5803aa7e65
Make Button class purely about adding visuals, and use ShellButtonBox for behavior. API equivalences: shell.button => shell.actor [for consistency] staysPressed parameter to constructor => replaced by manually setting the 'active' property of button.actor as appropriate pressIn/release => button.actor.active = true/false enter-event/leave-event signals => button.actor notify::hover Along the way, this fixes a bug with the user status menu where it was not getting set to active because the button was getting a leave (triggered by the menu popping up and grabbing the pointer) before for button release, which disabled the staysPressed behavior. Reported by Michael Meeks http://bugzilla.gnome.org/show_bug.cgi?id=593471
177 lines
6.2 KiB
JavaScript
177 lines
6.2 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 Signals = imports.signals;
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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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const DEFAULT_TEXT_COLOR = new Clutter.Color();
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DEFAULT_TEXT_COLOR.from_pixel(0x000000ff);
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const DEFAULT_FONT = 'Sans Bold 16px';
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// Padding on the left and right side of the button.
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const SIDE_PADDING = 14;
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function Button(widget, buttonColor, pressedButtonColor, textColor, font) {
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this._init(widget, buttonColor, pressedButtonColor, textColor, font);
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}
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Button.prototype = {
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_init : function(widgetOrText, buttonColor, pressedButtonColor, textColor, font) {
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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._textColor = textColor;
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if (textColor == null)
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this._textColor = DEFAULT_TEXT_COLOR;
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this._font = font;
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if (font == null)
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this._font = DEFAULT_FONT;
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this._isBetweenPressAndRelease = false;
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this._mouseIsOverButton = false;
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this.actor = new Shell.ButtonBox({ reactive: true,
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corner_radius: 5,
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padding_left: SIDE_PADDING,
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padding_right: SIDE_PADDING,
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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: this._font,
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color: this._textColor,
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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.actor.append(this._widget, Big.BoxPackFlags.EXPAND);
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this.actor.connect('notify::hover', Lang.bind(this, this._updateColors));
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this.actor.connect('notify::pressed', Lang.bind(this, this._updateColors));
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this.actor.connect('notify::active', Lang.bind(this, this._updateColors));
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},
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_updateColors : function() {
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if (this.actor.active || this.actor.pressed)
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this.actor.backgroundColor = this._pressedButtonColor;
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else if (this.actor.hover)
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this.actor.backgroundColor = this._buttonColor;
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else
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this.actor.backgroundColor = null;
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}
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};
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Signals.addSignalMethods(Button.prototype);
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/* Delay before the icon should appear, in seconds after the pointer has entered the parent */
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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, texture) {
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this._init(parent, size, texture);
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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._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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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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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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