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various little fixes
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@ -26,6 +26,19 @@ namespace Gala
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WINDOW_OVERVIEW
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}
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public enum LoadPriority
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{
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/**
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* Have your plugin loaded immediately once gala has started
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*/
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IMMEDIATE,
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/**
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* Allow gala to defer loading your plugin once it got the
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* major part of the initialization done
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*/
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DEFERRED
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}
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public struct PluginInfo
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{
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string name;
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@ -44,11 +57,11 @@ namespace Gala
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PluginFunction provides;
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/**
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* Indicate that your plugin does not need to be started immediately on
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* gala's launch but can wait until there's a bit less stuff going on.
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* Especially use this if you're adding a completely new ui component.
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* Give gala a hint for when to load your plugin. Especially use DEFERRED
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* if you're adding a completely new ui component that's not directly
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* related to the wm.
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*/
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bool load_can_wait;
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LoadPriority load_priority;
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/**
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* You don't have to fill this field, it will be filled by gala with
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@ -139,6 +152,8 @@ namespace Gala
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/**
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* Stop listening to allocation changes and remove the actor's
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* allocation from the region array.
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*
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* @param actor The actor to stop listening the changes on
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*/
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public void untrack_actor (Clutter.Actor actor)
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{
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@ -15,13 +15,6 @@
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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//
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// note on compilation: If you want your own plugin within this source tree
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// don't forget to add the new subdirectory to the plugins' Makefile.am
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// SUBDIRS list and add your Makefile to the list of Makefiles found at
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// about the end of the configure.ac file AC_CONFIG_FILES.
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// The API is currently internal until the API is finalized, so you have
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// to build it in this source tree.
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/*
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This is a template class showing some of the things that can be done
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with a gala plugin and how to do them.
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@ -115,7 +108,7 @@ public Gala.PluginInfo register_plugin ()
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// fulfils, ADDITION means nothing
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// specific
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false // indicates whether your plugin's
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Gala.LoadPriority.IMMEDIATE // indicates whether your plugin's
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// start can be delayed until gala
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// has loaded the important stuff or
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// if you want your plugin to start
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@ -123,68 +116,3 @@ public Gala.PluginInfo register_plugin ()
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};
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}
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/*
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Some more useful stuff:
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Modal Mode
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----------
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If you want to display large elements that can be toggled instead of small overlays,
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you can use wm.begin_modal() to make Gala enter modal mode. In this mode, you'll be
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able to receive key events and all mouse events will be delivered regardless of the
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region you have set. Don't forget to call wm.end_modal() and provide an obvious way
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to exit modal mode for the user, otherwise he will be stuck and can only restart
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Gala.
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Keybindings
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-----------
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To add keybindings, you'll need a gsettings schema. You can take a look at Gala's
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schema in data/org.pantheon.desktop.gschema.xml for an example. You'll also find
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how to correctly declare shortcut keys in that file. Once you got this file ready
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it's pretty easy. Just enable its installation in cmake, the relevant is commented
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out in this template, and call wm.get_screen().get_display().add_keybinding().
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The keybinding function takes the name of the shortcut key in your
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schema, then a GSettings instance for that schema, which can be obtained with
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'new GLib.Settings("org.pantheon.gala.plugins.my-plugin")', then some flags, for
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which you can almost always use 0, refer to the vapi for more details, and finally
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your function as arguments. Its delegate is:
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public delegate void KeyHandlerFunc (Meta.Display display, Meta.Screen screen,
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Meta.Window? window, X.Event event, Meta.KeyBinding binding);
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So it'd be something like
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void initialize (Gala.WindowManager wm)
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{
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[...]
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var display = wm.get_screen ().get_display ();
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var schema = new GLib.Settings ("org.pantheon.desktop.gala.plugins");
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display.add_keybinding ("my-shortcut", schema, 0, my_handler);
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[...]
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}
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void my_handler (Meta.Display display, Meta.Screen screen, Meta.Window? window,
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X.Event event, Meta.KeyBinding binding)
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{
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print ("Shortcut hit! D:");
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}
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void destroy ()
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{
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wm.get_screen ().get_display ().remove_keybinding ("my-shortcut");
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}
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Overriding default keybindings
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------------------------------
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Libmutter allows you to override exisiting shortcuts, which is a lot easier than
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adding new ones. All you have to do is:
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Keybinding.set_custom_handler ("shortcut-name", my_handler);
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The signature for my_handler is the same as above.
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More info
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---------
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A great source for exploring the possibilities of mutter's API is scrolling through
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the mentioned mutter vapi. In some cases you can find documentation on particular
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functions in the mutter source code. Just grep for their C names.
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*/
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73
plugins/template/README
Normal file
73
plugins/template/README
Normal file
@ -0,0 +1,73 @@
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Note for compilition
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--------------------
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If you want your own plugin within this source tree
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don't forget to add the new subdirectory to the plugins' Makefile.am
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SUBDIRS list and add your Makefile to the list of Makefiles found at
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about the end of the configure.ac file AC_CONFIG_FILES.
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The API is currently internal until the API is finalized, so you have
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to build it in this source tree.
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Some more useful notes on developing plugins:
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Modal Mode
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----------
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If you want to display large elements that can be toggled instead of small overlays,
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you can use wm.begin_modal() to make Gala enter modal mode. In this mode, you'll be
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able to receive key events and all mouse events will be delivered regardless of the
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region you have set. Don't forget to call wm.end_modal() and provide an obvious way
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to exit modal mode for the user, otherwise he will be stuck and can only restart
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Gala.
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Keybindings
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-----------
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To add keybindings, you'll need a gsettings schema. You can take a look at Gala's
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schema in data/org.pantheon.desktop.gschema.xml for an example. You'll also find
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how to correctly declare shortcut keys in that file. Once you got this file ready
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it's pretty easy. Just enable its installation in cmake, the relevant is commented
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out in this template, and call wm.get_screen().get_display().add_keybinding().
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The keybinding function takes the name of the shortcut key in your
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schema, then a GSettings instance for that schema, which can be obtained with
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'new GLib.Settings("org.pantheon.gala.plugins.my-plugin")', then some flags, for
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which you can almost always use 0, refer to the vapi for more details, and finally
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your function as arguments. Its delegate is:
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public delegate void KeyHandlerFunc (Meta.Display display, Meta.Screen screen,
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Meta.Window? window, X.Event event, Meta.KeyBinding binding);
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So it'd be something like
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void initialize (Gala.WindowManager wm)
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{
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[...]
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var display = wm.get_screen ().get_display ();
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var schema = new GLib.Settings ("org.pantheon.desktop.gala.plugins");
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display.add_keybinding ("my-shortcut", schema, 0, my_handler);
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[...]
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}
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void my_handler (Meta.Display display, Meta.Screen screen, Meta.Window? window,
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X.Event event, Meta.KeyBinding binding)
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{
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print ("Shortcut hit! D:");
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}
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void destroy ()
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{
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wm.get_screen ().get_display ().remove_keybinding ("my-shortcut");
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}
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Overriding default keybindings
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------------------------------
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Libmutter allows you to override exisiting shortcuts, which is a lot easier than
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adding new ones. All you have to do is:
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Keybinding.set_custom_handler ("shortcut-name", my_handler);
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The signature for my_handler is the same as above.
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More info
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---------
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A great source for exploring the possibilities of mutter's API is scrolling through
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the mentioned mutter vapi. In some cases you can find documentation on particular
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functions in the mutter source code. Just grep for their C names.
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*/
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@ -121,7 +121,7 @@ public Gala.PluginInfo register_plugin ()
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author = "Gala Developers",
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plugin_type = typeof (Gala.Plugins.Zoom.Main),
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provides = Gala.PluginFunction.ADDITION,
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load_can_wait = false
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load_priority = Gala.LoadPriority.IMMEDIATE
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};
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}
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@ -99,7 +99,6 @@ namespace Gala
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// add plugin's requested areas
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if (area == InputArea.FULLSCREEN || area == InputArea.HOT_CORNER) {
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foreach (var rect in PluginManager.get_default ().get_all_regions ()) {
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print ("%i %i %i %i\n", rect.x, rect.y, rect.width, rect.height);
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rects += rect;
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}
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}
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@ -106,7 +106,7 @@ namespace Gala
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info.module_name = plugin_name;
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module.make_resident ();
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if (info.load_can_wait) {
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if (info.load_priority == LoadPriority.DEFERRED) {
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load_later_plugins.add (info);
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} else {
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load_plugin_class (info);
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// if we didnt switch, show a nudge-over animation. need to take the indices
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// here since the changing only applies after the animation ends
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if (old_index == 0 && direction == MotionDirection.LEFT ||
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old_index == screen.n_workspaces - 1 && direction == MotionDirection.RIGHT) {
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if ((old_index == 0
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&& direction == MotionDirection.LEFT)
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|| (old_index == screen.n_workspaces - 1
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&& direction == MotionDirection.RIGHT)) {
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var dest = (direction == MotionDirection.LEFT ? 32.0f : -32.0f);
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ui_group.animate (Clutter.AnimationMode.LINEAR, 100, x:dest);
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