20e755023b
Try to fix all places where we accidentally used foo_bar instead of fooBar for function names, function parameters, and variables. (Lucas Rocha pointed out one example.) http://bugzilla.gnome.org/show_bug.cgi?id=581141
232 lines
9.4 KiB
JavaScript
232 lines
9.4 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 Mainloop = imports.mainloop;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Button = imports.ui.button;
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const Main = imports.ui.main;
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const PANEL_HEIGHT = 32;
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const TRAY_HEIGHT = 28;
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const SHADOW_HEIGHT = 6;
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// The panel has a transparent white background with a gradient.
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const PANEL_TOP_COLOR = new Clutter.Color();
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PANEL_TOP_COLOR.from_pixel(0xffffff99);
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const PANEL_MIDDLE_COLOR = new Clutter.Color();
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PANEL_MIDDLE_COLOR.from_pixel(0xffffff88);
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const PANEL_BOTTOM_COLOR = new Clutter.Color();
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PANEL_BOTTOM_COLOR.from_pixel(0xffffffaa);
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const SHADOW_COLOR = new Clutter.Color();
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SHADOW_COLOR.from_pixel(0x00000033);
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const TRANSPARENT_COLOR = new Clutter.Color();
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TRANSPARENT_COLOR.from_pixel(0x00000000);
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// Darken (pressed) buttons; lightening has no effect on white backgrounds.
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const PANEL_BUTTON_COLOR = new Clutter.Color();
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PANEL_BUTTON_COLOR.from_pixel(0x00000015);
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const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
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PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0x00000030);
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const TRAY_BACKGROUND_COLOR = new Clutter.Color();
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TRAY_BACKGROUND_COLOR.from_pixel(0xefefefff);
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const TRAY_BORDER_COLOR = new Clutter.Color();
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TRAY_BORDER_COLOR.from_pixel(0x00000033);
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const TRAY_CORNER_RADIUS = 5;
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const TRAY_BORDER_WIDTH = 1;
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const TRAY_PADDING = 2;
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const TRAY_SPACING = 2;
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function Panel() {
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this._init();
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}
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Panel.prototype = {
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_init : function() {
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let me = this;
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let global = Shell.Global.get();
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// Put the background under the panel within a group.
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this.actor = new Clutter.Group();
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// Create backBox, which contains two boxes, backUpper and backLower,
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// for the background gradients and one for the shadow. The shadow at
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// the bottom has a fixed height (packing flag NONE), and the rest of
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// the height above is divided evenly between backUpper and backLower
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// (with packing flag EXPAND).
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let backBox = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
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x: 0,
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y: 0,
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width: global.screen_width,
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height: PANEL_HEIGHT + SHADOW_HEIGHT });
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let backUpper = global.create_vertical_gradient(PANEL_TOP_COLOR,
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PANEL_MIDDLE_COLOR);
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let backLower = global.create_vertical_gradient(PANEL_MIDDLE_COLOR,
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PANEL_BOTTOM_COLOR);
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let shadow = global.create_vertical_gradient(SHADOW_COLOR,
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TRANSPARENT_COLOR);
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shadow.set_height(SHADOW_HEIGHT + 1);
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backBox.append(backUpper, Big.BoxPackFlags.EXPAND);
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backBox.append(backLower, Big.BoxPackFlags.EXPAND);
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backBox.append(shadow, Big.BoxPackFlags.NONE);
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this.actor.add_actor(backBox);
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let box = new Big.Box({ x: 0,
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y: 0,
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height: PANEL_HEIGHT,
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width: global.screen_width,
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orientation: Big.BoxOrientation.HORIZONTAL,
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spacing: 4 });
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this.button = new Button.Button("Activities", PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT);
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box.append(this.button.button, Big.BoxPackFlags.NONE);
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let statusbox = new Big.Box();
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this._statusmenu = new Shell.StatusMenu();
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statusbox.append(this._statusmenu, Big.BoxPackFlags.NONE);
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let statusbutton = new Button.Button(statusbox, PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
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true, null, PANEL_HEIGHT);
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statusbutton.button.connect('button-press-event', function (b, e) {
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me._statusmenu.toggle(e);
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return false;
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});
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box.append(statusbutton.button, Big.BoxPackFlags.END);
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// We get a deactivated event when the popup disappears
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this._statusmenu.connect('deactivated', function (sm) {
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statusbutton.release();
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});
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this._clock = new Clutter.Text({ font_name: "Sans Bold 16px",
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text: "" });
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let pad = (PANEL_HEIGHT - this._clock.height) / 2;
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let clockbox = new Big.Box({ padding_top: pad,
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padding_bottom: pad,
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padding_left: 4,
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padding_right: 4 });
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clockbox.append(this._clock, Big.BoxPackFlags.NONE);
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box.append(clockbox, Big.BoxPackFlags.END);
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// The tray icons live in trayBox within trayContainer.
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// With Gtk 2.16, we can also use a transparent background for this.
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// The trayBox is hidden when there are no tray icons.
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let trayContainer = new Big.Box({ orientation: Big.BoxOrientation.VERTICAL,
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y_align: Big.BoxAlignment.CENTER });
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box.append(trayContainer, Big.BoxPackFlags.END);
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let trayBox = new Big.Box({ orientation: Big.BoxOrientation.HORIZONTAL,
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height: TRAY_HEIGHT,
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background_color: TRAY_BACKGROUND_COLOR,
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corner_radius: TRAY_CORNER_RADIUS,
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border: TRAY_BORDER_WIDTH,
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border_color: TRAY_BORDER_COLOR,
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padding: TRAY_PADDING,
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spacing: TRAY_SPACING });
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trayBox.hide();
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trayContainer.append(trayBox, Big.BoxPackFlags.NONE);
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this._traymanager = new Shell.TrayManager({ bg_color: TRAY_BACKGROUND_COLOR });
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this._traymanager.connect('tray-icon-added',
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function(o, icon) {
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trayBox.append(icon, Big.BoxPackFlags.NONE);
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// Make sure the trayBox is shown.
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trayBox.show();
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});
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this._traymanager.connect('tray-icon-removed',
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function(o, icon) {
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trayBox.remove_actor(icon);
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if (trayBox.get_children().length == 0)
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trayBox.hide();
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});
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this._traymanager.manage_stage(global.stage);
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// TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
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// We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
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// have the overlay act like a menu that allows the user to release the mouse on the activity the user wants
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// to switch to.
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this.button.button.connect('button-press-event',
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function(o, event) {
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if (Main.overlay.visible)
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Main.hideOverlay();
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else
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Main.showOverlay();
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return true;
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});
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this.actor.add_actor(box);
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global.stage.add_actor(this.actor);
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// Declare just "box" (ie, not the drop shadow) as a shell actor
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Main.addShellActor(box);
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global.screen.connect('restacked',
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function() {
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me._restacked();
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});
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this._restacked();
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// Start the clock
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this._updateClock();
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},
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_restacked: function() {
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let global = Shell.Global.get();
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let windows = global.get_windows();
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let i;
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// We want to be visible unless there is a window with layer
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// FULLSCREEN, or a window with layer OVERRIDE_REDIRECT that
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// completely covers us. (We can't set a non-rectangular
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// stage_input_area, so we don't let windows overlap us
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// partially.). "override_redirect" is not actually a layer
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// above all other windows, but this seems to be how mutter
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// treats it currently...
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//
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// @windows is sorted bottom to top.
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this.actor.show();
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for (i = windows.length - 1; i > -1; i--) {
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let layer = windows[i].get_meta_window().get_layer();
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if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
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if (windows[i].x <= this.actor.x &&
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windows[i].x + windows[i].width >= this.actor.x + this.actor.width &&
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windows[i].y <= this.actor.y &&
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windows[i].y + windows[i].height >= this.actor.y + PANEL_HEIGHT) {
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this.actor.hide();
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break;
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}
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} else if (layer == Meta.StackLayer.FULLSCREEN) {
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this.actor.hide();
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break;
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} else
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break;
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}
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},
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_updateClock: function() {
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let me = this;
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let displayDate = new Date();
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let msecRemaining = 60000 - (1000 * displayDate.getSeconds() +
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displayDate.getMilliseconds());
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if (msecRemaining < 500) {
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displayDate.setMinutes(displayDate.getMinutes() + 1);
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msecRemaining += 60000;
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}
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this._clock.set_text(displayDate.toLocaleFormat("%a %b %e, %l:%M %p"));
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Mainloop.timeout_add(msecRemaining, function() {
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me._updateClock();
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return false;
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});
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},
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overlayHidden: function() {
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this.button.release();
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}
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};
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