Use more actor.grab_key_focus() and less stage.connect('key-press-event')

Until recently, the clutter keyboard focus was almost always kept on
the stage, and bits of code that wanted to do stuff with the keyboard
would just watch for key-press-events on the stage. In several places,
the code wasn't even bothering to ensure that the focus was on the
stage, which caused problems with other actors that explicitly grabbed
focus.

A previous fix for this (f21403fd) was to always reset the focus to
the stage after calling pushModal(), but a better fix is to just
actually make use of the keyboard focus everywhere rather than having
everyone try to read events off the stage.

Now pushModal(actor) also does actor.grab_key_focus(), and various
bits of code have been changed to read key events off their own
toplevels rather than off the stage, meaning there's no chance of them
accidentally getting someone else's events.

https://bugzilla.gnome.org/show_bug.cgi?id=618885
This commit is contained in:
Dan Winship 2010-11-03 13:30:08 -04:00
parent 69bed929af
commit 4dd4c9f99f
5 changed files with 45 additions and 115 deletions

View File

@ -126,8 +126,8 @@ AltTabPopup.prototype = {
return false; return false;
this._haveModal = true; this._haveModal = true;
this._keyPressEventId = global.stage.connect('key-press-event', Lang.bind(this, this._keyPressEvent)); this.actor.connect('key-press-event', Lang.bind(this, this._keyPressEvent));
this._keyReleaseEventId = global.stage.connect('key-release-event', Lang.bind(this, this._keyReleaseEvent)); this.actor.connect('key-release-event', Lang.bind(this, this._keyReleaseEvent));
this.actor.connect('button-press-event', Lang.bind(this, this._clickedOutside)); this.actor.connect('button-press-event', Lang.bind(this, this._clickedOutside));
this.actor.connect('scroll-event', Lang.bind(this, this._onScroll)); this.actor.connect('scroll-event', Lang.bind(this, this._onScroll));
@ -383,11 +383,6 @@ AltTabPopup.prototype = {
if (this._thumbnails) if (this._thumbnails)
this._destroyThumbnails(); this._destroyThumbnails();
if (this._keyPressEventId)
global.stage.disconnect(this._keyPressEventId);
if (this._keyReleaseEventId)
global.stage.disconnect(this._keyReleaseEventId);
if (this._motionTimeoutId != 0) if (this._motionTimeoutId != 0)
Mainloop.source_remove(this._motionTimeoutId); Mainloop.source_remove(this._motionTimeoutId);
if (this._thumbnailTimeoutId != 0) if (this._thumbnailTimeoutId != 0)

View File

@ -663,7 +663,7 @@ LookingGlass.prototype = {
style_class: 'lg-dialog', style_class: 'lg-dialog',
vertical: true, vertical: true,
visible: false }); visible: false });
this.actor.connect('key-press-event', Lang.bind(this, this._globalKeyPressEvent));
this._interfaceSettings = new Gio.Settings({ schema: 'org.gnome.desktop.interface' }); this._interfaceSettings = new Gio.Settings({ schema: 'org.gnome.desktop.interface' });
this._interfaceSettings.connect('changed::monospace-font-name', this._interfaceSettings.connect('changed::monospace-font-name',
@ -924,20 +924,15 @@ LookingGlass.prototype = {
if (this._open) if (this._open)
return; return;
if (!Main.pushModal(this.actor)) if (!Main.pushModal(this._entry))
return; return;
this._keyPressEventId = global.stage.connect('key-press-event',
Lang.bind(this, this._globalKeyPressEvent));
this.actor.show(); this.actor.show();
this.actor.lower(Main.chrome.actor); this.actor.lower(Main.chrome.actor);
this._open = true; this._open = true;
Tweener.removeTweens(this.actor); Tweener.removeTweens(this.actor);
global.stage.set_key_focus(this._entry);
// We inverse compensate for the slow-down so you can change the factor // We inverse compensate for the slow-down so you can change the factor
// through LookingGlass without long waits. // through LookingGlass without long waits.
Tweener.addTween(this.actor, { time: 0.5 / St.get_slow_down_factor(), Tweener.addTween(this.actor, { time: 0.5 / St.get_slow_down_factor(),
@ -950,9 +945,6 @@ LookingGlass.prototype = {
if (!this._open) if (!this._open)
return; return;
if (this._keyPressEventId)
global.stage.disconnect(this._keyPressEventId);
this._objInspector.actor.hide(); this._objInspector.actor.hide();
this._historyNavIndex = -1; this._historyNavIndex = -1;
@ -965,7 +957,7 @@ LookingGlass.prototype = {
this._borderPaintTarget = null; this._borderPaintTarget = null;
} }
Main.popModal(this.actor); Main.popModal(this._entry);
Tweener.addTween(this.actor, { time: 0.5 / St.get_slow_down_factor(), Tweener.addTween(this.actor, { time: 0.5 / St.get_slow_down_factor(),
transition: 'easeOutQuad', transition: 'easeOutQuad',

View File

@ -350,13 +350,13 @@ function _findModal(actor) {
* @actor: #ClutterActor which will be given keyboard focus * @actor: #ClutterActor which will be given keyboard focus
* *
* Ensure we are in a mode where all keyboard and mouse input goes to * 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 stage, and focus @actor. Multiple calls to this function act in
* the effect will be undone when an equal number of popModal() invocations * a stacking fashion; the effect will be undone when an equal number
* have been made. * of popModal() invocations have been made.
* *
* Next, record the current Clutter keyboard focus on a stack. If the modal stack * Next, record the current Clutter keyboard focus on a stack. If the
* returns to this actor, reset the focus to the actor which was focused * modal stack returns to this actor, reset the focus to the actor
* at the time pushModal() was invoked. * which was focused at the time pushModal() was invoked.
* *
* Returns: true iff we successfully acquired a grab or already had one * Returns: true iff we successfully acquired a grab or already had one
*/ */
@ -386,7 +386,7 @@ function pushModal(actor) {
} }
modalActorFocusStack.push([actor, curFocus]); modalActorFocusStack.push([actor, curFocus]);
global.stage.set_key_focus(null); global.stage.set_key_focus(actor);
return true; return true;
} }
@ -416,6 +416,7 @@ function popModal(actor) {
if (modalCount > 0) if (modalCount > 0)
return; return;
global.stage.set_key_focus(null);
global.end_modal(global.get_current_time()); global.end_modal(global.get_current_time());
global.set_stage_input_mode(Shell.StageInputMode.NORMAL); global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
} }

View File

@ -245,7 +245,6 @@ Notification.prototype = {
this._prevFocusedWindow = null; this._prevFocusedWindow = null;
this._prevKeyFocusActor = null; this._prevKeyFocusActor = null;
this._focusWindowChangedId = 0;
this._focusActorChangedId = 0; this._focusActorChangedId = 0;
this._stageInputModeChangedId = 0; this._stageInputModeChangedId = 0;
this._capturedEventId = 0; this._capturedEventId = 0;
@ -624,29 +623,16 @@ Notification.prototype = {
let metaDisplay = global.screen.get_display(); let metaDisplay = global.screen.get_display();
this._prevFocusedWindow = metaDisplay.focus_window; this._prevFocusedWindow = metaDisplay.focus_window;
this._prevKeyFocus = global.stage.get_key_focus(); this._prevKeyFocusActor = 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 if (!Main.overview.visible)
// 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); global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged)); // Use captured-event to notice clicks outside the notification
this._stageInputModeChangedId = global.connect('notify::stage-input-mode', Lang.bind(this, this._stageInputModeChanged)); // without consuming them.
this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
this._keyPressId = global.stage.connect('key-press-event', Lang.bind(this, this._onKeyPress)); 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._focusActorChangedId = global.stage.connect('notify::key-focus', Lang.bind(this, this._focusActorChanged));
this._hasFocus = true; this._hasFocus = true;
@ -654,19 +640,6 @@ Notification.prototype = {
Main.messageTray.lock(); 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() { _focusActorChanged: function() {
let focusedActor = global.stage.get_key_focus(); let focusedActor = global.stage.get_key_focus();
if (!focusedActor || !this.actor.contains(focusedActor)) { if (!focusedActor || !this.actor.contains(focusedActor)) {
@ -676,15 +649,6 @@ Notification.prototype = {
}, },
_stageInputModeChanged: function() { _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(); this.ungrabFocus();
}, },
@ -743,10 +707,6 @@ Notification.prototype = {
return; return;
let metaDisplay = global.screen.get_display(); let metaDisplay = global.screen.get_display();
if (this._focusWindowChangedId > 0) {
metaDisplay.disconnect(this._focusWindowChangedId);
this._focusWindowChangedId = 0;
}
if (this._focusActorChangedId > 0) { if (this._focusActorChangedId > 0) {
global.stage.disconnect(this._focusActorChangedId); global.stage.disconnect(this._focusActorChangedId);
@ -759,20 +719,14 @@ Notification.prototype = {
} }
if (this._capturedEventId > 0) { if (this._capturedEventId > 0) {
Main.popModal(this.actor);
global.stage.disconnect(this._capturedEventId); global.stage.disconnect(this._capturedEventId);
this._capturedEventId = 0; this._capturedEventId = 0;
} }
if (this._keyPressId > 0) {
global.stage.disconnect(this._keyPressId);
this._keyPressId = 0;
}
this._hasFocus = false; this._hasFocus = false;
Main.messageTray.unlock(); Main.messageTray.unlock();
if (this._prevFocusedWindow) { if (this._prevFocusedWindow && !metaDisplay.focus_window) {
metaDisplay.set_input_focus_window(this._prevFocusedWindow, false, global.get_current_time()); metaDisplay.set_input_focus_window(this._prevFocusedWindow, false, global.get_current_time());
this._prevFocusedWindow = null; this._prevFocusedWindow = null;
} }

View File

@ -16,12 +16,12 @@ const SearchDisplay = imports.ui.searchDisplay;
const Tweener = imports.ui.tweener; const Tweener = imports.ui.tweener;
function SearchEntry() { function SearchEntry(focusBase) {
this._init(); this._init(focusBase);
} }
SearchEntry.prototype = { SearchEntry.prototype = {
_init : function() { _init : function(focusBase) {
this.actor = new St.Entry({ name: 'searchEntry', this.actor = new St.Entry({ name: 'searchEntry',
hint_text: _("Search your computer") }); hint_text: _("Search your computer") });
this.entry = this.actor.clutter_text; this.entry = this.actor.clutter_text;
@ -45,11 +45,12 @@ SearchEntry.prototype = {
this.pane = null; this.pane = null;
this._capturedEventId = 0; this._capturedEventId = 0;
this._focusBase = focusBase;
}, },
_updateCursorVisibility: function() { _updateCursorVisibility: function() {
let focus = global.stage.get_key_focus(); let focus = global.stage.get_key_focus();
if (focus == global.stage || focus == this.entry) if (focus == this._focusBase || focus == this.entry)
this.entry.set_cursor_visible(true); this.entry.set_cursor_visible(true);
else else
this.entry.set_cursor_visible(false); this.entry.set_cursor_visible(false);
@ -81,8 +82,8 @@ SearchEntry.prototype = {
this.entry.text = ''; this.entry.text = '';
// Return focus to the stage // Return focus to the viewSelector
global.stage.set_key_focus(null); global.stage.set_key_focus(this._focusBase);
this.entry.set_cursor_visible(true); this.entry.set_cursor_visible(true);
this.entry.set_selection(0, 0); this.entry.set_selection(0, 0);
@ -117,11 +118,11 @@ SearchEntry.prototype = {
} }
return false; return false;
case Clutter.EventType.KEY_PRESS: case Clutter.EventType.KEY_PRESS:
// If neither the stage nor our entry have key focus, some // If some "special" actor grabbed the focus (run
// "special" actor grabbed the focus (run dialog, looking // dialog, looking glass); we don't want to interfere
// glass); we don't want to interfere with that // with that
let focus = global.stage.get_key_focus(); let focus = global.stage.get_key_focus();
if (focus != global.stage && focus != this.entry) if (focus != this._focusBase && focus != this.entry)
return false; return false;
let sym = event.get_key_symbol(); let sym = event.get_key_symbol();
@ -231,22 +232,23 @@ ViewTab.prototype = {
}; };
function SearchTab() { function SearchTab(focusBase) {
this._init(); this._init(focusBase);
} }
SearchTab.prototype = { SearchTab.prototype = {
__proto__: BaseTab.prototype, __proto__: BaseTab.prototype,
_init: function() { _init: function(focusBase) {
this._searchActive = false; this._searchActive = false;
this._searchPending = false; this._searchPending = false;
this._keyPressId = 0; this._keyPressId = 0;
this._searchTimeoutId = 0; this._searchTimeoutId = 0;
this._focusBase = focusBase;
this._searchSystem = new Search.SearchSystem(); this._searchSystem = new Search.SearchSystem();
this._searchEntry = new SearchEntry(); this._searchEntry = new SearchEntry(focusBase);
this._searchResults = new SearchDisplay.SearchResults(this._searchSystem); this._searchResults = new SearchDisplay.SearchResults(this._searchSystem);
BaseTab.prototype._init.call(this, BaseTab.prototype._init.call(this,
this._searchEntry.actor, this._searchEntry.actor,
@ -274,15 +276,15 @@ SearchTab.prototype = {
BaseTab.prototype.show.call(this); BaseTab.prototype.show.call(this);
if (this._keyPressId == 0) if (this._keyPressId == 0)
this._keyPressId = global.stage.connect('key-press-event', this._keyPressId = this._searchEntry.entry.connect('key-press-event',
Lang.bind(this, this._onKeyPress)); Lang.bind(this, this._onKeyPress));
}, },
hide: function() { hide: function() {
BaseTab.prototype.hide.call(this); BaseTab.prototype.hide.call(this);
if (this._keyPressId > 0) { if (this._keyPressId > 0) {
global.stage.disconnect(this._keyPressId); this._searchEntry.entry.disconnect(this._keyPressId);
this._keyPressId = 0; this._keyPressId = 0;
} }
this._searchEntry.reset(); this._searchEntry.reset();
@ -317,14 +319,7 @@ SearchTab.prototype = {
this._searchTimeoutId = Mainloop.timeout_add(150, Lang.bind(this, this._doSearch)); this._searchTimeoutId = Mainloop.timeout_add(150, Lang.bind(this, this._doSearch));
}, },
_onKeyPress: function(stage, event) { _onKeyPress: function(entry, event) {
// If neither the stage nor the search entry have key focus, some
// "special" actor grabbed the focus (run dialog, looking glass);
// we don't want to interfere with that
let focus = stage.get_key_focus();
if (focus != stage && focus != this._searchEntry.entry)
return false;
let symbol = event.get_key_symbol(); let symbol = event.get_key_symbol();
if (symbol == Clutter.Up) { if (symbol == Clutter.Up) {
if (!this._searchActive) if (!this._searchActive)
@ -393,7 +388,7 @@ ViewSelector.prototype = {
this._tabs = []; this._tabs = [];
this._activeTab = null; this._activeTab = null;
this._searchTab = new SearchTab(); this._searchTab = new SearchTab(this.actor);
this._searchArea.set_child(this._searchTab.title); this._searchArea.set_child(this._searchTab.title);
this._addTab(this._searchTab); this._addTab(this._searchTab);
@ -559,14 +554,7 @@ ViewSelector.prototype = {
})); }));
}, },
_onKeyPress: function(stage, event) { _onKeyPress: function(actor, event) {
// Only process events if the stage has key focus - search is handled
// by the search tab, and we do not want to interfere with "special"
// actors grabbing focus (run dialog, looking glass, notifications).
let focus = stage.get_key_focus();
if (focus != stage)
return false;
let modifiers = Shell.get_event_state(event); let modifiers = Shell.get_event_state(event);
let symbol = event.get_key_symbol(); let symbol = event.get_key_symbol();
if (symbol == Clutter.Escape) { if (symbol == Clutter.Escape) {
@ -600,8 +588,8 @@ ViewSelector.prototype = {
this._overviewHidingId = Main.overview.connect('hiding', this._overviewHidingId = Main.overview.connect('hiding',
Lang.bind(this, this._switchDefaultTab)); Lang.bind(this, this._switchDefaultTab));
if (this._keyPressId == 0) if (this._keyPressId == 0)
this._keyPressId = global.stage.connect('key-press-event', this._keyPressId = this.actor.connect('key-press-event',
Lang.bind(this, this._onKeyPress)); Lang.bind(this, this._onKeyPress));
this._switchDefaultTab(); this._switchDefaultTab();
}, },
@ -610,7 +598,7 @@ ViewSelector.prototype = {
this._searchTab.setFindAsYouType(false); this._searchTab.setFindAsYouType(false);
if (this._keyPressId > 0) { if (this._keyPressId > 0) {
global.stage.disconnect(this._keyPressId); this.actor.disconnect(this._keyPressId);
this._keyPressId = 0; this._keyPressId = 0;
} }