arrowBase = themeNode.get_length('-arrow-base');
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let borderRadius = themeNode.get_length('-arrow-border-radius');
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let margin = 4 * borderRadius + borderWidth + arrowBase;
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let gap = themeNode.get_length('-boxpointer-gap');
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let padding = themeNode.get_length('-arrow-rise');
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let resX, resY;
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switch (this._arrowSide) {
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case St.Side.TOP:
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resY = sourceBottomRight.y + gap;
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break;
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case St.Side.BOTTOM:
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resY = sourceTopLeft.y - natHeight - gap;
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break;
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case St.Side.LEFT:
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resX = sourceBottomRight.x + gap;
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break;
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case St.Side.RIGHT:
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resX = sourceTopLeft.x - natWidth - gap;
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break;
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}
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// Now align and position the pointing axis, making sure it fits on
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// screen. If the arrowOrigin is so close to the edge that the arrow
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// will not be isosceles, we try to compensate as follows:
|
|
// - We skip the rounded corner and settle for a right angled arrow
|
|
// as shown below. See _drawBorder for further details.
|
|
// |\_____
|
|
// |
|
|
// |
|
|
// - If the arrow was going to be acute angled, we move the position
|
|
// of the box to maintain the arrow's accuracy.
|
|
|
|
let arrowOrigin;
|
|
let halfBase = Math.floor(arrowBase / 2);
|
|
let halfBorder = borderWidth / 2;
|
|
let halfMargin = margin / 2;
|
|
let [x1, y1] = [halfBorder, halfBorder];
|
|
let [x2, y2] = [natWidth - halfBorder, natHeight - halfBorder];
|
|
|
|
switch (this._arrowSide) {
|
|
case St.Side.TOP:
|
|
case St.Side.BOTTOM:
|
|
resX = sourceCenterX - (halfMargin + (natWidth - margin) * alignment);
|
|
|
|
resX = Math.max(resX, workarea.x + padding);
|
|
resX = Math.min(resX, workarea.x + workarea.width - (padding + natWidth));
|
|
|
|
arrowOrigin = sourceCenterX - resX;
|
|
if (arrowOrigin <= (x1 + (borderRadius + halfBase))) {
|
|
if (arrowOrigin > x1)
|
|
resX += arrowOrigin - x1;
|
|
arrowOrigin = x1;
|
|
} else if (arrowOrigin >= (x2 - (borderRadius + halfBase))) {
|
|
if (arrowOrigin < x2)
|
|
resX -= x2 - arrowOrigin;
|
|
arrowOrigin = x2;
|
|
}
|
|
break;
|
|
|
|
case St.Side.LEFT:
|
|
case St.Side.RIGHT:
|
|
resY = sourceCenterY - (halfMargin + (natHeight - margin) * alignment);
|
|
|
|
resY = Math.max(resY, workarea.y + padding);
|
|
resY = Math.min(resY, workarea.y + workarea.height - (padding + natHeight));
|
|
|
|
arrowOrigin = sourceCenterY - resY;
|
|
if (arrowOrigin <= (y1 + (borderRadius + halfBase))) {
|
|
if (arrowOrigin > y1)
|
|
resY += arrowOrigin - y1;
|
|
arrowOrigin = y1;
|
|
} else if (arrowOrigin >= (y2 - (borderRadius + halfBase))) {
|
|
if (arrowOrigin < y2)
|
|
resY -= y2 - arrowOrigin;
|
|
arrowOrigin = y2;
|
|
}
|
|
break;
|
|
}
|
|
|
|
this.setArrowOrigin(arrowOrigin);
|
|
|
|
let parent = this.get_parent();
|
|
let success, x, y;
|
|
while (!success) {
|
|
[success, x, y] = parent.transform_stage_point(resX, resY);
|
|
parent = parent.get_parent();
|
|
}
|
|
|
|
// Actually set the position
|
|
allocationBox.set_origin(Math.floor(x), Math.floor(y));
|
|
}
|
|
|
|
// @origin: Coordinate specifying middle of the arrow, along
|
|
// the Y axis for St.Side.LEFT, St.Side.RIGHT from the top and X axis from
|
|
// the left for St.Side.TOP and St.Side.BOTTOM.
|
|
setArrowOrigin(origin) {
|
|
if (this._arrowOrigin != origin) {
|
|
this._arrowOrigin = origin;
|
|
this._border.queue_repaint();
|
|
}
|
|
}
|
|
|
|
// @actor: an actor relative to which the arrow is positioned.
|
|
// Differently from setPosition, this will not move the boxpointer itself,
|
|
// on the arrow
|
|
setArrowActor(actor) {
|
|
if (this._arrowActor != actor) {
|
|
this._arrowActor = actor;
|
|
this._border.queue_repaint();
|
|
}
|
|
}
|
|
|
|
_calculateArrowSide(arrowSide) {
|
|
let sourceTopLeft = this._sourceExtents.get_top_left();
|
|
let sourceBottomRight = this._sourceExtents.get_bottom_right();
|
|
let [, , boxWidth, boxHeight] = this.get_preferred_size();
|
|
let workarea = this._workArea;
|
|
|
|
switch (arrowSide) {
|
|
case St.Side.TOP:
|
|
if (sourceBottomRight.y + boxHeight > workarea.y + workarea.height &&
|
|
boxHeight < sourceTopLeft.y - workarea.y)
|
|
return St.Side.BOTTOM;
|
|
break;
|
|
case St.Side.BOTTOM:
|
|
if (sourceTopLeft.y - boxHeight < workarea.y &&
|
|
boxHeight < workarea.y + workarea.height - sourceBottomRight.y)
|
|
return St.Side.TOP;
|
|
break;
|
|
case St.Side.LEFT:
|
|
if (sourceBottomRight.x + boxWidth > workarea.x + workarea.width &&
|
|
boxWidth < sourceTopLeft.x - workarea.x)
|
|
return St.Side.RIGHT;
|
|
break;
|
|
case St.Side.RIGHT:
|
|
if (sourceTopLeft.x - boxWidth < workarea.x &&
|
|
boxWidth < workarea.x + workarea.width - sourceBottomRight.x)
|
|
return St.Side.LEFT;
|
|
break;
|
|
}
|
|
|
|
return arrowSide;
|
|
}
|
|
|
|
_updateFlip(allocationBox) {
|
|
let arrowSide = this._calculateArrowSide(this._userArrowSide);
|
|
if (this._arrowSide != arrowSide) {
|
|
this._arrowSide = arrowSide;
|
|
this._reposition(allocationBox);
|
|
|
|
this.emit('arrow-side-changed');
|
|
}
|
|
}
|
|
|
|
updateArrowSide(side) {
|
|
this._arrowSide = side;
|
|
this._border.queue_repaint();
|
|
|
|
this.emit('arrow-side-changed');
|
|
}
|
|
|
|
getPadding(side) {
|
|
return this.bin.get_theme_node().get_padding(side);
|
|
}
|
|
|
|
getArrowHeight() {
|
|
return this.get_theme_node().get_length('-arrow-rise');
|
|
}
|
|
});
|