--- /dev/null
+/* -*- mode: js2; js2-basic-offset: 4; -*- */
+
+const Clutter = imports.gi.Clutter;
+const Tweener = imports.tweener.tweener;
+
+const DEFAULT_BUTTON_COLOR = new Clutter.Color();
+DEFAULT_BUTTON_COLOR.from_pixel(0xeeddccff);
+
+const DEFAULT_PRESSED_BUTTON_COLOR = new Clutter.Color();
+DEFAULT_PRESSED_BUTTON_COLOR.from_pixel(0xddccbbff);
+
+// Time for animation making the button darker
+const ANIMATION_TIME = 0.3;
+
+const FULL_OPACITY = 255;
+
+const PARTIAL_OPACITY = 0.5 * 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);
+}
+
+Button.prototype = {
+ _init : function(text, button_color, pressed_button_color, stays_pressed, min_width, min_height) {
+
+ this._button_color = button_color
+ if (button_color == null)
+ this._button_color = DEFAULT_BUTTON_COLOR;
+
+ this._pressed_button_color = pressed_button_color
+ if (pressed_button_color == null)
+ this._pressed_button_color = 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 stays_pressed 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.button = new Clutter.Group({reactive: true});
+ this._background = new Clutter.Rectangle({ color: this._button_color});
+ this._label = new Clutter.Label({ font_name: "Sans Bold 16px",
+ text: text});
+ this._label.set_position(5, 5);
+ this._background.set_width(Math.max(this._label.get_width()+10, min_width))
+ this._background.set_height(Math.max(this._label.get_height()+10, min_height))
+ this.button.add_actor(this._background);
+ 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._background,
+ { time: ANIMATION_TIME,
+ opacity: FULL_OPACITY,
+ transition: "linear"
+ });
+ return false;
+ });
+ this.button.connect('button-release-event',
+ function(o, event) {
+ me._is_between_press_and_release = false;
+ if (!stays_pressed || me._active) {
+ me.release();
+ } else {
+ me._active = true;
+ }
+ return false;
+ });
+ this.button.connect('enter-event',
+ function(o, event) {
+ me._mouse_is_over_button = true;
+ if (!me._active) {
+ Tweener.removeTweens(me._background);
+ me._background.set_opacity(PARTIAL_OPACITY);
+ me._background.set_color(me._pressed_button_color);
+ }
+ return false;
+ });
+ this.button.connect('leave-event',
+ function(o, event) {
+ me._is_between_press_and_release = false;
+ me._mouse_is_over_button = false;
+ if (!me._active) {
+ Tweener.removeTweens(me._background);
+ me._background.set_opacity(FULL_OPACITY);
+ me._background.set_color(me._button_color);
+ }
+ return false;
+ });
+ },
+
+ release : function() {
+ if (!this._is_between_press_and_release) {
+ this._active = false;
+ Tweener.removeTweens(this._background);
+ if (this._mouse_is_over_button) {
+ this._background.set_opacity(PARTIAL_OPACITY);
+ this._background.set_color(this._pressed_button_color);
+ } else {
+ this._background.set_opacity(FULL_OPACITY);
+ this._background.set_color(this._button_color);
+ }
+ }
+ }
+}
+
const Shell = imports.gi.Shell;
const Clutter = imports.gi.Clutter;
const Tidy = imports.gi.Tidy;
+const Button = imports.ui.button;
const Main = imports.ui.main;
const TRAY_HEIGHT = 24;
const PANEL_BACKGROUND_COLOR = new Clutter.Color();
PANEL_BACKGROUND_COLOR.from_pixel(0xeeddccff);
+const PRESSED_BUTTON_BACKGROUND_COLOR = new Clutter.Color();
+PRESSED_BUTTON_BACKGROUND_COLOR.from_pixel(0xddccbbff);
function Panel() {
this._init();
background.set_position(-1, -1);
this._group.add_actor(background);
- let message = new Clutter.Label({ font_name: "Sans Bold 16px",
- text: "Activities",
- reactive: true });
- message.set_position(5, 5);
- this._group.add_actor(message);
+ this.button = new Button.Button("Activities", PANEL_BACKGROUND_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT);
+
+ this._group.add_actor(this.button.button);
this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
valign: 0.5,
text: "" });
this._grid.add_actor(this._clock);
+ // Setting the anchor point at top right (north east) makes that portion of the
+ // grid positioned at the position specified below.
this._grid.set_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
this._grid.set_position(global.screen_width - 2, (PANEL_HEIGHT - TRAY_HEIGHT) / 2);
this._traymanager = new Shell.TrayManager();
let panel = this;
- this._traymanager.connect('tray-icon-added',
+ // the anchor point needs to be updated each time the height/width of the content might have changed, because
+ // it doesn't get updated on its own
+ this._traymanager.connect('tray-icon-added',
function(o, icon) {
panel._grid.add_actor(icon);
/* bump the clock back to the end */
});
this._traymanager.manage_stage(global.stage);
- message.connect('button-press-event',
+ // TODO: decide what to do with the rest of the panel in the overlay mode (make it fade-out, become non-reactive, etc.)
+ // We get into the overlay mode on button-press-event as opposed to button-release-event because eventually we'll probably
+ // have the overlay act like a menu that allows the user to release the mouse on the activity the user wants
+ // to switch to.
+ this.button.button.connect('button-press-event',
function(o, event) {
if (Main.overlay.visible)
Main.hide_overlay();
_startClock: function() {
let me = this;
+ // TODO: this makes the clock updated every 60 seconds, but not necessarily on the minute, so it is inaccurate
Mainloop.timeout_add_seconds(60,
function() {
me._updateClock();
_updateClock: function() {
this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
return true;
+ },
+
+ overlayHidden: function() {
+ this.button.release();
}
};