gnome-shell/js/ui/boxpointer.js
Jasper St. Pierre 7a8a189c48 boxpointer: Don't constrain box pointer to primary monitor
A boxPointer should be able to be attached to any actor, not just ones on the
primary monitor. Assume that the sourceActor doesn't straddle monitors, and
constrain the boxPointer to the monitor the sourceActor is on.

https://bugzilla.gnome.org/show_bug.cgi?id=659861
2011-09-29 13:15:01 -04:00

442 lines
16 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Lang = imports.lang;
const Meta = imports.gi.Meta;
const St = imports.gi.St;
const Shell = imports.gi.Shell;
const Main = imports.ui.main;
const Tweener = imports.ui.tweener;
const POPUP_ANIMATION_TIME = 0.15;
/**
* BoxPointer:
* @side: side to draw the arrow on
* @binProperties: Properties to set on contained bin
*
* An actor which displays a triangle "arrow" pointing to a given
* side. The .bin property is a container in which content can be
* placed. The arrow position may be controlled via setArrowOrigin().
*
*/
function BoxPointer(side, binProperties) {
this._init(side, binProperties);
}
BoxPointer.prototype = {
_init: function(arrowSide, binProperties) {
this._arrowSide = arrowSide;
this._arrowOrigin = 0;
this.actor = new St.Bin({ x_fill: true,
y_fill: true });
this._container = new Shell.GenericContainer();
this.actor.set_child(this._container);
this._container.connect('get-preferred-width', Lang.bind(this, this._getPreferredWidth));
this._container.connect('get-preferred-height', Lang.bind(this, this._getPreferredHeight));
this._container.connect('allocate', Lang.bind(this, this._allocate));
this.bin = new St.Bin(binProperties);
this._container.add_actor(this.bin);
this._border = new St.DrawingArea();
this._border.connect('repaint', Lang.bind(this, this._drawBorder));
this._container.add_actor(this._border);
this.bin.raise(this._border);
this._xOffset = 0;
this._yOffset = 0;
this._xPosition = 0;
this._yPosition = 0;
},
show: function(animate, onComplete) {
let themeNode = this.actor.get_theme_node();
let rise = themeNode.get_length('-arrow-rise');
this.opacity = 0;
this.actor.show();
if (animate) {
switch (this._arrowSide) {
case St.Side.TOP:
this.yOffset = -rise;
break;
case St.Side.BOTTOM:
this.yOffset = rise;
break;
case St.Side.LEFT:
this.xOffset = -rise;
break;
case St.Side.RIGHT:
this.xOffset = rise;
break;
}
}
Tweener.addTween(this, { opacity: 255,
xOffset: 0,
yOffset: 0,
transition: "linear",
onComplete: onComplete,
time: POPUP_ANIMATION_TIME });
},
hide: function(animate, onComplete) {
let xOffset = 0;
let yOffset = 0;
let themeNode = this.actor.get_theme_node();
let rise = themeNode.get_length('-arrow-rise');
if (animate) {
switch (this._arrowSide) {
case St.Side.TOP:
yOffset = rise;
break;
case St.Side.BOTTOM:
yOffset = -rise;
break;
case St.Side.LEFT:
xOffset = rise;
break;
case St.Side.RIGHT:
xOffset = -rise;
break;
}
}
Tweener.addTween(this, { opacity: 0,
xOffset: xOffset,
yOffset: yOffset,
transition: "linear",
time: POPUP_ANIMATION_TIME,
onComplete: Lang.bind(this, function () {
this.actor.hide();
this.xOffset = 0;
this.yOffset = 0;
if (onComplete)
onComplete();
})
});
},
_adjustAllocationForArrow: function(isWidth, alloc) {
let themeNode = this.actor.get_theme_node();
let borderWidth = themeNode.get_length('-arrow-border-width');
alloc.min_size += borderWidth * 2;
alloc.natural_size += borderWidth * 2;
if ((!isWidth && (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM))
|| (isWidth && (this._arrowSide == St.Side.LEFT || this._arrowSide == St.Side.RIGHT))) {
let rise = themeNode.get_length('-arrow-rise');
alloc.min_size += rise;
alloc.natural_size += rise;
}
},
_getPreferredWidth: function(actor, forHeight, alloc) {
let [minInternalSize, natInternalSize] = this.bin.get_preferred_width(forHeight);
alloc.min_size = minInternalSize;
alloc.natural_size = natInternalSize;
this._adjustAllocationForArrow(true, alloc);
},
_getPreferredHeight: function(actor, forWidth, alloc) {
let [minSize, naturalSize] = this.bin.get_preferred_height(forWidth);
alloc.min_size = minSize;
alloc.natural_size = naturalSize;
this._adjustAllocationForArrow(false, alloc);
},
_allocate: function(actor, box, flags) {
let themeNode = this.actor.get_theme_node();
let borderWidth = themeNode.get_length('-arrow-border-width');
let rise = themeNode.get_length('-arrow-rise');
let childBox = new Clutter.ActorBox();
let availWidth = box.x2 - box.x1;
let availHeight = box.y2 - box.y1;
childBox.x1 = 0;
childBox.y1 = 0;
childBox.x2 = availWidth;
childBox.y2 = availHeight;
this._border.allocate(childBox, flags);
childBox.x1 = borderWidth;
childBox.y1 = borderWidth;
childBox.x2 = availWidth - borderWidth;
childBox.y2 = availHeight - borderWidth;
switch (this._arrowSide) {
case St.Side.TOP:
childBox.y1 += rise;
break;
case St.Side.BOTTOM:
childBox.y2 -= rise;
break;
case St.Side.LEFT:
childBox.x1 += rise;
break;
case St.Side.RIGHT:
childBox.x2 -= rise;
break;
}
this.bin.allocate(childBox, flags);
if (this._sourceActor && this._sourceActor.mapped)
this._reposition(this._sourceActor, this._alignment);
},
_drawBorder: function(area) {
let themeNode = this.actor.get_theme_node();
let borderWidth = themeNode.get_length('-arrow-border-width');
let base = themeNode.get_length('-arrow-base');
let rise = themeNode.get_length('-arrow-rise');
let borderRadius = themeNode.get_length('-arrow-border-radius');
let halfBorder = borderWidth / 2;
let halfBase = Math.floor(base/2);
let borderColor = themeNode.get_color('-arrow-border-color');
let backgroundColor = themeNode.get_color('-arrow-background-color');
let [width, height] = area.get_surface_size();
let [boxWidth, boxHeight] = [width, height];
if (this._arrowSide == St.Side.TOP || this._arrowSide == St.Side.BOTTOM) {
boxHeight -= rise;
} else {
boxWidth -= rise;
}
let cr = area.get_context();
Clutter.cairo_set_source_color(cr, borderColor);
// Translate so that box goes from 0,0 to boxWidth,boxHeight,
// with the arrow poking out of that
if (this._arrowSide == St.Side.TOP) {
cr.translate(0, rise);
} else if (this._arrowSide == St.Side.LEFT) {
cr.translate(rise, 0);
}
let [x1, y1] = [halfBorder, halfBorder];
let [x2, y2] = [boxWidth - halfBorder, boxHeight - halfBorder];
cr.moveTo(x1 + borderRadius, y1);
if (this._arrowSide == St.Side.TOP) {
if (this._arrowOrigin < (x1 + (borderRadius + halfBase))) {
cr.lineTo(this._arrowOrigin, y1 - rise);
cr.lineTo(Math.max(x1 + borderRadius, this._arrowOrigin) + halfBase, y1);
} else if (this._arrowOrigin > (x2 - (borderRadius + halfBase))) {
cr.lineTo(Math.min(x2 - borderRadius, this._arrowOrigin) - halfBase, y1);
cr.lineTo(this._arrowOrigin, y1 - rise);
} else {
cr.lineTo(this._arrowOrigin - halfBase, y1);
cr.lineTo(this._arrowOrigin, y1 - rise);
cr.lineTo(this._arrowOrigin + halfBase, y1);
}
}
cr.lineTo(x2 - borderRadius, y1);
// top-right corner
cr.arc(x2 - borderRadius, y1 + borderRadius, borderRadius,
3*Math.PI/2, Math.PI*2);
if (this._arrowSide == St.Side.RIGHT) {
if (this._arrowOrigin < (y1 + (borderRadius + halfBase))) {
cr.lineTo(x2 + rise, this._arrowOrigin);
cr.lineTo(x2, Math.max(y1 + borderRadius, this._arrowOrigin) + halfBase);
} else if (this._arrowOrigin > (y2 - (borderRadius + halfBase))) {
cr.lineTo(x2, Math.min(y2 - borderRadius, this._arrowOrigin) - halfBase);
cr.lineTo(x2 + rise, this._arrowOrigin);
} else {
cr.lineTo(x2, this._arrowOrigin - halfBase);
cr.lineTo(x2 + rise, this._arrowOrigin);
cr.lineTo(x2, this._arrowOrigin + halfBase);
}
}
cr.lineTo(x2, y2 - borderRadius);
// bottom-right corner
cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius,
0, Math.PI/2);
if (this._arrowSide == St.Side.BOTTOM) {
if (this._arrowOrigin < (x1 + (borderRadius + halfBase))) {
cr.lineTo(Math.max(x1 + borderRadius, this._arrowOrigin) + halfBase, y2);
cr.lineTo(this._arrowOrigin, y2 + rise);
} else if (this._arrowOrigin > (x2 - (borderRadius + halfBase))) {
cr.lineTo(this._arrowOrigin, y2 + rise);
cr.lineTo(Math.min(x2 - borderRadius, this._arrowOrigin) - halfBase, y2);
} else {
cr.lineTo(this._arrowOrigin + halfBase, y2);
cr.lineTo(this._arrowOrigin, y2 + rise);
cr.lineTo(this._arrowOrigin - halfBase, y2);
}
}
cr.lineTo(x1 + borderRadius, y2);
// bottom-left corner
cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius,
Math.PI/2, Math.PI);
if (this._arrowSide == St.Side.LEFT) {
if (this._arrowOrigin < (y1 + (borderRadius + halfBase))) {
cr.lineTo(x1, Math.max(y1 + borderRadius, this._arrowOrigin) + halfBase);
cr.lineTo(x1 - rise, this._arrowOrigin);
} else if (this._arrowOrigin > (y2 - (borderRadius + halfBase))) {
cr.lineTo(x1 - rise, this._arrowOrigin);
cr.lineTo(x1, Math.min(y2 - borderRadius, this._arrowOrigin) - halfBase);
} else {
cr.lineTo(x1, this._arrowOrigin + halfBase);
cr.lineTo(x1 - rise, this._arrowOrigin);
cr.lineTo(x1, this._arrowOrigin - halfBase);
}
}
cr.lineTo(x1, y1 + borderRadius);
// top-left corner
cr.arc(x1 + borderRadius, y1 + borderRadius, borderRadius,
Math.PI, 3*Math.PI/2);
Clutter.cairo_set_source_color(cr, backgroundColor);
cr.fillPreserve();
Clutter.cairo_set_source_color(cr, borderColor);
cr.setLineWidth(borderWidth);
cr.stroke();
},
setPosition: function(sourceActor, alignment) {
// We need to show it now to force an allocation,
// so that we can query the correct size.
this.actor.show();
this._sourceActor = sourceActor;
this._alignment = alignment;
this._reposition(sourceActor, alignment);
},
_reposition: function(sourceActor, alignment) {
// Position correctly relative to the sourceActor
let sourceNode = sourceActor.get_theme_node();
let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
let sourceAllocation = Shell.util_get_transformed_allocation(sourceActor);
let sourceCenterX = sourceAllocation.x1 + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) / 2;
let sourceCenterY = sourceAllocation.y1 + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) / 2;
let [minWidth, minHeight, natWidth, natHeight] = this.actor.get_preferred_size();
// We also want to keep it onscreen, and separated from the
// edge by the same distance as the main part of the box is
// separated from its sourceActor
let monitor = Main.layoutManager.findMonitorForActor(sourceActor);
let themeNode = this.actor.get_theme_node();
let borderWidth = themeNode.get_length('-arrow-border-width');
let arrowBase = themeNode.get_length('-arrow-base');
let borderRadius = themeNode.get_length('-arrow-border-radius');
let margin = (4 * borderRadius + borderWidth + arrowBase);
let halfMargin = margin / 2;
let themeNode = this.actor.get_theme_node();
let gap = themeNode.get_length('-boxpointer-gap');
let resX, resY;
switch (this._arrowSide) {
case St.Side.TOP:
resY = sourceAllocation.y2 + gap;
break;
case St.Side.BOTTOM:
resY = sourceAllocation.y1 - natHeight - gap;
break;
case St.Side.LEFT:
resX = sourceAllocation.x2 + gap;
break;
case St.Side.RIGHT:
resX = sourceAllocation.x1 - natWidth - gap;
break;
}
// Now align and position the pointing axis, making sure
// it fits on screen
switch (this._arrowSide) {
case St.Side.TOP:
case St.Side.BOTTOM:
resX = sourceCenterX - (halfMargin + (natWidth - margin) * alignment);
resX = Math.max(resX, monitor.x + 10);
resX = Math.min(resX, monitor.x + monitor.width - (10 + natWidth));
this.setArrowOrigin(sourceCenterX - resX);
break;
case St.Side.LEFT:
case St.Side.RIGHT:
resY = sourceCenterY - (halfMargin + (natHeight - margin) * alignment);
resY = Math.max(resY, monitor.y + 10);
resY = Math.min(resY, monitor.y + monitor.height - (10 + natHeight));
this.setArrowOrigin(sourceCenterY - resY);
break;
}
let parent = this.actor.get_parent();
let success, x, y;
while (!success) {
[success, x, y] = parent.transform_stage_point(resX, resY);
parent = parent.get_parent();
}
this._xPosition = Math.floor(x);
this._yPosition = Math.floor(y);
this._shiftActor();
},
// @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: function(origin) {
if (this._arrowOrigin != origin) {
this._arrowOrigin = origin;
this._border.queue_repaint();
}
},
_shiftActor : function() {
// Since the position of the BoxPointer depends on the allocated size
// of the BoxPointer and the position of the source actor, trying
// to position the BoxPoiner via the x/y properties will result in
// allocation loops and warnings. Instead we do the positioning via
// the anchor point, which is independent of allocation, and leave
// x == y == 0.
this.actor.set_anchor_point(-(this._xPosition + this._xOffset),
-(this._yPosition + this._yOffset));
},
set xOffset(offset) {
this._xOffset = offset;
this._shiftActor();
},
get xOffset() {
return this._xOffset;
},
set yOffset(offset) {
this._yOffset = offset;
this._shiftActor();
},
get yOffset() {
return this._yOffset;
},
set opacity(opacity) {
this.actor.opacity = opacity;
},
get opacity() {
return this.actor.opacity;
}
};