Framing around window decorations on windows and panel should be identical.

Bug #691817 reported by Kyle Clarke
20
This bug affects 4 people
Affects Status Importance Assigned to Milestone
Unity
Fix Released
Medium
Marco Trevisan (Treviño)
unity-2d
Won't Fix
Medium
Unassigned
unity (Ubuntu)
Fix Released
Medium
Unassigned
unity-2d (Ubuntu)
Invalid
Undecided
Marco Trevisan (Treviño)

Bug Description

AS per the screen shot. The AppMenu in Unity does not display the indent around the window controls the same as a standard window.

Sorry to report something so petty. But I read on Mark Shuttleworth's blog that he wants us to report anything and everything to make Natty the most beautiful version of Ubuntu ever. Avoiding any flies in the icecream.

Edit: Title to reflect mark's comments bellow. "It might be worth updating the bug summary to say they should be identical, rather than that the panel should get the framing, as I don't think the design is final for Natty."

Related branches

Revision history for this message
Kyle Clarke (kyleclarke) wrote :
Omer Akram (om26er)
summary: - Appmenu window controls are missing the indent that is present on a
- standard window
+ window controls are missing the indent that is present on a standard
+ window
affects: indicator-appmenu → unity
Revision history for this message
Mark Shuttleworth (sabdfl) wrote : Re: [Bug 691817] [NEW] window controls are missing the indent that is present on a standard window

 status confirmed

Thanks for the report, Kyle. Yes, the framing of the window controls on
the panel and on the window should be identical. It might be worth
updating the bug summary to say they should be identical, rather than
that the panel should get the framing, as I don't think the design is
final for Natty.

Changed in unity:
status: New → Confirmed
Kyle Clarke (kyleclarke)
summary: - window controls are missing the indent that is present on a standard
- window
+ Framing around window decorations on windows and panel should be
+ idnetical.
description: updated
Changed in unity:
importance: Undecided → Medium
status: Confirmed → Triaged
Changed in unity (Ubuntu):
status: New → Triaged
importance: Undecided → Medium
Changed in unity-2d:
status: New → Triaged
importance: Undecided → Medium
Revision history for this message
Eviatar (eviatarbach) wrote : Re: Framing around window decorations on windows and panel should be idnetical.

This is especially problematic when the panel is translucent, as opaque "rings" around the window controls can be seen, which looks quite ugly (see screenshot).

Revision history for this message
manny (estelar57) wrote :

@Eviatar,

is more evident if you have a lighter background or you set the panel more translucent.

Changed in unity-2d (Ubuntu):
status: New → Triaged
Robert Roth (evfool)
summary: Framing around window decorations on windows and panel should be
- idnetical.
+ identical.
Revision history for this message
Christopher Kyle Horton (christhehorton) wrote :

My feeling is that there's some reason why this wasn't done that I'm not aware of, but could this be fixed by simply adding the trough images to the buttons in Ambiance/Radiance's unity folder? In that case, this could be a light-themes bug and not a Unity bug.

Changed in unity-2d:
status: Triaged → Won't Fix
Changed in unity (Ubuntu):
status: Triaged → In Progress
Changed in unity:
assignee: nobody → Marco Trevisan (Treviño) (3v1n0)
status: Triaged → In Progress
Changed in unity-2d (Ubuntu):
assignee: nobody → Marco Trevisan (Treviño) (3v1n0)
Changed in unity:
milestone: none → 7.2.1
Revision history for this message
PS Jenkins bot (ps-jenkins) wrote :

Fix committed into lp:unity at revision None, scheduled for release in unity, milestone 7.2.0

Changed in unity:
status: In Progress → Fix Committed
Revision history for this message
Launchpad Janitor (janitor) wrote :
Download full text (18.5 KiB)

This bug was fixed in the package unity - 7.1.2+14.04.20140214.1-0ubuntu1

---------------
unity (7.1.2+14.04.20140214.1-0ubuntu1) trusty; urgency=low

  [ Sebastien Bacher ]
  * use unity-control-center by default.
  * lists keybinding in unity-control-center. (LP: #1271710)

  [ Brandon Schaefer ]
  * Bump to new libnux from this branch:
    https://code.launchpad.net/~brandontschaefer/nux/xim-preedit-
    support.
  * Adds Super+L to lock the screen, while keeping the older shortcut
    around in g-s-d (Ctrl+Alt+L). (LP: #830709)
  * Do not open the dash/hud on a monitor with a top most window that is
    fullscreen. (LP: #1267210)
  * Implement an EMConveter. This way with default settings such that
    DPI = 96.0f, and font_size = system font size. We can get the
    correct EM value for any pixel size. Once we have the correct EM
    value for any pixel size, the DPI value can be adjusted to the
    current logical one. From here, you can now get the correct pixel
    size based from of the EM value for the logical DPI of the screen.
  * Refactor EMConverter API. Now all thats needed is int
    ConvertPixels(int pixel); This will calculate the correct pixel size
    based on the DPI and font size.
  * Testing that the ibus anthy tests could possibly be causing strange
    issues on the nvidia machine. So skipping them to test if tihs is
    the source of the error.
  * Add Pt to Px function to em converter.
  * Move EMConverter over to unity settings.
  * Add multi monitor support for EMConverter in unity settings. Now you
    can grab a specific converter per monitor.
  * Simple RawPixel class. It adds 2 define literals, ex: 10_em,
    10.0_em. From there it turns them into raw pixels. RawPixels have CP
    (CovertPixel) function which takes in an EMConverter that allows you
    to use a converter specific to a monitor to convert the raw pixel to
    the correct value.

  [ Marco Trevisan (Treviño) ]
  * Don't re-present all of our windows on every frame. Only do that if
    damage intersects it. Use the new APIs exposed by compiz and nux to
    intelligently determine which windows need to be presented per-frame
    and only register damage for those windows. This fixes two things:
    1. BaseWindows being redrawn from scratch every time damage was
    registered over them. That was incorrect and should only be done in
    the case of background blurs. 2. BaseWindows being drawn to the
    screen on every frame, regardless of whether or not they needed to
    be. Now they will only be drawn if some damage intersects beneath
    them. Note that unity will expand the damage region to accomadate
    the base window since nux does not support geometry clipping. So if
    there is a partial intersection of the launcher for example, the
    area of the screen which contains the launcher will be re-painted
    (but the launcher itself won't be redrawn, just its texture) (LP:
    #1080947). (LP: #1080947)
  * Convert compiz regions / rects to nux::Geometry's and back easily.
  * UnityScreen: remove the useless and expensive gl{Push,Pop}Attrib
    calls For some reasons this code was copied by the opengl plugin as
    a workaround to fix the s...

Changed in unity (Ubuntu):
status: In Progress → Fix Released
Changed in unity:
milestone: 7.2.1 → 7.2.0
Revision history for this message
Stephen M. Webb (bregma) wrote :

Fix Released in Unity Unity 7.2.0.

Changed in unity:
status: Fix Committed → Fix Released
Changed in unity-2d (Ubuntu):
status: Triaged → Invalid
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