]> dgit.raspbian.org Git - gnome-shell.git/commitdiff
Switch all JavaScript variable names to firstWordLowerCase style to agree with the...
authorMarina Zhurakhinskaya <marinaz@src.gnome.org>
Wed, 19 Nov 2008 19:23:24 +0000 (19:23 +0000)
committerMarina Zhurakhinskaya <marinaz@src.gnome.org>
Wed, 19 Nov 2008 19:23:24 +0000 (19:23 +0000)
svn path=/trunk/; revision=57

js/ui/button.js
js/ui/overlay.js

index cfab95cc0eb5a9e8819b70cfa44f9ed79f8fa88a..57406056595647c4ca027e06eb02737e0169980c 100644 (file)
@@ -18,54 +18,54 @@ const PARTIAL_OPACITY = 0.4 * 255;
 
 const FULL_OPACITY = 255;
 
-function Button(text, button_color, pressed_button_color, min_width, min_height) {
-    this._init(text, button_color, pressed_button_color, min_width, min_height);
+function Button(text, buttonColor, pressedButtonColor, minWidth, minHeight) {
+    this._init(text, buttonColor, pressedButtonColor, minWidth, minHeight);
 }
 
 Button.prototype = {
-    _init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) {
+    _init : function(text, buttonColor, pressedButtonColor, staysPressed, minWidth, minHeight) {
 
-        this._button_color = button_color  
-        if (button_color == null)                   
-            this._button_color = DEFAULT_BUTTON_COLOR;
+        this._buttonColor = buttonColor  
+        if (buttonColor == null)                   
+            this._buttonColor = DEFAULT_BUTTON_COLOR;
 
-        this._pressed_button_color = pressed_button_color  
-        if (pressed_button_color == null)
-            this._pressed_button_color = DEFAULT_PRESSED_BUTTON_COLOR;
+        this._pressedButtonColor = pressedButtonColor  
+        if (pressedButtonColor == null)
+            this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
 
-        if (stays_pressed == null)
-            stays_pressed = false  
-        if (min_width == null)
-            min_width = 0;
-        if (min_height == null)
-            min_height = 0;
+        if (staysPressed == null)
+            staysPressed = false  
+        if (minWidth == null)
+            minWidth = 0;
+        if (minHeight == null)
+            minHeight = 0;
         
-        // if stays_pressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
+        // if staysPressed is true, this.active will be true past the first release of a button, untill a subsequent one (the button
         // is unpressed) or untill release() is called explicitly
         this._active = false; 
-        this._is_between_press_and_release = false; 
-        this._mouse_is_over_button = false;
+        this._isBetweenPressAndRelease = false; 
+        this._mouseIsOverButton = false;
 
         this.button = new Clutter.Group({reactive: true});
-        this._background = new Clutter.Rectangle({ color: this._button_color});
-        this._pressed_background = new Clutter.Rectangle({ color: this._pressed_button_color, opacity: NO_OPACITY});
+        this._background = new Clutter.Rectangle({ color: this._buttonColor});
+        this._pressedBackground = new Clutter.Rectangle({ color: this._pressedButtonColor, opacity: NO_OPACITY});
         this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
                                         text: text});
        this._label.set_position(5, 5);
-        let background_width = Math.max(this._label.get_width()+10, min_width);
-        let background_height = Math.max(this._label.get_height()+10, min_height);
-        this._background.set_width(background_width)
-        this._background.set_height(background_height)
-        this._pressed_background.set_width(background_width)
-        this._pressed_background.set_height(background_height)
+        let backgroundWidth = Math.max(this._label.get_width()+10, minWidth);
+        let backgroundHeight = Math.max(this._label.get_height()+10, minHeight);
+        this._background.set_width(backgroundWidth)
+        this._background.set_height(backgroundHeight)
+        this._pressedBackground.set_width(backgroundWidth)
+        this._pressedBackground.set_height(backgroundHeight)
         this.button.add_actor(this._background);
-        this.button.add_actor(this._pressed_background);
+        this.button.add_actor(this._pressedBackground);
         this.button.add_actor(this._label);
         let me = this; 
         this.button.connect('button-press-event',
            function(o, event) {     
-                me._is_between_press_and_release = true;  
-               Tweener.addTween(me._pressed_background,
+                me._isBetweenPressAndRelease = true;  
+               Tweener.addTween(me._pressedBackground,
                                { time: ANIMATION_TIME,
                                  opacity: FULL_OPACITY,
                                  transition: "linear"
@@ -74,8 +74,8 @@ Button.prototype = {
             });
         this.button.connect('button-release-event',
            function(o, event) {      
-                me._is_between_press_and_release = false; 
-                if (!stays_pressed || me._active) {
+                me._isBetweenPressAndRelease = false; 
+                if (!staysPressed || me._active) {
                     me.release();
                 } else {
                     me._active = true;
@@ -84,33 +84,33 @@ Button.prototype = {
             });
         this.button.connect('enter-event',
            function(o, event) {
-                me._mouse_is_over_button = true; 
+                me._mouseIsOverButton = true; 
                 if (!me._active) {
-                    Tweener.removeTweens(me._pressed_background);         
-                    me._pressed_background.set_opacity(PARTIAL_OPACITY); 
+                    Tweener.removeTweens(me._pressedBackground);         
+                    me._pressedBackground.set_opacity(PARTIAL_OPACITY); 
                 } 
                return false;
             });
         this.button.connect('leave-event',
            function(o, event) {     
-                me._is_between_press_and_release = false;     
-                me._mouse_is_over_button = false;
+                me._isBetweenPressAndRelease = false;     
+                me._mouseIsOverButton = false;
                 if (!me._active) {
-                    Tweener.removeTweens(me._pressed_background); 
-                    me._pressed_background.set_opacity(NO_OPACITY);
+                    Tweener.removeTweens(me._pressedBackground); 
+                    me._pressedBackground.set_opacity(NO_OPACITY);
                 }
                return false;
             });
     },
 
     release : function() {
-        if (!this._is_between_press_and_release) {  
+        if (!this._isBetweenPressAndRelease) {  
             this._active = false;
-            Tweener.removeTweens(this._pressed_background);  
-            if (this._mouse_is_over_button) {       
-                this._pressed_background.set_opacity(PARTIAL_OPACITY);
+            Tweener.removeTweens(this._pressedBackground);  
+            if (this._mouseIsOverButton) {       
+                this._pressedBackground.set_opacity(PARTIAL_OPACITY);
             } else {
-                this._pressed_background.set_opacity(NO_OPACITY);
+                this._pressedBackground.set_opacity(NO_OPACITY);
             }
         }
     }
index 17c49178f3a5cb3ff79982d313f57609f8bff3b5..3a17e5a97370c477cc72d0eafef70b1d22a7cb4a 100644 (file)
@@ -24,7 +24,7 @@ const WINDOW_OPACITY = 0.9 * 255;
 // counts we fall back to an algorithm. We need more schemes here
 // unless we have a really good algorithm.
 //
-// Each triplet is [x_center, y_center, scale] where the scale
+// Each triplet is [xCenter, yCenter, scale] where the scale
 // is relative to the width of the desktop.
 const POSITIONS = {
     1: [[0.5, 0.5, 0.8]],
@@ -55,7 +55,7 @@ Overlay.prototype = {
        this._group.hide();
        global.overlay_group.add_actor(this._group);
 
-       this._window_clones = []
+       this._windowClones = []
     },
 
     show : function() {
@@ -64,52 +64,52 @@ Overlay.prototype = {
 
            let global = Shell.global_get();
            let windows = global.get_windows();
-           let desktop_window = null;
+           let desktopWindow = null;
 
-           let screen_width = global.screen_width
-           let screen_height = global.screen_height
+           let screenWidth = global.screen_width
+           let screenHeight = global.screen_height
 
            for (let i = 0; i < windows.length; i++)
                if (windows[i].get_window_type() == Meta.WindowType.DESKTOP)
-                   desktop_window = windows[i];
+                   desktopWindow = windows[i];
 
            // The desktop windows are shown on top of a scaled down version of the
            // desktop. This is positioned at the right side of the screen
-           this._desktop_width = screen_width * DESKTOP_SCALE;
-           this._desktop_height = screen_height * DESKTOP_SCALE;
-           this._desktop_x = screen_width - this._desktop_width - 10;
-           this._desktop_y = Panel.PANEL_HEIGHT + (screen_height - this._desktop_height - Panel.PANEL_HEIGHT) / 2;
+           this._desktopWidth = screenWidth * DESKTOP_SCALE;
+           this._desktopHeight = screenHeight * DESKTOP_SCALE;
+           this._desktopX = screenWidth - this._desktopWidth - 10;
+           this._desktopY = Panel.PANEL_HEIGHT + (screenHeight - this._desktopHeight - Panel.PANEL_HEIGHT) / 2;
 
             // If a file manager is displaying desktop icons, there will be a desktop window.
             // This window will have the size of the whole desktop. When such window is not present 
             // (e.g. when the preference for showing icons on the desktop is disabled by the user 
             // or we are running inside a Xephyr window), we should create a desktop rectangle 
             // to serve as the background.
-           if (desktop_window)
-               this._createDesktopClone(desktop_window);
+           if (desktopWindow)
+               this._createDesktopClone(desktopWindow);
             else 
                 this._createDesktopRectangle();
 
            // Count the total number of windows so we know what layout scheme to use
-           let n_windows = 0;
+           let numberOfWindows = 0;
            for (let i = 0; i < windows.length; i++) {
                let w = windows[i];
-               if (w == desktop_window || w.is_override_redirect())
+               if (w == desktopWindow || w.is_override_redirect())
                    continue;
 
-               n_windows++;
+               numberOfWindows++;
            }
 
            // Now create actors for all the desktop windows. Do it in
            // reverse order so that the active actor ends up on top
-           let window_index = 0;
+           let windowIndex = 0;
            for (let i = windows.length - 1; i >= 0; i--) {
                let w = windows[i];
-               if (w == desktop_window || w.is_override_redirect())
+               if (w == desktopWindow || w.is_override_redirect())
                    continue;
-               this._createWindowClone(w, n_windows - window_index - 1, n_windows);
+               this._createWindowClone(w, numberOfWindows - windowIndex - 1, numberOfWindows);
 
-               window_index++;
+               windowIndex++;
            }
 
            // All the the actors in the window group are completely obscured,
@@ -132,11 +132,11 @@ Overlay.prototype = {
            global.window_group.show()
            this._group.hide();
 
-           for (let i = 0; i < this._window_clones.length; i++) {
-               this._window_clones[i].destroy();
+           for (let i = 0; i < this._windowClones.length; i++) {
+               this._windowClones[i].destroy();
            }
 
-           this._window_clones = [];
+           this._windowClones = [];
        }
     },
 
@@ -156,22 +156,22 @@ Overlay.prototype = {
         // up identically.
         // We are also using (0,0) coordinates in both cases which makes the background
         // window animate out from behind the panel. 
-       let desktop_rectangle = new Clutter.Rectangle({ color: global.stage.color,
+       let desktopRectangle = new Clutter.Rectangle({ color: global.stage.color,
                                                        reactive: true,
                                                        x: 0,
                                                        y: 0,
                                                         width: global.screen_width,
                                                         height: global.screen_height });
-        this._addDesktop(desktop_rectangle);
+        this._addDesktop(desktopRectangle);
     },
 
     _addDesktop : function(desktop) {
-       this._window_clones.push(desktop);
+       this._windowClones.push(desktop);
        this._group.add_actor(desktop);
 
        Tweener.addTween(desktop,
-                        { x: this._desktop_x,
-                          y: this._desktop_y,
+                        { x: this._desktopX,
+                          y: this._desktopY,
                           scale_x: DESKTOP_SCALE,
                           scale_y: DESKTOP_SCALE,
                           time: ANIMATION_TIME,
@@ -185,26 +185,26 @@ Overlay.prototype = {
                      });
     },
 
-    // window_index == 0 => top in stacking order
-    _computeWindowPosition : function(window_index, n_windows) {
-       if (n_windows in POSITIONS)
-           return POSITIONS[n_windows][window_index];
+    // windowIndex == 0 => top in stacking order
+    _computeWindowPosition : function(windowIndex, numberOfWindows) {
+       if (numberOfWindows in POSITIONS)
+           return POSITIONS[numberOfWindows][windowIndex];
 
        // If we don't have a predefined scheme for this window count, overlap the windows
        // along the diagonal of the desktop (improve this!)
-       let fraction = Math.sqrt(1/n_windows);
+       let fraction = Math.sqrt(1/numberOfWindows);
 
        // The top window goes at the lower right - this is different from the
        // fixed position schemes where the windows are in "reading order"
        // and the top window goes at the upper left.
-       let pos = (n_windows - window_index - 1) / (n_windows - 1);
-       let x_center = (fraction / 2) + (1 - fraction) * pos;
-       let y_center = x_center;
+       let pos = (numberOfWindows - windowIndex - 1) / (numberOfWindows - 1);
+       let xCenter = (fraction / 2) + (1 - fraction) * pos;
+       let yCenter = xCenter;
 
-       return [x_center, y_center, fraction];
+       return [xCenter, yCenter, fraction];
     },
 
-    _createWindowClone : function(w, window_index, n_windows) {
+    _createWindowClone : function(w, windowIndex, numberOfWindows) {
        // We show the window using "clones" of the texture .. separate
        // actors that mirror the original actors for the window. For
        // animation purposes, it may be better to actually move the
@@ -215,28 +215,28 @@ Overlay.prototype = {
                                               x: w.x,
                                               y: w.y });
 
-       let [x_center, y_center, fraction] = this._computeWindowPosition(window_index, n_windows);
+       let [xCenter, yCenter, fraction] = this._computeWindowPosition(windowIndex, numberOfWindows);
 
-       let desired_size = this._desktop_width * fraction;
+       let desiredSize = this._desktopWidth * fraction;
 
-       x_center = this._desktop_x + x_center * this._desktop_width;
-       y_center = this._desktop_y + y_center * this._desktop_height;
+       xCenter = this._desktopX + xCenter * this._desktopWidth;
+       yCenter = this._desktopY + yCenter * this._desktopHeight;
 
        let size = clone.width;
        if (clone.height > size)
            size = clone.height;
 
        // Never scale up
-       let scale = desired_size / size;
+       let scale = desiredSize / size;
        if (scale > 1)
            scale = 1;
 
        this._group.add_actor(clone);
-       this._window_clones.push(clone);
+       this._windowClones.push(clone);
 
        Tweener.addTween(clone,
-                        { x: x_center - 0.5 * scale * w.width,
-                          y: y_center - 0.5 * scale * w.height,
+                        { x: xCenter - 0.5 * scale * w.width,
+                          y: yCenter - 0.5 * scale * w.height,
                           scale_x: scale,
                           scale_y: scale,
                           time: ANIMATION_TIME,