/* -*- mode: js2; js2-basic-offset: 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; function _navigateActor(actor) { if (!actor) return; let needsGrab = true; if (actor instanceof St.Widget) needsGrab = !actor.navigate_focus(null, Gtk.DirectionType.TAB_FORWARD, false); if (needsGrab) actor.grab_key_focus(); } // GrabHelper: // @owner: the actor that owns the GrabHelper // // 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) { this._owner = owner; this._grabStack = []; this._actors = []; this._capturedEventId = 0; this._eventId = 0; this._keyFocusNotifyId = 0; this._focusWindowChangedId = 0; this._ignoreRelease = false; this._modalCount = 0; this._grabFocusCount = 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) { while (actor) { if (this._actors.indexOf(actor) != -1) return true; actor = actor.get_parent(); } return false; }, get currentGrab() { return this._grabStack[this._grabStack.length - 1] || {}; }, _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; }, isActorGrabbed: function(actor) { return this._findStackIndex(actor) >= 0; }, // grab: // @params: A bunch of parameters, see below // // Grabs the mouse and keyboard, according to the GrabHelper's // parameters. If @newFocus is not %null, then the keyboard focus // is moved to the first #StWidget:can-focus widget inside it. // // The grab will automatically be dropped if: // - The user clicks outside the grabbed actors // - The user types Escape // - The keyboard focus is moved outside the grabbed actors // - A window is focused // // If @params.actor is not null, then it will be focused as the // new actor. If you attempt to grab an already focused actor, the // request to be focused will be ignored. The actor will not be // added to the grab stack, so do not call a paired ungrab(). // // If @params contains { modal: true }, then grab() will push a modal // on the owner of the GrabHelper. As long as there is at least one // { modal: true } actor on the grab stack, the grab will be kept. // When the last { modal: true } actor is ungrabbed, then the modal // will be dropped. A modal grab can fail if there is already a grab // in effect from aother application; in this case the function returns // false and nothing happens. Non-modal grabs can never fail. // // If @params contains { grabFocus: true }, then if you call grab() // while the shell is outside the overview, it will set the stage // input mode to %Shell.StageInputMode.FOCUSED, and ungrab() will // revert it back, and re-focus the previously-focused window (if // another window hasn't been explicitly focused before then). grab: function(params) { params = Params.parse(params, { actor: null, modal: false, grabFocus: false, 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; this._grabStack.push(params); if (params.modal) this._takeModalGrab(); if (params.grabFocus) this._takeFocusGrab(hadFocus); if (hadFocus || params.grabFocus) _navigateActor(newFocus); return true; }, _takeModalGrab: function() { let firstGrab = (this._modalCount == 0); this._modalCount++; if (!firstGrab) return; if (!Main.pushModal(this._owner)) return; this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent)); this._eventId = global.stage.connect('event', Lang.bind(this, this._onEvent)); }, _releaseModalGrab: function() { this._modalCount--; if (this._modalCount > 0) return; if (this._capturedEventId > 0) { global.stage.disconnect(this._capturedEventId); this._capturedEventId = 0; } if (this._eventId > 0) { global.stage.disconnect(this._eventId); this._eventId = 0; } Main.popModal(this._owner); global.sync_pointer(); }, _takeFocusGrab: function(hadFocus) { let firstGrab = (this._grabFocusCount == 0); this._grabFocusCount++; if (!firstGrab) return; let metaDisplay = global.screen.get_display(); this._grabbedFromKeynav = hadFocus; this._preGrabInputMode = global.stage_input_mode; this._prevFocusedWindow = metaDisplay.focus_window; if (this._preGrabInputMode == Shell.StageInputMode.NONREACTIVE || this._preGrabInputMode == Shell.StageInputMode.NORMAL) { global.set_stage_input_mode(Shell.StageInputMode.FOCUSED); } this._keyFocusNotifyId = global.stage.connect('notify::key-focus', Lang.bind(this, this._onKeyFocusChanged)); this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged)); }, _releaseFocusGrab: function() { this._grabFocusCount--; if (this._grabFocusCount > 0) return; if (this._keyFocusNotifyId > 0) { global.stage.disconnect(this._keyFocusNotifyId); this._keyFocusNotifyId = 0; } if (!this._focusWindowChanged > 0) { let metaDisplay = global.screen.get_display(); metaDisplay.disconnect(this._focusWindowChangedId); this._focusWindowChangedId = 0; } let prePopInputMode = global.stage_input_mode; if (this._grabbedFromKeynav) { if (this._preGrabInputMode == Shell.StageInputMode.FOCUSED && prePopInputMode != Shell.StageInputMode.FULLSCREEN) global.set_stage_input_mode(Shell.StageInputMode.FOCUSED); } if (this._prevFocusedWindow) { let metaDisplay = global.screen.get_display(); if (!metaDisplay.focus_window) { metaDisplay.set_input_focus_window(this._prevFocusedWindow, false, global.get_current_time()); } } }, // 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 an actor from the grab stack, potentially dropping the grab. // // If the actor that was popped from the grab stack was not the actor // That was passed in, this call is ignored. ungrab: function(params) { params = Params.parse(params, { actor: this.currentGrab.actor }); 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(); if (poppedGrab.modal) this._releaseModalGrab(); if (poppedGrab.grabFocus) this._releaseFocusGrab(); } if (hadFocus) { let poppedGrab = poppedGrabs[0]; _navigateActor(poppedGrab.savedFocus); } }, _onCapturedEvent: function(actor, event) { let type = event.type(); let press = type == Clutter.EventType.BUTTON_PRESS; let release = type == Clutter.EventType.BUTTON_RELEASE; let button = press || release; if (release && this._ignoreRelease) { this._ignoreRelease = false; return false; } if (!button && this._modalCount == 0) return false; if (this._isWithinGrabbedActor(event.get_source())) return false; if (button) { // If we have a press event, ignore the next event, // which should be a release event. if (press) this._ignoreRelease = true; this.ungrab({ actor: this._grabStack[0].actor }); } return this._modalCount > 0; }, // We catch 'event' rather than 'key-press-event' so that we get // a chance to run before the overview's own Escape check _onEvent: function(actor, event) { if (event.type() == Clutter.EventType.KEY_PRESS && event.get_key_symbol() == Clutter.KEY_Escape) { this.ungrab(); return true; } return false; }, _onKeyFocusChanged: function() { let focus = global.stage.key_focus; if (!focus || !this._isWithinGrabbedActor(focus)) this.ungrab(); }, _focusWindowChanged: function() { let metaDisplay = global.screen.get_display(); if (metaDisplay.focus_window != null) this.ungrab(); } });