64b2b4a7d4
Remove ShellGlobal's monitor-related methods, and have Main.layoutManager provide that information instead. Move Main._relayout() to LayoutManager, and have other objects connect to the layout manager's 'monitors-changed' signal to know when the screen geometry has changed. https://bugzilla.gnome.org/show_bug.cgi?id=636963
440 lines
16 KiB
JavaScript
440 lines
16 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const St = imports.gi.St;
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const Shell = imports.gi.Shell;
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const Main = imports.ui.main;
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const Tweener = imports.ui.tweener;
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const POPUP_ANIMATION_TIME = 0.15;
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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 setArrowOrigin().
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*
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*/
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function BoxPointer(side, binProperties) {
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this._init(side, binProperties);
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}
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BoxPointer.prototype = {
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_init: function(arrowSide, binProperties) {
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this._arrowSide = arrowSide;
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this._arrowOrigin = 0;
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this.actor = new St.Bin({ x_fill: true,
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y_fill: true });
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this._container = new Shell.GenericContainer();
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this.actor.set_child(this._container);
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this._container.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth));
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this._container.connect('get-preferred-height', Lang.bind(this, this._getPreferredHeight));
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this._container.connect('allocate', Lang.bind(this, this._allocate));
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this.bin = new St.Bin(binProperties);
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this._container.add_actor(this.bin);
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this._border = new St.DrawingArea();
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this._border.connect('repaint', Lang.bind(this, this._drawBorder));
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this._container.add_actor(this._border);
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this.bin.raise(this._border);
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this._xOffset = 0;
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this._yOffset = 0;
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this._xPosition = 0;
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this._yPosition = 0;
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},
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show: function(animate, onComplete) {
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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this.opacity = 0;
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this.actor.show();
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if (animate) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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this.yOffset = -rise;
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break;
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case St.Side.BOTTOM:
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this.yOffset = rise;
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break;
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case St.Side.LEFT:
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this.xOffset = -rise;
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break;
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case St.Side.RIGHT:
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this.xOffset = rise;
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break;
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}
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}
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Tweener.addTween(this, { opacity: 255,
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xOffset: 0,
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yOffset: 0,
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transition: "linear",
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onComplete: onComplete,
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time: POPUP_ANIMATION_TIME });
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},
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hide: function(animate, onComplete) {
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let xOffset = 0;
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let yOffset = 0;
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let themeNode = this.actor.get_theme_node();
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let rise = themeNode.get_length('-arrow-rise');
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if (animate) {
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switch (this._arrowSide) {
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case St.Side.TOP:
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yOffset = rise;
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break;
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case St.Side.BOTTOM:
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yOffset = -rise;
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break;
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case St.Side.LEFT:
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xOffset = rise;
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break;
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case St.Side.RIGHT:
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xOffset = -rise;
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break;
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}
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}
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Tweener.addTween(this, { opacity: 0,
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xOffset: xOffset,
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yOffset: yOffset,
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transition: "linear",
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time: POPUP_ANIMATION_TIME,
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onComplete: Lang.bind(this, function () {
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this.actor.hide();
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this.xOffset = 0;
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this.yOffset = 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: function(isWidth, alloc) {
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let themeNode = this.actor.get_theme_node();
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let borderWidth = themeNode.get_length('-arrow-border-width');
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alloc.min_size += borderWidth * 2;
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alloc.natural_size += 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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alloc.min_size += rise;
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alloc.natural_size += rise;
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}
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},
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_getPreferredWidth: function(actor, forHeight, alloc) {
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let [minInternalSize, natInternalSize] = this.bin.get_preferred_width(forHeight);
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alloc.min_size = minInternalSize;
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alloc.natural_size = natInternalSize;
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this._adjustAllocationForArrow(true, alloc);
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},
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_getPreferredHeight: function(actor, forWidth, alloc) {
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let [minSize, naturalSize] = this.bin.get_preferred_height(forWidth);
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alloc.min_size = minSize;
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alloc.natural_size = naturalSize;
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this._adjustAllocationForArrow(false, alloc);
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},
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_allocate: function(actor, box, flags) {
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let themeNode = this.actor.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 = box.x2 - box.x1;
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let availHeight = box.y2 - box.y1;
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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, flags);
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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, flags);
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if (this._sourceActor && this._sourceActor.mapped)
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this._reposition(this._sourceActor, this._gap, this._alignment);
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},
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_drawBorder: function(area) {
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let themeNode = this.actor.get_theme_node();
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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 borderColor = themeNode.get_color('-arrow-border-color');
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let backgroundColor = themeNode.get_color('-arrow-background-color');
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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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}
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let cr = area.get_context();
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Clutter.cairo_set_source_color(cr, borderColor);
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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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}
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let [x1, y1] = [halfBorder, halfBorder];
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let [x2, y2] = [boxWidth - halfBorder, boxHeight - halfBorder];
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cr.moveTo(x1 + borderRadius, y1);
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if (this._arrowSide == St.Side.TOP) {
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if (this._arrowOrigin < (x1 + (borderRadius + halfBase))) {
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cr.lineTo(this._arrowOrigin, y1 - rise);
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cr.lineTo(Math.max(x1 + borderRadius, this._arrowOrigin) + halfBase, y1);
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} else if (this._arrowOrigin > (x2 - (borderRadius + halfBase))) {
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cr.lineTo(Math.min(x2 - borderRadius, this._arrowOrigin) - halfBase, y1);
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cr.lineTo(this._arrowOrigin, y1 - rise);
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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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cr.lineTo(x2 - borderRadius, y1);
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// top-right corner
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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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if (this._arrowSide == St.Side.RIGHT) {
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if (this._arrowOrigin < (y1 + (borderRadius + halfBase))) {
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cr.lineTo(x2 + rise, this._arrowOrigin);
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cr.lineTo(x2, Math.max(y1 + borderRadius, this._arrowOrigin) + halfBase);
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} else if (this._arrowOrigin > (y2 - (borderRadius + halfBase))) {
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cr.lineTo(x2, Math.min(y2 - borderRadius, this._arrowOrigin) - halfBase);
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cr.lineTo(x2 + rise, this._arrowOrigin);
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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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cr.lineTo(x2, y2 - borderRadius);
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// bottom-right corner
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cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius,
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0, Math.PI/2);
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if (this._arrowSide == St.Side.BOTTOM) {
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if (this._arrowOrigin < (x1 + (borderRadius + halfBase))) {
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cr.lineTo(Math.max(x1 + borderRadius, this._arrowOrigin) + halfBase, y2);
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cr.lineTo(this._arrowOrigin, y2 + rise);
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} else if (this._arrowOrigin > (x2 - (borderRadius + halfBase))) {
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cr.lineTo(this._arrowOrigin, y2 + rise);
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cr.lineTo(Math.min(x2 - borderRadius, this._arrowOrigin) - 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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cr.lineTo(x1 + borderRadius, y2);
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// bottom-left corner
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cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius,
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Math.PI/2, Math.PI);
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if (this._arrowSide == St.Side.LEFT) {
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if (this._arrowOrigin < (y1 + (borderRadius + halfBase))) {
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cr.lineTo(x1, Math.max(y1 + borderRadius, this._arrowOrigin) + halfBase);
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cr.lineTo(x1 - rise, this._arrowOrigin);
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} else if (this._arrowOrigin > (y2 - (borderRadius + halfBase))) {
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cr.lineTo(x1 - rise, this._arrowOrigin);
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cr.lineTo(x1, Math.min(y2 - borderRadius, this._arrowOrigin) - 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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cr.lineTo(x1, y1 + borderRadius);
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// top-left corner
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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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Clutter.cairo_set_source_color(cr, backgroundColor);
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cr.fillPreserve();
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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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setPosition: function(sourceActor, gap, alignment) {
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// We need to show it now to force an allocation,
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// so that we can query the correct size.
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this.actor.show();
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this._sourceActor = sourceActor;
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this._gap = gap;
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this._alignment = alignment;
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this._reposition(sourceActor, gap, alignment);
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},
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_reposition: function(sourceActor, gap, alignment) {
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// Position correctly relative to the sourceActor
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let sourceNode = sourceActor.get_theme_node();
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let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
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let sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
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let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) / 2;
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let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) / 2;
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let [minWidth, minHeight, natWidth, natHeight] = this.actor.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 primary = Main.layoutManager.primaryMonitor;
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let themeNode = this.actor.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 halfMargin = margin / 2;
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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 = sourceAllocation.y2 + gap;
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break;
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case St.Side.BOTTOM:
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resY = sourceAllocation.y1 - natHeight - gap;
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break;
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case St.Side.LEFT:
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resX = sourceAllocation.x2 + gap;
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break;
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case St.Side.RIGHT:
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resX = sourceAllocation.x1 - natWidth - gap;
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break;
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}
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// Now align and position the pointing axis, making sure
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// it fits on screen
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switch (this._arrowSide) {
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case St.Side.TOP:
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case St.Side.BOTTOM:
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resX = sourceCenterX - (halfMargin + (natWidth - margin) * alignment);
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resX = Math.max(resX, primary.x + 10);
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resX = Math.min(resX, primary.x + primary.width - (10 + natWidth));
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this.setArrowOrigin(sourceCenterX - resX);
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break;
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case St.Side.LEFT:
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case St.Side.RIGHT:
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resY = sourceCenterY - (halfMargin + (natHeight - margin) * alignment);
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resY = Math.max(resY, primary.y + 10);
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resY = Math.min(resY, primary.y + primary.height - (10 + natHeight));
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this.setArrowOrigin(sourceCenterY - resY);
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break;
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}
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let parent = this.actor.get_parent();
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let success, x, y;
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while (!success) {
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[success, x, y] = parent.transform_stage_point(resX, resY);
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parent = parent.get_parent();
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}
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this._xPosition = Math.floor(x);
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this._yPosition = Math.floor(y);
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this._shiftActor();
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},
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// @origin: Coordinate specifying middle of the arrow, along
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// the Y axis for St.Side.LEFT, St.Side.RIGHT from the top and X axis from
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// the left for St.Side.TOP and St.Side.BOTTOM.
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setArrowOrigin: function(origin) {
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if (this._arrowOrigin != origin) {
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this._arrowOrigin = origin;
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this._border.queue_repaint();
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}
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},
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_shiftActor : function() {
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// Since the position of the BoxPointer depends on the allocated size
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// of the BoxPointer and the position of the source actor, trying
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// to position the BoxPoiner via the x/y properties will result in
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// allocation loops and warnings. Instead we do the positioning via
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// the anchor point, which is independent of allocation, and leave
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// x == y == 0.
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this.actor.set_anchor_point(-(this._xPosition + this._xOffset),
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-(this._yPosition + this._yOffset));
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},
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set xOffset(offset) {
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this._xOffset = offset;
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this._shiftActor();
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},
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get xOffset() {
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return this._xOffset;
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},
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set yOffset(offset) {
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this._yOffset = offset;
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this._shiftActor();
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},
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get yOffset() {
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return this._yOffset;
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},
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set opacity(opacity) {
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this.actor.opacity = opacity;
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},
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get opacity() {
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return this.actor.opacity;
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}
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};
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