pointerWatcher: add a class to track the pointer

Add a class to efficiently poll the pointer position, stopping polling
when the user is idle.

https://bugzilla.gnome.org/show_bug.cgi?id=682310
This commit is contained in:
Owen W. Taylor 2012-08-20 18:19:50 -04:00
parent 3776c50986
commit 446583400e
2 changed files with 127 additions and 0 deletions

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@ -72,6 +72,7 @@ nobase_dist_js_DATA = \
ui/panel.js \ ui/panel.js \
ui/panelMenu.js \ ui/panelMenu.js \
ui/placeDisplay.js \ ui/placeDisplay.js \
ui/pointerWatcher.js \
ui/polkitAuthenticationAgent.js \ ui/polkitAuthenticationAgent.js \
ui/popupMenu.js \ ui/popupMenu.js \
ui/remoteSearch.js \ ui/remoteSearch.js \

126
js/ui/pointerWatcher.js Normal file
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@ -0,0 +1,126 @@
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Shell = imports.gi.Shell;
// We stop polling if the user is idle for more than this amount of time
const IDLE_TIME = 1000;
// This file implements a reasonably efficient system for tracking the position
// of the mouse pointer. We simply query the pointer from the X server in a loop,
// but we turn off the polling when the user is idle.
let _pointerWatcher = null;
function getPointerWatcher() {
if (_pointerWatcher == null)
_pointerWatcher = new PointerWatcher();
return _pointerWatcher;
}
const PointerWatch = new Lang.Class({
Name: 'PointerWatch',
_init: function(watcher, interval, callback) {
this.watcher = watcher;
this.interval = interval;
this.callback = callback;
},
// remove:
// remove this watch. This function may safely be called
// while the callback is executing.
remove: function() {
this.watcher._removeWatch(this);
}
});
const PointerWatcher = new Lang.Class({
Name: 'PointerWatcher',
_init: function() {
let idleMonitor = Shell.IdleMonitor.get();
idleMonitor.add_watch(IDLE_TIME,
Lang.bind(this, this._onIdleMonitorWatch));
this._idle = idleMonitor.get_idletime() > IDLE_TIME;
this._watches = [];
this.pointerX = null;
this.pointerY = null;
},
// addWatch:
// @interval: hint as to the time resolution needed. When the user is
// not idle, the position of the pointer will be queried at least
// once every this many milliseconds.
// @callback: function to call when the pointer position changes - takes
// two arguments, X and Y.
//
// Set up a watch on the position of the mouse pointer. Returns a
// PointerWatch object which has a remove() method to remove the watch.
addWatch: function(interval, callback) {
// Avoid unreliably calling the watch for the current position
this._updatePointer();
let watch = new PointerWatch(this, interval, callback);
this._watches.push(watch);
this._updateTimeout();
return watch;
},
_removeWatch: function(watch) {
for (let i = 0; i < this._watches.length; i++) {
if (this._watches[i] == watch) {
this._watches.splice(i, 1);
this._updateTimeout();
return;
}
}
},
_onIdleMonitorWatch: function(monitor, id, userBecameIdle) {
this._idle = userBecameIdle;
if (!userBecameIdle)
this._updatePointer();
this._updateTimeout();
},
_updateTimeout: function() {
if (this._timeoutId) {
Mainloop.source_remove(this._timeoutId);
this._timeoutId = 0;
}
if (this._idle || this._watches.length == 0)
return;
let minInterval = this._watches[0].interval;
for (let i = 1; i < this._watches.length; i++)
minInterval = Math.min(this._watches[i].interval, minInterval);
this._timeoutId = Mainloop.timeout_add(minInterval,
Lang.bind(this, this._onTimeout));
},
_onTimeout: function() {
this._updatePointer();
return true;
},
_updatePointer: function() {
let [x, y, mods] = global.get_pointer();
if (this.pointerX == x && this.pointerY == y)
return;
this.pointerX = x;
this.pointerY = y;
for (let i = 0; i < this._watches.length;) {
let watch = this._watches[i];
watch.callback(x, y);
if (watch == this._watches[i]) // guard against self-removal
i++;
}
}
});