gnome-shell r57 - trunk/js/ui



Author: marinaz
Date: Wed Nov 19 19:23:24 2008
New Revision: 57
URL: http://svn.gnome.org/viewvc/gnome-shell?rev=57&view=rev

Log:
Switch all JavaScript variable names to firstWordLowerCase style to agree with the Style Guide.


Modified:
   trunk/js/ui/button.js
   trunk/js/ui/overlay.js

Modified: trunk/js/ui/button.js
==============================================================================
--- trunk/js/ui/button.js	(original)
+++ trunk/js/ui/button.js	Wed Nov 19 19:23:24 2008
@@ -18,54 +18,54 @@
 
 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._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;
+        this._buttonColor = buttonColor  
+        if (buttonColor == null)                   
+            this._buttonColor = DEFAULT_BUTTON_COLOR;
+
+        this._pressedButtonColor = pressedButtonColor  
+        if (pressedButtonColor == null)
+            this._pressedButtonColor = DEFAULT_PRESSED_BUTTON_COLOR;
+
+        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 @@
             });
         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 @@
             });
         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);
             }
         }
     }

Modified: trunk/js/ui/overlay.js
==============================================================================
--- trunk/js/ui/overlay.js	(original)
+++ trunk/js/ui/overlay.js	Wed Nov 19 19:23:24 2008
@@ -24,7 +24,7 @@
 // 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 @@
 	this._group.hide();
 	global.overlay_group.add_actor(this._group);
 
-	this._window_clones = []
+	this._windowClones = []
     },
 
     show : function() {
@@ -64,52 +64,52 @@
 
 	    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 @@
 	    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 @@
         // 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 @@
 		      });
     },
 
-    // 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 @@
 					       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,



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