[gnome-shell] layout: Restructure input region and struts code
- From: Jasper St. Pierre <jstpierre src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-shell] layout: Restructure input region and struts code
- Date: Thu, 14 Feb 2013 18:49:30 +0000 (UTC)
commit a4e70ba4cae4f35df9336bf0e53003a179769265
Author: Jasper St. Pierre <jstpierre mecheye net>
Date: Tue Feb 12 15:57:08 2013 -0500
layout: Restructure input region and struts code
Have two branches, one for input region and one for struts. This
makes it easier to skip one of the branches, like in the case where
we want to skip input regions if we have a popup menu visible.
https://bugzilla.gnome.org/show_bug.cgi?id=633620
js/ui/layout.js | 143 ++++++++++++++++++++++++++++---------------------------
1 files changed, 72 insertions(+), 71 deletions(-)
---
diff --git a/js/ui/layout.js b/js/ui/layout.js
index 3a240e0..0a27ef5 100644
--- a/js/ui/layout.js
+++ b/js/ui/layout.js
@@ -830,86 +830,87 @@ const LayoutManager = new Lang.Class({
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
- let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
- if (actorData.affectsInputRegion &&
- actorData.actor.get_paint_visibility() &&
- !this.uiGroup.get_skip_paint(actorData.actor))
- rects.push(rect);
+ if (actorData.affectsInputRegion) {
+ let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
- if (!actorData.affectsStruts)
- continue;
+ if (actorData.actor.get_paint_visibility() &&
+ !this.uiGroup.get_skip_paint(actorData.actor))
+ rects.push(rect);
+ }
- // Limit struts to the size of the screen
- let x1 = Math.max(x, 0);
- let x2 = Math.min(x + w, global.screen_width);
- let y1 = Math.max(y, 0);
- let y2 = Math.min(y + h, global.screen_height);
-
- // NetWM struts are not really powerful enought to handle
- // a multi-monitor scenario, they only describe what happens
- // around the outer sides of the full display region. However
- // it can describe a partial region along each side, so
- // we can support having the struts only affect the
- // primary monitor. This should be enough as we only have
- // chrome affecting the struts on the primary monitor so
- // far.
- //
- // Metacity wants to know what side of the screen the
- // strut is considered to be attached to. If the actor is
- // only touching one edge, or is touching the entire
- // border of the primary monitor, then it's obvious which
- // side to call it. If it's in a corner, we pick a side
- // arbitrarily. If it doesn't touch any edges, or it spans
- // the width/height across the middle of the screen, then
- // we don't create a strut for it at all.
- let side;
- let primary = this.primaryMonitor;
- if (x1 <= primary.x && x2 >= primary.x + primary.width) {
- if (y1 <= primary.y)
- side = Meta.Side.TOP;
- else if (y2 >= primary.y + primary.height)
- side = Meta.Side.BOTTOM;
- else
- continue;
- } else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
- if (x1 <= 0)
+ if (actorData.affectsStruts) {
+ // Limit struts to the size of the screen
+ let x1 = Math.max(x, 0);
+ let x2 = Math.min(x + w, global.screen_width);
+ let y1 = Math.max(y, 0);
+ let y2 = Math.min(y + h, global.screen_height);
+
+ // NetWM struts are not really powerful enought to handle
+ // a multi-monitor scenario, they only describe what happens
+ // around the outer sides of the full display region. However
+ // it can describe a partial region along each side, so
+ // we can support having the struts only affect the
+ // primary monitor. This should be enough as we only have
+ // chrome affecting the struts on the primary monitor so
+ // far.
+ //
+ // Metacity wants to know what side of the screen the
+ // strut is considered to be attached to. If the actor is
+ // only touching one edge, or is touching the entire
+ // border of the primary monitor, then it's obvious which
+ // side to call it. If it's in a corner, we pick a side
+ // arbitrarily. If it doesn't touch any edges, or it spans
+ // the width/height across the middle of the screen, then
+ // we don't create a strut for it at all.
+ let side;
+ let primary = this.primaryMonitor;
+ if (x1 <= primary.x && x2 >= primary.x + primary.width) {
+ if (y1 <= primary.y)
+ side = Meta.Side.TOP;
+ else if (y2 >= primary.y + primary.height)
+ side = Meta.Side.BOTTOM;
+ else
+ continue;
+ } else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
+ if (x1 <= 0)
+ side = Meta.Side.LEFT;
+ else if (x2 >= primary.x + primary.width)
+ side = Meta.Side.RIGHT;
+ else
+ continue;
+ } else if (x1 <= 0)
side = Meta.Side.LEFT;
- else if (x2 >= primary.x + primary.width)
+ else if (y1 <= 0)
+ side = Meta.Side.TOP;
+ else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
+ else if (y2 >= global.screen_height)
+ side = Meta.Side.BOTTOM;
else
continue;
- } else if (x1 <= 0)
- side = Meta.Side.LEFT;
- else if (y1 <= 0)
- side = Meta.Side.TOP;
- else if (x2 >= global.screen_width)
- side = Meta.Side.RIGHT;
- else if (y2 >= global.screen_height)
- side = Meta.Side.BOTTOM;
- else
- continue;
- // Ensure that the strut rects goes all the way to the screen edge,
- // as this really what mutter expects.
- switch (side) {
- case Meta.Side.TOP:
- y1 = 0;
- break;
- case Meta.Side.BOTTOM:
- y2 = global.screen_height;
- break;
- case Meta.Side.LEFT:
- x1 = 0;
- break;
- case Meta.Side.RIGHT:
- x2 = global.screen_width;
- break;
- }
+ // Ensure that the strut rects goes all the way to the screen edge,
+ // as this really what mutter expects.
+ switch (side) {
+ case Meta.Side.TOP:
+ y1 = 0;
+ break;
+ case Meta.Side.BOTTOM:
+ y2 = global.screen_height;
+ break;
+ case Meta.Side.LEFT:
+ x1 = 0;
+ break;
+ case Meta.Side.RIGHT:
+ x2 = global.screen_width;
+ break;
+ }
- let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
- let strut = new Meta.Strut({ rect: strutRect, side: side });
- struts.push(strut);
+ let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
+ let strut = new Meta.Strut({ rect: strutRect, side: side });
+ struts.push(strut);
+ }
}
global.set_stage_input_region(rects);
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