// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*- const Clutter = imports.gi.Clutter; const Gtk = imports.gi.Gtk; const Lang = imports.lang; const Meta = imports.gi.Meta; const Shell = imports.gi.Shell; const St = imports.gi.St; const Main = imports.ui.main; const Params = imports.misc.params; let _capturedEventId = 0; let _grabHelperStack = []; function _onCapturedEvent(actor, event) { let grabHelper = _grabHelperStack[_grabHelperStack.length - 1]; return grabHelper.onCapturedEvent(event); } function _pushGrabHelper(grabHelper) { _grabHelperStack.push(grabHelper); if (_capturedEventId == 0) _capturedEventId = global.stage.connect('captured-event', _onCapturedEvent); } function _popGrabHelper(grabHelper) { let poppedHelper = _grabHelperStack.pop(); if (poppedHelper != grabHelper) throw new Error("incorrect grab helper pop"); if (_grabHelperStack.length == 0) { global.stage.disconnect(_capturedEventId); _capturedEventId = 0; } } // GrabHelper: // @owner: the actor that owns the GrabHelper // @params: optional parameters to pass to Main.pushModal() // // Creates a new GrabHelper object, for dealing with keyboard and pointer grabs // associated with a set of actors. // // Note that the grab can be automatically dropped at any time by the user, and // your code just needs to deal with it; you shouldn't adjust behavior directly // after you call ungrab(), but instead pass an 'onUngrab' callback when you // call grab(). const GrabHelper = new Lang.Class({ Name: 'GrabHelper', _init: function(owner, params) { this._owner = owner; this._modalParams = params; this._grabStack = []; this._actors = []; this._ignoreRelease = false; this._modalCount = 0; }, // addActor: // @actor: an actor // // Adds @actor to the set of actors that are allowed to process events // during a grab. addActor: function(actor) { actor.__grabHelperDestroyId = actor.connect('destroy', Lang.bind(this, function() { this.removeActor(actor); })); this._actors.push(actor); }, // removeActor: // @actor: an actor // // Removes @actor from the set of actors that are allowed to // process events during a grab. removeActor: function(actor) { let index = this._actors.indexOf(actor); if (index != -1) this._actors.splice(index, 1); if (actor.__grabHelperDestroyId) { actor.disconnect(actor.__grabHelperDestroyId); delete actor.__grabHelperDestroyId; } }, _isWithinGrabbedActor: function(actor) { let currentActor = this.currentGrab.actor; while (actor) { if (this._actors.indexOf(actor) != -1) return true; if (actor == currentActor) return true; actor = actor.get_parent(); } return false; }, get currentGrab() { return this._grabStack[this._grabStack.length - 1] || {}; }, get grabbed() { return this._grabStack.length > 0; }, get grabStack() { return this._grabStack; }, _findStackIndex: function(actor) { if (!actor) return -1; for (let i = 0; i < this._grabStack.length; i++) { if (this._grabStack[i].actor === actor) return i; } return -1; }, _actorInGrabStack: function(actor) { while (actor) { let idx = this._findStackIndex(actor); if (idx >= 0) return idx; actor = actor.get_parent(); } return -1; }, isActorGrabbed: function(actor) { return this._findStackIndex(actor) >= 0; }, // grab: // @params: A bunch of parameters, see below // // The general effect of a "grab" is to ensure that the passed in actor // and all actors inside the grab get exclusive control of the mouse and // keyboard, with the grab automatically being dropped if the user tries // to dismiss it. The actor is passed in through @params.actor. // // grab() can be called multiple times, with the scope of the grab being // changed to a different actor every time. A nested grab does not have // to have its grabbed actor inside the parent grab actors. // // Grabs can be automatically dropped if the user tries to dismiss it // in one of two ways: the user clicking outside the currently grabbed // actor, or the user typing the Escape key. // // If the user clicks outside the grabbed actors, and the clicked on // actor is part of a previous grab in the stack, grabs will be popped // until that grab is active. However, the click event will not be // replayed to the actor. // // If the user types the Escape key, one grab from the grab stack will // be popped. // // When a grab is popped by user interacting as described above, if you // pass a callback as @params.onUngrab, it will be called with %true. // // If @params.focus is not null, we'll set the key focus directly // to that actor instead of navigating in @params.actor. This is for // use cases like menus, where we want to grab the menu actor, but keep // focus on the clicked on menu item. grab: function(params) { params = Params.parse(params, { actor: null, focus: null, onUngrab: null }); let focus = global.stage.key_focus; let hadFocus = focus && this._isWithinGrabbedActor(focus); let newFocus = params.actor; if (this.isActorGrabbed(params.actor)) return true; params.savedFocus = focus; if (!this._takeModalGrab()) return false; this._grabStack.push(params); if (params.focus) { params.focus.grab_key_focus(); } else if (newFocus && hadFocus) { if (!newFocus.navigate_focus(null, Gtk.DirectionType.TAB_FORWARD, false)) newFocus.grab_key_focus(); } return true; }, _takeModalGrab: function() { let firstGrab = (this._modalCount == 0); if (firstGrab) { if (!Main.pushModal(this._owner, this._modalParams)) return false; _pushGrabHelper(this); } this._modalCount++; return true; }, _releaseModalGrab: function() { this._modalCount--; if (this._modalCount > 0) return; _popGrabHelper(this); this._ignoreRelease = false; Main.popModal(this._owner); global.sync_pointer(); }, // ignoreRelease: // // Make sure that the next button release event evaluated by the // capture event handler returns false. This is designed for things // like the ComboBoxMenu that go away on press, but need to eat // the next release event. ignoreRelease: function() { this._ignoreRelease = true; }, // ungrab: // @params: The parameters for the grab; see below. // // Pops @params.actor from the grab stack, potentially dropping // the grab. If the actor is not on the grab stack, this call is // ignored with no ill effects. // // If the actor is not at the top of the grab stack, grabs are // popped until the grabbed actor is at the top of the grab stack. // The onUngrab callback for every grab is called for every popped // grab with the parameter %false. ungrab: function(params) { params = Params.parse(params, { actor: this.currentGrab.actor, isUser: false }); let grabStackIndex = this._findStackIndex(params.actor); if (grabStackIndex < 0) return; let focus = global.stage.key_focus; let hadFocus = focus && this._isWithinGrabbedActor(focus); let poppedGrabs = this._grabStack.slice(grabStackIndex); // "Pop" all newly ungrabbed actors off the grab stack // by truncating the array. this._grabStack.length = grabStackIndex; for (let i = poppedGrabs.length - 1; i >= 0; i--) { let poppedGrab = poppedGrabs[i]; if (poppedGrab.onUngrab) poppedGrab.onUngrab(params.isUser); this._releaseModalGrab(); } if (hadFocus) { let poppedGrab = poppedGrabs[0]; if (poppedGrab.savedFocus) poppedGrab.savedFocus.grab_key_focus(); } }, onCapturedEvent: function(event) { let type = event.type(); if (type == Clutter.EventType.KEY_PRESS && event.get_key_symbol() == Clutter.KEY_Escape) { this.ungrab({ isUser: true }); return Clutter.EVENT_STOP; } let motion = type == Clutter.EventType.MOTION; let press = type == Clutter.EventType.BUTTON_PRESS; let release = type == Clutter.EventType.BUTTON_RELEASE; let button = press || release; let touchUpdate = type == Clutter.EventType.TOUCH_UPDATE; let touchBegin = type == Clutter.EventType.TOUCH_BEGIN; let touchEnd = type == Clutter.EventType.TOUCH_END; let touch = touchUpdate || touchBegin || touchEnd; if (touch && !global.display.is_pointer_emulating_sequence (event.get_event_sequence())) return Clutter.EVENT_PROPAGATE; if (this._ignoreUntilRelease && (motion || release || touch)) { if (release || touchEnd) this._ignoreUntilRelease = false; return Clutter.EVENT_STOP; } if (this._isWithinGrabbedActor(event.get_source())) return Clutter.EVENT_PROPAGATE; if (Main.keyboard.shouldTakeEvent(event)) return Clutter.EVENT_PROPAGATE; if (button || touchBegin) { // If we have a press event, ignore the next // motion/release events. if (press || touchBegin) this._ignoreUntilRelease = true; let i = this._actorInGrabStack(event.get_source()) + 1; this.ungrab({ actor: this._grabStack[i].actor, isUser: true }); return Clutter.EVENT_STOP; } return Clutter.EVENT_STOP; }, });