gnome-shell/js/ui/main.js

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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const DBus = imports.dbus;
const Gdk = imports.gi.Gdk;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const St = imports.gi.St;
const Chrome = imports.ui.chrome;
const Environment = imports.ui.environment;
const ExtensionSystem = imports.ui.extensionSystem;
const MessageTray = imports.ui.messageTray;
const Messaging = imports.ui.messaging;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const PlaceDisplay = imports.ui.placeDisplay;
const RunDialog = imports.ui.runDialog;
const LookingGlass = imports.ui.lookingGlass;
const NotificationDaemon = imports.ui.notificationDaemon;
const ShellDBus = imports.ui.shellDBus;
const Sidebar = imports.ui.sidebar;
const WindowManager = imports.ui.windowManager;
const DEFAULT_BACKGROUND_COLOR = new Clutter.Color();
DEFAULT_BACKGROUND_COLOR.from_pixel(0x2266bbff);
let chrome = null;
let panel = null;
let sidebar = null;
let placesManager = null;
let overview = null;
let runDialog = null;
let lookingGlass = null;
let wm = null;
let messaging = null;
let notificationDaemon = null;
let notificationPopup = null;
let messageTray = null;
let recorder = null;
let shellDBusService = null;
let modalCount = 0;
let modalActorFocusStack = [];
let _errorLogStack = [];
let _startDate;
function start() {
// Add a binding for "global" in the global JS namespace; (gjs
// keeps the web browser convention of having that namespace be
// called "window".)
window.global = Shell.Global.get();
// Now monkey patch utility functions into the global proxy;
// This is easier and faster than indirecting down into global
// if we want to call back up into JS.
global.logError = _logError;
global.log = _logDebug;
Gio.DesktopAppInfo.set_desktop_env("GNOME");
global.grab_dbus_service();
shellDBusService = new ShellDBus.GnomeShell();
// Force a connection now; dbus.js will do this internally
// if we use its name acquisition stuff but we aren't right
// now; to do so we'd need to convert from its async calls
// back into sync ones.
DBus.session.flush();
Environment.init();
// Ensure ShellWindowTracker and ShellAppUsage are initialized; this will
// also initialize ShellAppSystem first. ShellAppSystem
// needs to load all the .desktop files, and ShellWindowTracker
// will use those to associate with windows. Right now
// the Monitor doesn't listen for installed app changes
// and recalculate application associations, so to avoid
// races for now we initialize it here. It's better to
// be predictable anyways.
Shell.WindowTracker.get_default();
Shell.AppUsage.get_default();
// The background color really only matters if there is no desktop
// window (say, nautilus) running. We set it mostly so things look good
// when we are running inside Xephyr.
global.stage.color = DEFAULT_BACKGROUND_COLOR;
// Mutter currently hardcodes putting "Yessir. The compositor is running""
// in the Overview. Clear that out.
let children = global.overlay_group.get_children();
for (let i = 0; i < children.length; i++)
children[i].destroy();
let themeContext = St.ThemeContext.get_for_stage (global.stage);
let stylesheetPath = global.datadir + "/theme/gnome-shell.css";
let theme = new St.Theme ({ application_stylesheet: stylesheetPath });
themeContext.set_theme (theme);
global.connect('panel-run-dialog', function(panel) {
// Make sure not more than one run dialog is shown.
getRunDialog().open();
});
let shellwm = global.window_manager;
shellwm.takeover_keybinding("panel_main_menu");
shellwm.connect("keybinding::panel_main_menu", function () {
overview.toggle();
});
shellwm.takeover_keybinding("panel_run_dialog");
shellwm.connect("keybinding::panel_run_dialog", function () {
getRunDialog().open();
});
placesManager = new PlaceDisplay.PlacesManager();
overview = new Overview.Overview();
chrome = new Chrome.Chrome();
panel = new Panel.Panel();
sidebar = new Sidebar.Sidebar();
wm = new WindowManager.WindowManager();
messaging = new Messaging.Messaging();
notificationDaemon = new NotificationDaemon.NotificationDaemon();
notificationPopup = new MessageTray.Notification();
messageTray = new MessageTray.MessageTray();
_startDate = new Date();
global.screen.connect('toggle-recording', function() {
if (recorder == null) {
recorder = new Shell.Recorder({ stage: global.stage });
}
if (recorder.is_recording()) {
recorder.pause();
} else {
recorder.record();
}
});
_relayout();
ExtensionSystem.init();
ExtensionSystem.loadExtensions();
2009-07-02 04:52:21 +00:00
panel.startupAnimation();
let display = global.screen.get_display();
display.connect('overlay-key', Lang.bind(overview, overview.toggle));
global.connect('panel-main-menu', Lang.bind(overview, overview.toggle));
global.stage.connect('captured-event', _globalKeyPressHandler);
_log('info', 'loaded at ' + _startDate);
Mainloop.idle_add(_removeUnusedWorkspaces);
}
/**
* _log:
* @category: string message type ('info', 'error')
* @msg: A message string
* ...: Any further arguments are converted into JSON notation,
* and appended to the log message, separated by spaces.
*
* Log a message into the LookingGlass error
* stream. This is primarily intended for use by the
* extension system as well as debugging.
*/
function _log(category, msg) {
let text = msg;
if (arguments.length > 2) {
text += ': ';
for (let i = 2; i < arguments.length; i++) {
text += JSON.stringify(arguments[i]);
if (i < arguments.length - 1)
text += " ";
}
}
_errorLogStack.push({timestamp: new Date().getTime(),
category: category,
message: text });
}
function _logError(msg) {
return _log('error', msg);
}
function _logDebug(msg) {
return _log('debug', msg);
}
// Used by the error display in lookingGlass.js
function _getAndClearErrorStack() {
let errors = _errorLogStack;
_errorLogStack = [];
return errors;
}
function _relayout() {
let primary = global.get_primary_monitor();
panel.actor.set_position(primary.x, primary.y);
panel.actor.set_size(primary.width, Panel.PANEL_HEIGHT);
overview.relayout();
}
// metacity-clutter currently uses the same prefs as plain metacity,
// which probably means we'll be starting out with multiple workspaces;
// remove any unused ones. (We do this from an idle handler, because
// global.get_windows() still returns NULL at the point when start()
// is called.)
function _removeUnusedWorkspaces() {
let windows = global.get_windows();
let maxWorkspace = 0;
for (let i = 0; i < windows.length; i++) {
let win = windows[i];
if (!win.get_meta_window().is_on_all_workspaces() &&
win.get_workspace() > maxWorkspace) {
maxWorkspace = win.get_workspace();
}
}
let screen = global.screen;
if (screen.n_workspaces > maxWorkspace) {
for (let w = screen.n_workspaces - 1; w > maxWorkspace; w--) {
let workspace = screen.get_workspace_by_index(w);
screen.remove_workspace(workspace, 0);
}
}
return false;
}
// This function encapsulates hacks to make certain global keybindings
// work even when we are in one of our modes where global keybindings
// are disabled with a global grab. (When there is a global grab, then
// all key events will be delivered to the stage, so ::captured-event
// on the stage can be used for global keybindings.)
//
// We expect to need to conditionally enable just a few keybindings
// depending on circumstance; the main hackiness here is that we are
// assuming that keybindings have their default values; really we
// should be asking Mutter to resolve the key into an action and then
// base our handling based on the action.
function _globalKeyPressHandler(actor, event) {
if (modalCount == 0)
return false;
let type = event.type();
if (type == Clutter.EventType.KEY_PRESS) {
let symbol = event.get_key_symbol();
if (symbol == Clutter.Print) {
// We want to be able to take screenshots of the shell at all times
let gconf = Shell.GConf.get_default();
let command = gconf.get_string("/apps/metacity/keybinding_commands/command_screenshot");
if (command != null && command != "") {
let [ok, len, args] = GLib.shell_parse_argv(command);
let p = new Shell.Process({'args' : args});
p.run();
}
return true;
}
} else if (type == Clutter.EventType.KEY_RELEASE) {
let symbol = event.get_key_symbol();
if (symbol == Clutter.Super_L || symbol == Clutter.Super_R) {
// The super key is the default for triggering the overview, and should
// get us out of the overview when we are already in it.
if (overview.visible)
overview.hide();
return true;
} else if (symbol == Clutter.F2 && (Shell.get_event_state(event) & Clutter.ModifierType.MOD1_MASK)) {
getRunDialog().open();
}
}
return false;
}
function _findModal(actor) {
for (let i = 0; i < modalActorFocusStack.length; i++) {
let [stackActor, stackFocus] = modalActorFocusStack[i];
if (stackActor == actor) {
return i;
}
}
return -1;
}
/**
* pushModal:
* @actor: #ClutterActor which will be given keyboard focus
*
* Ensure we are in a mode where all keyboard and mouse input goes to
* the stage. Multiple calls to this function act in a stacking fashion;
* the effect will be undone when an equal number of popModal() invocations
* have been made.
*
* Next, record the current Clutter keyboard focus on a stack. If the modal stack
* returns to this actor, reset the focus to the actor which was focused
* at the time pushModal() was invoked.
*
* Returns: true iff we successfully acquired a grab or already had one
*/
function pushModal(actor) {
if (modalCount == 0) {
if (!global.begin_modal(global.get_current_time())) {
log("pushModal: invocation of begin_modal failed");
return false;
}
}
global.set_stage_input_mode(Shell.StageInputMode.FULLSCREEN);
modalCount += 1;
actor.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack.splice(index, 1);
});
let curFocus = global.stage.get_key_focus();
if (curFocus != null) {
curFocus.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack[index][1] = null;
});
}
modalActorFocusStack.push([actor, curFocus]);
return true;
}
/**
* popModal:
* @actor: #ClutterActor passed to original invocation of pushModal().
*
* Reverse the effect of pushModal(). If this invocation is undoing
* the topmost invocation, then the focus will be restored to the
* previous focus at the time when pushModal() was invoked.
*/
function popModal(actor) {
modalCount -= 1;
let focusIndex = _findModal(actor);
if (focusIndex >= 0) {
if (focusIndex == modalActorFocusStack.length - 1) {
let [stackActor, stackFocus] = modalActorFocusStack[focusIndex];
global.stage.set_key_focus(stackFocus);
} else {
// Remove from the middle, shift the focus chain up
for (let i = focusIndex; i < modalActorFocusStack.length - 1; i++) {
modalActorFocusStack[i + 1][1] = modalActorFocusStack[i][1];
}
}
modalActorFocusStack.splice(focusIndex, 1);
}
if (modalCount > 0)
return;
global.end_modal(global.get_current_time());
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
}
function createLookingGlass() {
if (lookingGlass == null) {
lookingGlass = new LookingGlass.LookingGlass();
lookingGlass.slaveTo(panel.actor);
}
return lookingGlass;
}
function getRunDialog() {
if (runDialog == null) {
runDialog = new RunDialog.RunDialog();
}
return runDialog;
}
/**
* activateWindow:
* @window: the Meta.Window to activate
* @time: (optional) current event time
*
* Activates @window, switching to its workspace first if necessary
*/
function activateWindow(window, time) {
let activeWorkspaceNum = global.screen.get_active_workspace_index();
let windowWorkspaceNum = window.get_workspace().index();
if (!time)
time = global.get_current_time();
if (windowWorkspaceNum != activeWorkspaceNum) {
let workspace = global.screen.get_workspace_by_index(windowWorkspaceNum);
workspace.activate_with_focus(window, time);
} else {
window.activate(time);
}
}
// TODO - replace this timeout with some system to guess when the user might
// be e.g. just reading the screen and not likely to interact.
const DEFERRED_TIMEOUT_SECONDS = 20;
var _deferredWorkData = {};
// Work scheduled for some point in the future
var _deferredWorkQueue = [];
// Work we need to process before the next redraw
var _beforeRedrawQueue = [];
// Counter to assign work ids
var _deferredWorkSequence = 0;
var _deferredTimeoutId = 0;
function _runDeferredWork(workId) {
if (!_deferredWorkData[workId])
return;
let index = _deferredWorkQueue.indexOf(workId);
if (index < 0)
return;
_deferredWorkQueue.splice(index, 1);
_deferredWorkData[workId].callback();
if (_deferredWorkQueue.length == 0 && _deferredTimeoutId > 0) {
Mainloop.source_remove(_deferredTimeoutId);
_deferredTimeoutId = 0;
}
}
function _runAllDeferredWork() {
while (_deferredWorkQueue.length > 0)
_runDeferredWork(_deferredWorkQueue[0]);
}
function _runBeforeRedrawQueue() {
for (let i = 0; i < _beforeRedrawQueue.length; i++) {
let workId = _beforeRedrawQueue[i];
_runDeferredWork(workId);
}
_beforeRedrawQueue = [];
}
function _queueBeforeRedraw(workId) {
_beforeRedrawQueue.push(workId);
if (_beforeRedrawQueue.length == 1) {
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, function () {
_runBeforeRedrawQueue();
return false;
}, null);
}
}
/**
* initializeDeferredWork:
* @actor: A #ClutterActor
* @callback: Function to invoke to perform work
*
* This function sets up a callback to be invoked when either the
* given actor is mapped, or after some period of time when the machine
* is idle. This is useful if your actor isn't always visible on the
* screen (for example, all actors in the overview), and you don't want
* to consume resources updating if the actor isn't actually going to be
* displaying to the user.
*
* Note that queueDeferredWork is called by default immediately on
* initialization as well, under the assumption that new actors
* will need it.
*
* Returns: A string work identifer
*/
function initializeDeferredWork(actor, callback, props) {
// Turn into a string so we can use as an object property
let workId = "" + (++_deferredWorkSequence);
_deferredWorkData[workId] = { 'actor': actor,
'callback': callback };
actor.connect('notify::mapped', function () {
if (!(actor.mapped && _deferredWorkQueue.indexOf(workId) >= 0))
return;
_queueBeforeRedraw(workId);
});
actor.connect('destroy', function() {
let index = _deferredWorkQueue.indexOf(workId);
if (index >= 0)
_deferredWorkQueue.splice(index, 1);
delete _deferredWorkData[workId];
});
queueDeferredWork(workId);
return workId;
}
/**
* queueDeferredWork:
* @workId: work identifier
*
* Ensure that the work identified by @workId will be
* run on map or timeout. You should call this function
* for example when data being displayed by the actor has
* changed.
*/
function queueDeferredWork(workId) {
let data = _deferredWorkData[workId];
if (!data) {
global.logError("invalid work id ", workId);
return;
}
if (_deferredWorkQueue.indexOf(workId) < 0)
_deferredWorkQueue.push(workId);
if (data.actor.mapped) {
_queueBeforeRedraw(workId);
return;
} else if (_deferredTimeoutId == 0) {
_deferredTimeoutId = Mainloop.timeout_add_seconds(DEFERRED_TIMEOUT_SECONDS, function () {
_runAllDeferredWork();
_deferredTimeoutId = 0;
return false;
});
}
}