this.selectFirstItem();
}
- // We currently redisplay matching items and raise the sideshow as part of two different callbacks.
- // Checking what is under the pointer after a timeout allows us to not merge these callbacks into one, at least for now.
- Mainloop.timeout_add(5,
- Lang.bind(this,
- function() {
- // Check if the pointer is over one of the items and display the information button if it is.
- let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
- let global = Shell.Global.get();
- let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE,
- x, y);
- if (actor != null) {
- let item = this._findDisplayedByActor(actor);
- if (item != null) {
- item.onDrawnUnderPointer();
- }
- }
- return false;
- }));
+ // Check if the pointer is over one of the items and display the information button if it is.
+ let [child, x, y, mask] = Gdk.Screen.get_default().get_root_window().get_pointer();
+ let global = Shell.Global.get();
+ let actor = global.stage.get_actor_at_pos(Clutter.PickMode.REACTIVE, x, y);
+ if (actor != null) {
+ let item = this._findDisplayedByActor(actor);
+ if (item != null) {
+ item.onDrawnUnderPointer();
+ }
+ }
},
// Creates a display item based on the information associated with itemId