let statusbox = new Big.Box();
let statusmenu = this._statusmenu = new Shell.StatusMenu();
+ statusmenu.get_name().fontName = 'Sans Bold 16px';
statusbox.append(this._statusmenu, Big.BoxPackFlags.NONE);
let statusbutton = new Button.Button(statusbox, PANEL_BUTTON_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR,
true, null, PANEL_HEIGHT);
update_name_text (ShellStatusMenu *status)
{
ShellStatusMenuPrivate *priv = status->priv;
- char *markup;
- markup = g_markup_printf_escaped("<b>%s</b>",
- gdm_user_get_real_name (GDM_USER (priv->user)));
- clutter_text_set_markup (priv->name, markup);
- g_free (markup);
+ clutter_text_set_text (priv->name,
+ gdm_user_get_real_name (GDM_USER (priv->user)));
}
static void
status, 1, event->button.time);
}
}
+
+/**
+ * shell_status_menu_get_name:
+ * @menu: a #ShellStatusMenu
+ *
+ * Return value: (transfer none): the #ClutterText actor with the user's name.
+ */
+ClutterText *
+shell_status_menu_get_name (ShellStatusMenu *menu)
+{
+ return menu->priv->name;
+}
+
+/**
+ * shell_status_menu_get_icon:
+ * @menu: a #ShellStatusMenu
+ *
+ * Return value: (transfer none): the #ClutterTexture actor with the user icon.
+ */
+ClutterTexture *
+shell_status_menu_get_icon (ShellStatusMenu *menu)
+{
+ return menu->priv->user_icon;
+}
void shell_status_menu_toggle (ShellStatusMenu *menu, ClutterEvent *event);
+ClutterText *shell_status_menu_get_name (ShellStatusMenu *menu);
+ClutterTexture *shell_status_menu_get_icon (ShellStatusMenu *menu);
+
G_END_DECLS
#endif /* __SHELL_STATUS_MENU_H__ */