//
// 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.
};
}