// // 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 . // /* This is a template class showing some of the things that can be done with a gala plugin and how to do them. */ namespace Gala.Plugins.Template { public class Main : Gala.Plugin { const int PADDING = 50; Gala.WindowManager? wm = null; Clutter.Actor red_box; // This function is called as soon as Gala has started and gives you // an instance of the GalaWindowManager class. public override void initialize (Gala.WindowManager wm) { // we will save the instance to our wm property so we can use it later again // especially helpful when you have larger plugins with more functions, // we won't need it here this.wm = wm; // for demonstration purposes we'll add a red quad to the stage which will // turn green when clicked red_box = new Clutter.Actor (); red_box.set_size (100, 100); red_box.background_color = { 255, 0, 0, 255 }; red_box.reactive = true; red_box.button_press_event.connect (turn_green); // we want to place it in the lower right of the primary monitor with a bit // of padding. refer to vapi/libmutter.vapi in gala's source for something // remotely similar to a documentation var screen = wm.get_screen (); var rect = screen.get_monitor_geometry (screen.get_primary_monitor ()); red_box.x = rect.x + rect.width - red_box.width - PADDING; red_box.y = rect.y + rect.height - red_box.height - PADDING; // to order Gala to deliver mouse events to our box instead of the underlying // windows, we need to mark the region where the quad is located. // The plugin class offers an utility function for this purpose, the track_actor // function. It will update the region with the allocation of the actor // whenever its allocation changes. Make sure to set freeze_track to // true while animating the actor to not make gala update the region // every single frame. // You can also handle the region manually by setting the custom_region // property. The tracked actors and custom regions will be merged by // the plugin. track_actor (red_box); // now we'll add our box into the ui_group. This is where all the shell // elements and also the windows and backgrouds are located. wm.ui_group.add_child (red_box); } bool turn_green (Clutter.ButtonEvent event) { red_box.background_color = { 0, 255, 0, 255 }; return true; } // This function is actually not even called by Gala at the moment, // still it might be a good idea to implement it anyway to make sure // your plugin is compatible in case we'd add disabling specific plugins // in the future public override void destroy () { // here you would destroy actors you added to the stage or remove // keybindings red_box.destroy (); } } } // this little function just tells Gala which class of those you may have in // your plugin is the one you want to start with and delivers some additional // details about your plugin. It also gives you the option to choose a specific // function which your plugin fulfils. Gala will then make sure that there is // no duplicate functionality. public Gala.PluginInfo register_plugin () { return { "template-plugin", // the plugin's name "Tom Beckmann ", // you, the author typeof (Gala.Plugins.Template.Main), // the type of your plugin class Gala.PluginFunction.ADDITION, // the function which your plugin // fulfils, ADDITION means nothing // specific Gala.LoadPriority.IMMEDIATE // indicates whether your plugin's // start can be delayed until gala // has loaded the important stuff or // if you want your plugin to start // right away. False means wait. }; }