gala/plugins/notify/NotificationStack.vala

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Vala
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//
// Copyright (C) 2014 Tom Beckmann
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//
using Clutter;
using Meta;
namespace Gala.Plugins.Notify
{
public class NotificationStack : Actor
{
const int ADDITIONAL_MARGIN = 12;
public signal void animations_changed (bool running);
public Screen screen { get; construct; }
int animation_counter = 0;
public NotificationStack (Screen screen)
{
Object (screen: screen);
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}
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construct
{
width = Notification.WIDTH + 2 * Notification.MARGIN + ADDITIONAL_MARGIN;
clip_to_allocation = true;
}
public void show_notification (Notification notification)
{
if (animation_counter == 0)
animations_changed (true);
// we have a shoot-over on the start of the close animation, which gets clipped
// unless we make our container a bit wider and move the notifications over
notification.margin_left = ADDITIONAL_MARGIN;
notification.destroy.connect (() => {
update_positions ();
});
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float height;
notification.get_preferred_height (Notification.WIDTH, out height, null);
update_positions (height);
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insert_child_at_index (notification, 0);
animation_counter++;
notification.get_transition ("entry").completed.connect (() => {
if (--animation_counter == 0)
animations_changed (false);
});
}
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void update_positions (float add_y = 0.0f)
{
var y = add_y;
var i = get_n_children ();
var delay_step = i > 0 ? 150 / i : 0;
foreach (var child in get_children ()) {
if (((Notification) child).being_destroyed)
continue;
child.save_easing_state ();
child.set_easing_mode (AnimationMode.EASE_OUT_BACK);
child.set_easing_duration (200);
child.set_easing_delay ((i--) * delay_step);
child.y = y;
child.restore_easing_state ();
y += child.height;
}
}
}
}