Launcher should not be locked in place until the pointer is actually in the corner
| Affects | Status | Importance | Assigned to | Milestone | |
|---|---|---|---|---|---|
| Unity |
Fix Released
|
High
|
Didier Roche-Tolomelli | ||
| unity-2d |
Invalid
|
Medium
|
Unassigned | ||
| unity (Ubuntu) |
Fix Released
|
Undecided
|
Unassigned | ||
| unity-2d (Ubuntu) |
Invalid
|
Undecided
|
Unassigned | ||
Bug Description
When revealing the launcher through the hot corner, the launcher should proximity-fade in as the pointer crosses the Ubuntu button, but it should also fade out if the pointer starts moving AWAY from the corner without actually hitting it first.
The specification gives an algorithm for launcher opacity based on the proximity of the pointer to the corner, however that should be tweaked to start at 50% at the edge and move to 100% in the corner (I will update the spec if requested but the math should be clear ;-)).
When the pointer hits the corner, the launcher should be sticky so the pointer can then be moved down onto the actual icon desired. In addition, if the launcher is folded, it should not unfold instantly when the mouse is coming down from the top corner, it should wait till we have some idea where the user is going and unfold *there*, to make it easier to hit the right app at the bottom of a very folded launcher.
Related branches
- Jason Smith (community): Approve
-
Diff: 572 lines (+207/-60) 5 files modifiedapisrc/Launcher.cpp (+137/-34)
src/Launcher.h (+37/-22)
src/PanelHomeButton.cpp (+10/-4)
src/unityshell.cpp (+4/-0)
unityshell.xml.in (+19/-0)
Jason, please refer to the "Unity Launcher changes for Desktop adoption in 11.04" document
So, it's now merged and we can fade on proximity in the bfb.
FYI, I tweaked the value from 50% to ~35% for the initial state as I found it a little "bumpy" otherwise. Tell me what you think about it.
I think also that we should be maybe a little bit more flexible (maybe 5%?) in the future for the "lock" state as we can miss it if we are going too quick.
The "unfold" part will came later separately.
Actually, the implemented corner lock induces a lot of hit and miss for me. The movement to open the launcher seemed more fluid and somewhat more "organic" when you didn't have to stuck the pointer in the corner before going down.
Seems here to not be having the intended 'fix', exception being Active Dodge'
filed Bug #721003
Since the last unity(3d) upgrade there have been random mis-behaviors of the launcher when in any of the 3 autohide modes that may be related to this 'feature'
Included are -
trigger/lock point becomes non effective, the launcher is not exposed
lock point becomes non effective, launcher exposes but can't be locked
at login launcher fluctuates between hidden and exposed, no control
Or maybe they're caused by something else - the first 2 can usually be 'fixed' by opening/closing dash, 3rd requires restart