Grab focus in the summary notification

Because clicking on the summary item to have it display its notification
is a more deliberate action than hovering, we can now grab focus in that
notification. This makes chat notifications in the summary more convenient
to use because you don't need to click on the text entry there.

We pop down the notification when the user clicks anywhere outside of it,
triggers the overview, or the run dialog.

https://bugzilla.gnome.org/show_bug.cgi?id=617224
This commit is contained in:
Marina Zhurakhinskaya 2010-07-21 00:42:37 -04:00
parent b2185eb2b1
commit 46906eef43
2 changed files with 146 additions and 55 deletions

View File

@ -75,6 +75,18 @@ Notification.prototype = {
this._bannerBody = bannerBody; this._bannerBody = bannerBody;
this.urgent = false; this.urgent = false;
this._hasFocus = false;
// We use this._prevFocusedWindow and this._prevKeyFocusActor to return the
// focus where it previously belonged after a focus grab, unless the user
// has explicitly changed that.
this._prevFocusedWindow = null;
this._prevKeyFocusActor = null;
this._focusWindowChangedId = 0;
this._focusActorChangedId = 0;
this._stageInputModeChangedId = 0;
this._capturedEventId = 0;
source.connect('clicked', Lang.bind(this, source.connect('clicked', Lang.bind(this,
function() { function() {
this.emit('dismissed'); this.emit('dismissed');
@ -359,6 +371,126 @@ Notification.prototype = {
return true; return true;
}, },
grabFocus: function() {
if (this._hasFocus)
return;
let metaDisplay = global.screen.get_display();
this._prevFocusedWindow = metaDisplay.focus_window;
this._prevKeyFocus = global.stage.get_key_focus();
// We need to use the captured event in the overview, because we don't want to change the stage input mode to
// FOCUSED there. On the other hand, using the captured event doesn't work correctly in the main view because
// it doesn't allow focusing the windows again correctly. So we are using the FOCUSED stage input mode in the
// main view.
if (Main.overview.visible) {
if (!Main.pushModal(this.actor))
return;
this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
} else {
global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged));
this._stageInputModeChangedId = global.connect('notify::stage-input-mode', Lang.bind(this, this._stageInputModeChanged));
}
// We need to listen to this signal in the overview, as well as in the main view, to make the key bindings such as
// Alt+F2 work. When a notification has key focus, which is the case with chat notifications, all captured KEY_PRESS
// events have the actor with the key focus as their source. This makes it impossible to distinguish between the chat
// window input and the key bindings based solely on the KEY_PRESS event.
this._focusActorChangedId = global.stage.connect('notify::key-focus', Lang.bind(this, this._focusActorChanged));
this._hasFocus = true;
Main.messageTray.lock();
},
_focusWindowChanged: function() {
let metaDisplay = global.screen.get_display();
// this._focusWindowChanged() will be called when we call
// global.set_stage_input_mode(Shell.StageInputMode.FOCUSED) ,
// however metaDisplay.focus_window will be null in that case. We only
// want to ungrab focus if the focus has been moved to an application
// window.
if (metaDisplay.focus_window) {
this._prevFocusedWindow = null;
this.ungrabFocus();
}
},
_focusActorChanged: function() {
let focusedActor = global.stage.get_key_focus();
if (!focusedActor || !this.actor.contains(focusedActor)) {
this._prevKeyFocusActor = null;
this.ungrabFocus();
}
},
_stageInputModeChanged: function() {
let focusedActor = global.stage.get_key_focus();
// TODO: We need to set this._prevFocusedWindow to null in order to
// get the cursor in the run dialog. However, that also means it's
// set to null when the application menu is activated, which defeats
// the point of keeping the name of the previously focused application
// in the panel. It'd be good to be able to distinguish between these
// two cases.
this._prevFocusedWindow = null;
this._prevKeyFocusActor = null;
this.ungrabFocus();
},
_onCapturedEvent: function(actor, event) {
let source = event.get_source();
if (event.type() == Clutter.EventType.BUTTON_PRESS && !this.actor.contains(source))
this.ungrabFocus();
return false;
},
ungrabFocus: function() {
if (!this._hasFocus)
return;
let metaDisplay = global.screen.get_display();
if (this._focusWindowChangedId > 0) {
metaDisplay.disconnect(this._focusWindowChangedId);
this._focusWindowChangedId = 0;
}
if (this._focusActorChangedId > 0) {
global.stage.disconnect(this._focusActorChangedId);
this._focusActorChangedId = 0;
}
if (this._stageInputModeChangedId) {
global.disconnect(this._stageInputModeChangedId);
this._stageInputModeChangedId = 0;
}
if (this._capturedEventId > 0) {
Main.popModal(this.actor);
global.stage.disconnect(this._capturedEventId);
this._capturedEventId = 0;
}
this._hasFocus = false;
Main.messageTray.unlock();
if (this._prevFocusedWindow) {
metaDisplay.set_input_focus_window(this._prevFocusedWindow, false, global.get_current_time());
this._prevFocusedWindow = null;
}
if (this._prevKeyFocusActor) {
global.stage.set_key_focus(this._prevKeyFocusActor);
this._prevKeyFocusActor = null;
} else {
// We don't want to keep the actor inside the notification focused.
let focusedActor = global.stage.get_key_focus();
if (focusedActor && this.actor.contains(focusedActor))
global.stage.set_key_focus(null);
}
},
destroy: function() { destroy: function() {
this.emit('destroy'); this.emit('destroy');
} }
@ -585,6 +717,7 @@ MessageTray.prototype = {
this._clickedSummaryItem = null; this._clickedSummaryItem = null;
this._trayState = State.HIDDEN; this._trayState = State.HIDDEN;
this._locked = false;
this._trayLeftTimeoutId = 0; this._trayLeftTimeoutId = 0;
this._pointerInTray = false; this._pointerInTray = false;
this._summaryState = State.HIDDEN; this._summaryState = State.HIDDEN;
@ -609,12 +742,12 @@ MessageTray.prototype = {
Main.overview.connect('showing', Lang.bind(this, Main.overview.connect('showing', Lang.bind(this,
function() { function() {
this._overviewVisible = true; this._overviewVisible = true;
this._updateState(); this.unlock();
})); }));
Main.overview.connect('hiding', Lang.bind(this, Main.overview.connect('hiding', Lang.bind(this,
function() { function() {
this._overviewVisible = false; this._overviewVisible = false;
this._updateState(); this.unlock();
})); }));
this._summaryItems = {}; this._summaryItems = {};
@ -779,10 +912,7 @@ MessageTray.prototype = {
unlock: function() { unlock: function() {
this._locked = false; this._locked = false;
this._clickedSummaryItem = null;
this.actor.sync_hover();
this._summary.sync_hover();
this._updateState(); this._updateState();
}, },
@ -874,7 +1004,7 @@ MessageTray.prototype = {
// Summary // Summary
let summarySummoned = this._pointerInSummary || this._overviewVisible; let summarySummoned = this._pointerInSummary || this._overviewVisible;
let summaryPinned = this._summaryTimeoutId != 0 || this._pointerInTray || summarySummoned; let summaryPinned = this._summaryTimeoutId != 0 || this._pointerInTray || summarySummoned || this._locked;
let notificationsVisible = (this._notificationState == State.SHOWING || let notificationsVisible = (this._notificationState == State.SHOWING ||
this._notificationState == State.SHOWN); this._notificationState == State.SHOWN);
@ -1096,6 +1226,7 @@ MessageTray.prototype = {
this._notificationQueue.splice(index, 1); this._notificationQueue.splice(index, 1);
this._summaryNotificationBin.child = this._summaryNotification.actor; this._summaryNotificationBin.child = this._summaryNotification.actor;
this._summaryNotification.grabFocus();
this._summaryNotification.popOut(); this._summaryNotification.popOut();
this._summaryNotificationBin.opacity = 0; this._summaryNotificationBin.opacity = 0;
@ -1125,6 +1256,7 @@ MessageTray.prototype = {
// Unset this._clickedSummaryItem if we are no longer showing the summary // Unset this._clickedSummaryItem if we are no longer showing the summary
if (this._summaryState != State.SHOWN) if (this._summaryState != State.SHOWN)
this._clickedSummaryItem = null; this._clickedSummaryItem = null;
this._summaryNotification.ungrabFocus();
this._summaryNotification.popIn(); this._summaryNotification.popIn();
this._tween(this._summaryNotificationBin, '_summaryNotificationState', State.HIDDEN, this._tween(this._summaryNotificationBin, '_summaryNotificationState', State.HIDDEN,

View File

@ -577,10 +577,9 @@ Notification.prototype = {
_init: function(id, source) { _init: function(id, source) {
MessageTray.Notification.prototype._init.call(this, id, source, source.title); MessageTray.Notification.prototype._init.call(this, id, source, source.title);
this.actor.connect('button-press-event', Lang.bind(this, this._onButtonPress));
this._responseEntry = new St.Entry({ style_class: 'chat-response' }); this._responseEntry = new St.Entry({ style_class: 'chat-response' });
this._responseEntry.clutter_text.connect('key-focus-in', Lang.bind(this, this._onEntryFocused)); this._responseEntry.clutter_text.connect('key-focus-in', Lang.bind(this, this.grabFocus));
this._responseEntry.clutter_text.connect('activate', Lang.bind(this, this._onEntryActivated)); this._responseEntry.clutter_text.connect('activate', Lang.bind(this, this._onEntryActivated));
this.setActionArea(this._responseEntry); this.setActionArea(this._responseEntry);
@ -621,60 +620,20 @@ Notification.prototype = {
} }
}, },
_onButtonPress: function(notification, event) { grabFocus: function() {
if (!this._active) // Need to call the base class function first so that
return false; // it saves where the key focus was before.
MessageTray.Notification.prototype.grabFocus.call(this);
let source = event.get_source (); global.stage.set_key_focus(this._responseEntry.clutter_text);
if (source && notification.contains(source))
return false;
// @source is outside @notification, which has to mean that
// we have a pointer grab, and the user clicked outside the
// notification, so we should deactivate.
this._deactivate();
return true;
},
_onEntryFocused: function() {
if (this._active)
return;
if (!Main.pushModal(this.actor))
return;
Clutter.grab_pointer(this.actor);
this._active = true;
Main.messageTray.lock();
}, },
_onEntryActivated: function() { _onEntryActivated: function() {
let text = this._responseEntry.get_text(); let text = this._responseEntry.get_text();
if (text == '') { if (text == '')
this._deactivate();
return; return;
}
this._responseEntry.set_text(''); this._responseEntry.set_text('');
this._append(text, 'chat-sent'); this._append(text, 'chat-sent');
this.source.respond(text); this.source.respond(text);
},
_deactivate: function() {
if (this._active) {
Clutter.ungrab_pointer(this.actor);
Main.popModal(this.actor);
global.stage.set_key_focus(null);
// We have to do this after calling popModal(), because
// that will return the keyboard focus to
// this._responseEntry (because that's where it was when
// pushModal() was called), which will cause
// _onEntryFocused() to be called again, but we don't want
// it to do anything.
this._active = false;
Main.messageTray.unlock();
}
} }
}; };