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/*
* This file is part of unity-2d
*
* Copyright 2012 Canonical Ltd.
*
* 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; version 3.
*
* 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/>.
*/
import QtQuick 1.1
import Unity2d 1.0
import "launcher"
import "common/utils.js" as Utils
Item {
id: shell
property variant declarativeView
property variant dashLoader
property variant hudLoader
property bool launcherAlwaysVisible: launcherLoader.loadLauncher && !launcherLoader.launcherInHideMode
Binding {
target: declarativeView
property: "accessibleName"
value: {
if (shellManager.hudActive) {
return "Hud";
}
if (shellManager.dashActive) {
return "Dash";
}
return "Launcher";
}
}
/* Space reserved by strutManager is taken off screen.availableGeometry but
we want the shell to take all the available space, including the one we
reserved ourselves via strutManager. */
height: declarativeView.screen.availableGeometry.height
// We need the min because X is async thus it can happen that even if strutManager.enabled is true
// declarativeView.screen.availableGeometry.width still has not been updated and thus the sum might be bigger than declarativeView.screen.geometry.width.
// The real nice and proper solution would be strutManager having a hasTheChangeBeenApplied property
width: Math.min(declarativeView.screen.geometry.width, declarativeView.screen.availableGeometry.width + (strutManager.enabled ? strutManager.width : 0))
Accessible.name: "shell"
WallpaperColor {
}
GestureHandler {
id: gestureHandler
dashManager: shellManager
}
onDashLoaderChanged: {
if (shellManager.dashActive) {
if (dashLoader == undefined)
{
launcherLoader.visibilityController.endForceVisible("dash")
} else {
launcherLoader.visibilityController.beginForceVisible("dash")
}
}
}
onHudLoaderChanged: {
if (shellManager.hudActive && launcher2dConfiguration.hideMode != 0) {
if (hudLoader == undefined)
{
launcherLoader.visibilityController.endForceHidden("hud")
} else {
launcherLoader.visibilityController.beginForceHidden("hud")
}
}
}
LauncherLoader {
id: launcherLoader
anchors.top: parent.top
anchors.bottom: parent.bottom
width: 65
/* Launcher visibility handling and 4 fingers dragging reveal */
property int hiddenX: Utils.isLeftToRight() ? -width : shell.width
property int shownX: Utils.isLeftToRight() ? 0 : shell.width - width
x: {
var value
var delta = Utils.isLeftToRight() ? gestureHandler.dragDelta : -gestureHandler.dragDelta
if (visibilityController.shown) {
value = shownX
} else {
/* FIXME: it would be better to have gestureHandler disabled
for dragging when hideMode is set to 0 */
if (launcher2dConfiguration.hideMode != 0 && gestureHandler.isDragging) {
value = hiddenX + delta
} else {
value = hiddenX
}
}
if (hiddenX <= shownX) {
return Utils.clamp(value, hiddenX, shownX)
} else {
return Utils.clamp(value, shownX, hiddenX)
}
}
Binding {
target: launcherLoader.item
property: "showMenus"
value: (dashLoader == undefined || !dashLoader.item.active) && (hudLoader == undefined || !hudLoader.item.active)
}
Behavior on x { NumberAnimation { id: launcherLoaderXAnimation; duration: 125 } }
SpreadMonitor {
id: spread
onShownChanged: if (shown) {
/* The the spread grabs input and Qt can't properly
detect we've lost input, so explicitly hide the menus */
launcherLoader.item.hideMenu()
launcherLoader.visibilityController.beginForceVisible("spread")
}
else launcherLoader.visibilityController.endForceVisible("spread")
}
}
Connections {
target: shellManager
onDashActiveChanged: {
if (shellManager.dashActive) {
if (hudLoader != undefined && hudLoader.item.active) {
hudLoader.item.active = false
}
if (dashLoader != undefined) {
launcherLoader.visibilityController.beginForceVisible("dash")
}
} else {
if (dashLoader != undefined) {
launcherLoader.visibilityController.endForceVisible("dash")
if (dashLoader.status == Loader.Ready) dashLoader.item.deactivateAllLenses()
}
}
}
onHudActiveChanged: {
if (shellManager.hudActive) {
if (dashLoader != undefined && dashLoader.item.active) {
dashLoader.item.active = false
}
if (hudLoader != undefined && launcher2dConfiguration.hideMode != 0) {
launcherLoader.visibilityController.beginForceHidden("hud")
}
} else {
if (hudLoader != undefined && launcher2dConfiguration.hideMode != 0) {
launcherLoader.visibilityController.endForceHidden("hud")
}
}
}
}
Connections {
target: declarativeView
onLauncherFocusRequested: {
launcherLoader.focus = true
launcherLoader.item.focusBFB()
}
onFocusChanged: {
if (!declarativeView.focus && hudLoader!= undefined && hudLoader.item.active) hudLoader.item.active = false
/* FIXME: The launcher is forceVisible while it has activeFocus. However even though
the documentation says that setting focus=false will make an item lose activeFocus
if it has it, this doesn't happen with FocusScopes (and Launcher is a FocusScope).
Therefore I'm working around this by giving focus to the shell, which is safe since
the shell doesn't react to activeFocus at all.
See: https://bugreports.qt.nokia.com/browse/QTBUG-19688 */
if (!declarativeView.focus && launcherLoader.activeFocus) shell.focus = true
}
}
Component.onCompleted: {
if (declarativeView.screen.screen == 0) {
var loaderComponent = Qt.createComponent("DashLoader.qml");
dashLoader = loaderComponent.createObject(shell, {});
var loaderComponent = Qt.createComponent("HudLoader.qml");
hudLoader = loaderComponent.createObject(shell, {});
}
declarativeView.show()
}
Keys.onPressed: {
if (event.key == Qt.Key_Escape || (event.key == Qt.Key_F4 && event.modifiers == Qt.AltModifier )) {
declarativeView.forceDeactivateWindow()
}
}
InputShapeManager {
target: declarativeView
InputShapeRectangle {
id: launcherInputShape
enabled: launcherLoader.status == Loader.Ready
}
InputShapeRectangle {
rectangle: {
if (dashLoader != undefined) {
if (desktop.isCompositingManagerRunning) {
return Qt.rect(dashLoader.x, dashLoader.y, dashLoader.width, dashLoader.height)
} else {
return Qt.rect(dashLoader.x, dashLoader.y, dashLoader.width - 7, dashLoader.height - 9)
}
} else {
return Qt.rect(0, 0, 0, 0)
}
}
enabled: dashLoader != undefined && dashLoader.status == Loader.Ready && dashLoader.item.active
mirrorHorizontally: Utils.isRightToLeft()
InputShapeMask {
id: shape1
source: "shell/common/artwork/desktop_dash_background_no_transparency.png"
color: "red"
position: dashLoader != undefined ? Qt.point(dashLoader.width - 50, dashLoader.height - 49) : Qt.point(0, 0)
enabled: shellManager.dashMode == ShellManager.DesktopMode
}
}
InputShapeRectangle {
id: hudInputShape
enabled: hudLoader != undefined && hudLoader.status == Loader.Ready && hudLoader.item.active
InputShapeMask {
source: "shell/common/artwork/desktop_dash_background_no_transparency.png"
color: "red"
position: hudLoader != undefined ? Qt.point(hudLoader.width - 50, hudLoader.height - 49) : Qt.point(0, 0)
}
}
}
Binding {
target: launcherInputShape
property: "rectangle"
value: Qt.rect(launcherLoader.x,
launcherLoader.y,
launcherLoader.width,
launcherLoader.height)
when: !launcherLoaderXAnimation.running
}
Binding {
target: hudInputShape
property: "rectangle"
value: {
if (hudLoader != undefined) {
if (desktop.isCompositingManagerRunning) {
return Qt.rect(hudLoader.x, hudLoader.y, hudLoader.width, hudLoader.height)
} else {
return Qt.rect(hudLoader.x, hudLoader.y, hudLoader.width - 7, hudLoader.height - 9)
}
} else {
return Qt.rect(0, 0, 0, 0)
}
}
when: hudLoader != undefined && !hudLoader.animating
}
StrutManager {
id: strutManager
edge: Unity2dPanel.LeftEdge
widget: declarativeView
height: launcherLoader.height
width: launcherLoader.width
enabled: launcherAlwaysVisible
}
PointerBarrier {
property int x: declarativeView.globalPosition.x + (Utils.isLeftToRight() ? 0 : shell.width)
property bool enableTrigger: launcherLoader.launcherInHideMode && launcherLoader.loadLauncher
// This enableSticky logic has a 'bug' int RTL where the right most screen will still have enableSticky
// set to true, but it won't cause any issue other than consuming a few bytes of mememory and calculating the
// rightmost x is probably more expensive and error prone than just enabling the extra barrier
property bool enableSticky: unity2dConfiguration.stickyEdges && declarativeView.screen.geometry.x > 0
id: leftBarrier
triggerDirection: Utils.isLeftToRight() ? PointerBarrier.TriggerFromRight : PointerBarrier.TriggerFromLeft
triggerZoneEnabled: enableTrigger && !launcherLoader.visibilityController.shown
triggerOnly: enableTrigger && !enableSticky
p1: Qt.point(x, declarativeView.screen.geometry.y)
p2: Qt.point(x, declarativeView.screen.geometry.y + declarativeView.screen.geometry.height)
triggerZoneP1: Qt.point(x, launcher2dConfiguration.revealMode == 1 ? declarativeView.screen.geometry.y : declarativeView.globalPosition.y)
triggerZoneP2: Qt.point(x, launcher2dConfiguration.revealMode == 1 ? declarativeView.screen.geometry.y + 1 : declarativeView.globalPosition.y + launcherLoader.height)
threshold: (enableSticky || enableTrigger) ? launcher2dConfiguration.edgeStopVelocity : -1
maxVelocityMultiplier: launcher2dConfiguration.edgeResponsiveness
decayRate: launcher2dConfiguration.edgeDecayrate
triggerPressure: launcher2dConfiguration.edgeRevealPressure
breakPressure: launcher2dConfiguration.edgeOvercomePressure
onTriggered: launcherLoader.item.barrierTriggered()
}
PointerBarrier {
property bool enableSticky: unity2dConfiguration.stickyEdges && declarativeView.screen.geometry.y > 0
id: topBarrier
p1: Qt.point(declarativeView.screen.geometry.x, declarativeView.screen.geometry.y)
p2: Qt.point(declarativeView.screen.geometry.x + declarativeView.screen.geometry.width, declarativeView.screen.geometry.y)
threshold: enableSticky ? launcher2dConfiguration.edgeStopVelocity : -1
maxVelocityMultiplier: launcher2dConfiguration.edgeResponsiveness
decayRate: launcher2dConfiguration.edgeDecayrate
breakPressure: launcher2dConfiguration.edgeOvercomePressure
}
}
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