let newY = currentY - origY;
newY = clamp(newY, -global.stage.height, 0);
- this._lockScreenGroup.y = newY;
+ this._lockScreenGroup.translation_y = newY;
return true;
}
_onDragEnd(_action, _actor, _eventX, _eventY, _modifiers) {
if (this._lockScreenState != MessageTray.State.HIDING)
return;
- if (this._lockScreenGroup.y < -(ARROW_DRAG_THRESHOLD * global.stage.height)) {
+ if (this._lockScreenGroup.translation_y < -(ARROW_DRAG_THRESHOLD * global.stage.height)) {
// Complete motion automatically
let [velocity_, velocityX_, velocityY] = this._dragAction.get_velocity(0);
this._liftShield(true, -velocityY);
// restore the lock screen to its original place
// try to use the same speed as the normal animation
let h = global.stage.height;
- let duration = MANUAL_FADE_TIME * -this._lockScreenGroup.y / h;
+ let duration = MANUAL_FADE_TIME * -this._lockScreenGroup.translation_y / h;
this._lockScreenGroup.remove_all_transitions();
this._lockScreenGroup.ease({
- y: 0,
+ translation_y: 0,
duration,
mode: Clutter.AnimationMode.EASE_IN_QUAD,
onComplete: () => {
// use the same speed regardless of original position
// if velocity is specified, it's in pixels per milliseconds
let h = global.stage.height;
- let delta = h + this._lockScreenGroup.y;
+ let delta = h + this._lockScreenGroup.translation_y;
let minVelocity = global.stage.height / CURTAIN_SLIDE_TIME;
velocity = Math.max(minVelocity, velocity);
let duration = delta / velocity;
this._lockScreenGroup.ease({
- y: -h,
+ translation_y: -h,
duration,
mode: Clutter.AnimationMode.EASE_IN_QUAD,
onComplete: () => this._hideLockScreenComplete(),
let fadeToBlack = params.fadeToBlack;
if (params.animateLockScreen) {
- this._lockScreenGroup.y = -global.screen_height;
+ this._lockScreenGroup.translation_y = -global.screen_height;
this._lockScreenGroup.remove_all_transitions();
this._lockScreenGroup.ease({
- y: 0,
+ translation_y: 0,
duration: MANUAL_FADE_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {