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/* -*- mode: js2; js2-basic-offset: 4; tab-width: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Tidy = imports.gi.Tidy;
const Button = imports.ui.button;
const Main = imports.ui.main;
const PANEL_HEIGHT = 32;
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(0xccbbaaff);
function Panel() {
this._init();
}
Panel.prototype = {
_init : function() {
let global = Shell.Global.get();
this._group = new Clutter.Group();
let background = new Clutter.Rectangle({ color: PANEL_BACKGROUND_COLOR,
reactive: true,
width: global.screen_width+2,
height: PANEL_HEIGHT+1,
border_width: 1});
background.set_position(-1, -1);
this._group.add_actor(background);
this.button = new Button.Button("Activities", PANEL_BACKGROUND_COLOR, PRESSED_BUTTON_BACKGROUND_COLOR, true, null, PANEL_HEIGHT-1);
this._group.add_actor(this.button.button);
this._grid = new Tidy.Grid({ height: TRAY_HEIGHT,
valign: 0.5,
end_align: true,
column_gap: 2 })
this._group.add_actor(this._grid);
this._clock = new Clutter.Label({ font_name: "Sans Bold 16px",
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({ bg_color: PANEL_BACKGROUND_COLOR });
let me = this;
// 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) {
me._grid.add_actor(icon);
/* bump the clock back to the end */
me._grid.remove_actor(me._clock);
me._grid.add_actor(me._clock);
me._grid.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
});
this._traymanager.connect('tray-icon-removed',
function(o, icon) {
me._grid.remove_actor(icon);
me._grid.move_anchor_point_from_gravity(Clutter.Gravity.NORTH_EAST);
});
this._traymanager.manage_stage(global.stage);
// 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();
else
Main.show_overlay();
return true;
});
this._setStruts();
global.screen.connect('notify::n-workspaces',
function() {
me._setStruts();
});
global.stage.add_actor(this._group);
this._updateClock();
this._startClock();
},
// Struts determine the area along each side of the screen that is reserved
// and not available to applications
_setStruts: function() {
let global = Shell.Global.get();
let struts = [
new Meta.Strut({
rect: {
x: 0,
y: 0,
width: global.screen_width,
height: PANEL_HEIGHT
},
side: Meta.Direction.TOP
})
];
let screen = global.screen;
for (let i = 0; i < screen.n_workspaces; i++) {
let workspace = screen.get_workspace_by_index(i);
workspace.set_builtin_struts(struts);
}
},
_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();
return true;
});
},
_updateClock: function() {
this._clock.set_text(new Date().toLocaleFormat("%H:%M"));
return true;
},
overlayHidden: function() {
this.button.release();
}
};
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