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diff --git a/js/ui/boxpointer.js b/js/ui/boxpointer.js
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+// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
+/* exported BoxPointer */
+
+const { Clutter, GObject, Meta, St } = imports.gi;
+
+const Main = imports.ui.main;
+
+var PopupAnimation = {
+ NONE: 0,
+ SLIDE: 1 << 0,
+ FADE: 1 << 1,
+ FULL: ~0,
+};
+
+var POPUP_ANIMATION_TIME = 150;
+
+/**
+ * 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(). The arrow side might be temporarily flipped
+ * depending on the box size and source position to keep the box
+ * totally inside the monitor workarea if possible.
+ *
+ */
+var BoxPointer = GObject.registerClass({
+ Signals: { 'arrow-side-changed': {} },
+}, class BoxPointer extends St.Widget {
+ _init(arrowSide, binProperties) {
+ super._init();
+
+ this.set_offscreen_redirect(Clutter.OffscreenRedirect.ALWAYS);
+
+ this._arrowSide = arrowSide;
+ this._userArrowSide = arrowSide;
+ this._arrowOrigin = 0;
+ this._arrowActor = null;
+ this.bin = new St.Bin(binProperties);
+ this.add_actor(this.bin);
+ this._border = new St.DrawingArea();
+ this._border.connect('repaint', this._drawBorder.bind(this));
+ this.add_actor(this._border);
+ this.set_child_above_sibling(this.bin, this._border);
+ this._sourceAlignment = 0.5;
+ this._muteInput = true;
+
+ this.connect('notify::visible', () => {
+ if (this.visible)
+ Meta.disable_unredirect_for_display(global.display);
+ else
+ Meta.enable_unredirect_for_display(global.display);
+ });
+
+ this.connect('destroy', this._onDestroy.bind(this));
+ }
+
+ vfunc_captured_event() {
+ if (this._muteInput)
+ return Clutter.EVENT_STOP;
+
+ return Clutter.EVENT_PROPAGATE;
+ }
+
+ _onDestroy() {
+ if (this._sourceActorDestroyId) {
+ this._sourceActor.disconnect(this._sourceActorDestroyId);
+ delete this._sourceActorDestroyId;
+ }
+ }
+
+ get arrowSide() {
+ return this._arrowSide;
+ }
+
+ open(animate, onComplete) {
+ let themeNode = this.get_theme_node();
+ let rise = themeNode.get_length('-arrow-rise');
+ let animationTime = animate & PopupAnimation.FULL ? POPUP_ANIMATION_TIME : 0;
+
+ if (animate & PopupAnimation.FADE)
+ this.opacity = 0;
+ else
+ this.opacity = 255;
+
+ this.show();
+
+ if (animate & PopupAnimation.SLIDE) {
+ switch (this._arrowSide) {
+ case St.Side.TOP:
+ this.translation_y = -rise;
+ break;
+ case St.Side.BOTTOM:
+ this.translation_y = rise;
+ break;
+ case St.Side.LEFT:
+ this.translation_x = -rise;
+ break;
+ case St.Side.RIGHT:
+ this.translation_x = rise;
+ break;
+ }
+ }
+
+ this.ease({
+ opacity: 255,
+ translation_x: 0,
+ translation_y: 0,
+ duration: animationTime,
+ mode: Clutter.AnimationMode.LINEAR,
+ onComplete: () => {
+ this._muteInput = false;
+ if (onComplete)
+ onComplete();
+ },
+ });
+ }
+
+ close(animate, onComplete) {
+ if (!this.visible)
+ return;
+
+ let translationX = 0;
+ let translationY = 0;
+ let themeNode = this.get_theme_node();
+ let rise = themeNode.get_length('-arrow-rise');
+ let fade = animate & PopupAnimation.FADE;
+ let animationTime = animate & PopupAnimation.FULL ? POPUP_ANIMATION_TIME : 0;
+
+ if (animate & PopupAnimation.SLIDE) {
+ switch (this._arrowSide) {
+ case St.Side.TOP:
+ translationY = rise;
+ break;
+ case St.Side.BOTTOM:
+ translationY = -rise;
+ break;
+ case St.Side.LEFT:
+ translationX = rise;
+ break;
+ case St.Side.RIGHT:
+ translationX = -rise;
+ break;
+ }
+ }
+
+ this._muteInput = true;
+
+ this.remove_all_transitions();
+ this.ease({
+ opacity: fade ? 0 : 255,
+ translation_x: translationX,
+ translation_y: translationY,
+ duration: animationTime,
+ mode: Clutter.AnimationMode.LINEAR,
+ onComplete: () => {
+ this.hide();
+ this.opacity = 0;
+ this.translation_x = 0;
+ this.translation_y = 0;
+ if (onComplete)
+ onComplete();
+ },
+ });
+ }
+
+ _adjustAllocationForArrow(isWidth, minSize, natSize) {
+ let themeNode = this.get_theme_node();
+ let borderWidth = themeNode.get_length('-arrow-border-width');
+ minSize += borderWidth * 2;
+ natSize += 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');
+ minSize += rise;
+ natSize += rise;
+ }
+
+ return [minSize, natSize];
+ }
+
+ vfunc_get_preferred_width(forHeight) {
+ let themeNode = this.get_theme_node();
+ forHeight = themeNode.adjust_for_height(forHeight);
+
+ let width = this.bin.get_preferred_width(forHeight);
+ width = this._adjustAllocationForArrow(true, ...width);
+
+ return themeNode.adjust_preferred_width(...width);
+ }
+
+ vfunc_get_preferred_height(forWidth) {
+ let themeNode = this.get_theme_node();
+ let borderWidth = themeNode.get_length('-arrow-border-width');
+ forWidth = themeNode.adjust_for_width(forWidth);
+
+ let height = this.bin.get_preferred_height(forWidth - 2 * borderWidth);
+ height = this._adjustAllocationForArrow(false, ...height);
+
+ return themeNode.adjust_preferred_height(...height);
+ }
+
+ vfunc_allocate(box) {
+ if (this._sourceActor && this._sourceActor.mapped) {
+ this._reposition(box);
+ this._updateFlip(box);
+ }
+
+ this.set_allocation(box);
+
+ let themeNode = this.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, availHeight] = themeNode.get_content_box(box).get_size();
+
+ childBox.x1 = 0;
+ childBox.y1 = 0;
+ childBox.x2 = availWidth;
+ childBox.y2 = availHeight;
+ this._border.allocate(childBox);
+
+ 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);
+ }
+
+ _drawBorder(area) {
+ let themeNode = this.get_theme_node();
+
+ if (this._arrowActor) {
+ let [sourceX, sourceY] = this._arrowActor.get_transformed_position();
+ let [sourceWidth, sourceHeight] = this._arrowActor.get_transformed_size();
+ let [absX, absY] = this.get_transformed_position();
+
+ if (this._arrowSide == St.Side.TOP ||
+ this._arrowSide == St.Side.BOTTOM)
+ this._arrowOrigin = sourceX - absX + sourceWidth / 2;
+ else
+ this._arrowOrigin = sourceY - absY + sourceHeight / 2;
+ }
+
+ 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 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();
+
+ // 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];
+
+ let skipTopLeft = false;
+ let skipTopRight = false;
+ let skipBottomLeft = false;
+ let skipBottomRight = false;
+
+ if (rise) {
+ switch (this._arrowSide) {
+ case St.Side.TOP:
+ if (this._arrowOrigin == x1)
+ skipTopLeft = true;
+ else if (this._arrowOrigin == x2)
+ skipTopRight = true;
+ break;
+
+ case St.Side.RIGHT:
+ if (this._arrowOrigin == y1)
+ skipTopRight = true;
+ else if (this._arrowOrigin == y2)
+ skipBottomRight = true;
+ break;
+
+ case St.Side.BOTTOM:
+ if (this._arrowOrigin == x1)
+ skipBottomLeft = true;
+ else if (this._arrowOrigin == x2)
+ skipBottomRight = true;
+ break;
+
+ case St.Side.LEFT:
+ if (this._arrowOrigin == y1)
+ skipTopLeft = true;
+ else if (this._arrowOrigin == y2)
+ skipBottomLeft = true;
+ break;
+ }
+ }
+
+ cr.moveTo(x1 + borderRadius, y1);
+ if (this._arrowSide == St.Side.TOP && rise) {
+ if (skipTopLeft) {
+ cr.moveTo(x1, y2 - borderRadius);
+ cr.lineTo(x1, y1 - rise);
+ cr.lineTo(x1 + halfBase, y1);
+ } else if (skipTopRight) {
+ cr.lineTo(x2 - halfBase, y1);
+ cr.lineTo(x2, y1 - rise);
+ cr.lineTo(x2, y1 + borderRadius);
+ } else {
+ cr.lineTo(this._arrowOrigin - halfBase, y1);
+ cr.lineTo(this._arrowOrigin, y1 - rise);
+ cr.lineTo(this._arrowOrigin + halfBase, y1);
+ }
+ }
+
+ if (!skipTopRight) {
+ cr.lineTo(x2 - borderRadius, y1);
+ cr.arc(x2 - borderRadius, y1 + borderRadius, borderRadius,
+ 3 * Math.PI / 2, Math.PI * 2);
+ }
+
+ if (this._arrowSide == St.Side.RIGHT && rise) {
+ if (skipTopRight) {
+ cr.lineTo(x2 + rise, y1);
+ cr.lineTo(x2 + rise, y1 + halfBase);
+ } else if (skipBottomRight) {
+ cr.lineTo(x2, y2 - halfBase);
+ cr.lineTo(x2 + rise, y2);
+ cr.lineTo(x2 - borderRadius, y2);
+ } else {
+ cr.lineTo(x2, this._arrowOrigin - halfBase);
+ cr.lineTo(x2 + rise, this._arrowOrigin);
+ cr.lineTo(x2, this._arrowOrigin + halfBase);
+ }
+ }
+
+ if (!skipBottomRight) {
+ cr.lineTo(x2, y2 - borderRadius);
+ cr.arc(x2 - borderRadius, y2 - borderRadius, borderRadius,
+ 0, Math.PI / 2);
+ }
+
+ if (this._arrowSide == St.Side.BOTTOM && rise) {
+ if (skipBottomLeft) {
+ cr.lineTo(x1 + halfBase, y2);
+ cr.lineTo(x1, y2 + rise);
+ cr.lineTo(x1, y2 - borderRadius);
+ } else if (skipBottomRight) {
+ cr.lineTo(x2, y2 + rise);
+ cr.lineTo(x2 - halfBase, y2);
+ } else {
+ cr.lineTo(this._arrowOrigin + halfBase, y2);
+ cr.lineTo(this._arrowOrigin, y2 + rise);
+ cr.lineTo(this._arrowOrigin - halfBase, y2);
+ }
+ }
+
+ if (!skipBottomLeft) {
+ cr.lineTo(x1 + borderRadius, y2);
+ cr.arc(x1 + borderRadius, y2 - borderRadius, borderRadius,
+ Math.PI / 2, Math.PI);
+ }
+
+ if (this._arrowSide == St.Side.LEFT && rise) {
+ if (skipTopLeft) {
+ cr.lineTo(x1, y1 + halfBase);
+ cr.lineTo(x1 - rise, y1);
+ cr.lineTo(x1 + borderRadius, y1);
+ } else if (skipBottomLeft) {
+ cr.lineTo(x1 - rise, y2);
+ cr.lineTo(x1 - rise, y2 - halfBase);
+ } else {
+ cr.lineTo(x1, this._arrowOrigin + halfBase);
+ cr.lineTo(x1 - rise, this._arrowOrigin);
+ cr.lineTo(x1, this._arrowOrigin - halfBase);
+ }
+ }
+
+ if (!skipTopLeft) {
+ cr.lineTo(x1, y1 + borderRadius);
+ cr.arc(x1 + borderRadius, y1 + borderRadius, borderRadius,
+ Math.PI, 3 * Math.PI / 2);
+ }
+
+ Clutter.cairo_set_source_color(cr, backgroundColor);
+ cr.fillPreserve();
+
+ if (borderWidth > 0) {
+ let borderColor = themeNode.get_color('-arrow-border-color');
+ Clutter.cairo_set_source_color(cr, borderColor);
+ cr.setLineWidth(borderWidth);
+ cr.stroke();
+ }
+
+ cr.$dispose();
+ }
+
+ setPosition(sourceActor, alignment) {
+ if (!this._sourceActor || sourceActor != this._sourceActor) {
+ if (this._sourceActorDestroyId) {
+ this._sourceActor.disconnect(this._sourceActorDestroyId);
+ delete this._sourceActorDestroyId;
+ }
+
+ this._sourceActor = sourceActor;
+
+ if (this._sourceActor) {
+ this._sourceActorDestroyId = this._sourceActor.connect('destroy', () => {
+ this._sourceActor = null;
+ delete this._sourceActorDestroyId;
+ });
+ }
+ }
+
+ this._arrowAlignment = alignment;
+
+ this.queue_relayout();
+ }
+
+ setSourceAlignment(alignment) {
+ this._sourceAlignment = alignment;
+
+ if (!this._sourceActor)
+ return;
+
+ this.setPosition(this._sourceActor, this._arrowAlignment);
+ }
+
+ _reposition(allocationBox) {
+ let sourceActor = this._sourceActor;
+ let alignment = this._arrowAlignment;
+ let monitorIndex = Main.layoutManager.findIndexForActor(sourceActor);
+
+ this._sourceExtents = sourceActor.get_transformed_extents();
+ this._workArea = Main.layoutManager.getWorkAreaForMonitor(monitorIndex);
+
+ // Position correctly relative to the sourceActor
+ let sourceNode = sourceActor.get_theme_node();
+ let sourceContentBox = sourceNode.get_content_box(sourceActor.get_allocation_box());
+ let sourceTopLeft = this._sourceExtents.get_top_left();
+ let sourceBottomRight = this._sourceExtents.get_bottom_right();
+ let sourceCenterX = sourceTopLeft.x + sourceContentBox.x1 + (sourceContentBox.x2 - sourceContentBox.x1) * this._sourceAlignment;
+ let sourceCenterY = sourceTopLeft.y + sourceContentBox.y1 + (sourceContentBox.y2 - sourceContentBox.y1) * this._sourceAlignment;
+ let [, , natWidth, natHeight] = this.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 workarea = this._workArea;
+ let themeNode = this.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 gap = themeNode.get_length('-boxpointer-gap');
+ let padding = themeNode.get_length('-arrow-rise');
+
+ let resX, resY;
+
+ switch (this._arrowSide) {
+ case St.Side.TOP:
+ resY = sourceBottomRight.y + gap;
+ break;
+ case St.Side.BOTTOM:
+ resY = sourceTopLeft.y - natHeight - gap;
+ break;
+ case St.Side.LEFT:
+ resX = sourceBottomRight.x + gap;
+ break;
+ case St.Side.RIGHT:
+ resX = sourceTopLeft.x - natWidth - gap;
+ break;
+ }
+
+ // Now align and position the pointing axis, making sure it fits on
+ // screen. If the arrowOrigin is so close to the edge that the arrow
+ // 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)
+ resX -= 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');
+ }
+});