gnome-shell/js/ui/main.js
Giovanni Campagna 33dde63256 Main: move the stage hierarchy initialization to LayoutManager
It is cleaner to concentrate all layout and chrome management
in one place, instead of having it scattered around the codebase.

https://bugzilla.gnome.org/show_bug.cgi?id=682429
2013-02-14 01:12:24 -05:00

766 lines
25 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Gdk = imports.gi.Gdk;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Components = imports.ui.components;
const CtrlAltTab = imports.ui.ctrlAltTab;
const EndSessionDialog = imports.ui.endSessionDialog;
const Environment = imports.ui.environment;
const ExtensionSystem = imports.ui.extensionSystem;
const ExtensionDownloader = imports.ui.extensionDownloader;
const Keyboard = imports.ui.keyboard;
const MessageTray = imports.ui.messageTray;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const Params = imports.misc.params;
const RunDialog = imports.ui.runDialog;
const Layout = imports.ui.layout;
const LookingGlass = imports.ui.lookingGlass;
const NotificationDaemon = imports.ui.notificationDaemon;
const WindowAttentionHandler = imports.ui.windowAttentionHandler;
const ScreenShield = imports.ui.screenShield;
const Scripting = imports.ui.scripting;
const SessionMode = imports.ui.sessionMode;
const ShellDBus = imports.ui.shellDBus;
const ShellMountOperation = imports.ui.shellMountOperation;
const UnlockDialog = imports.ui.unlockDialog;
const WindowManager = imports.ui.windowManager;
const Magnifier = imports.ui.magnifier;
const XdndHandler = imports.ui.xdndHandler;
const Util = imports.misc.util;
const OVERRIDES_SCHEMA = 'org.gnome.shell.overrides';
const DEFAULT_BACKGROUND_COLOR = Clutter.Color.from_pixel(0x2e3436ff);
let componentManager = null;
let panel = null;
let overview = null;
let runDialog = null;
let lookingGlass = null;
let wm = null;
let messageTray = null;
let screenShield = null;
let notificationDaemon = null;
let windowAttentionHandler = null;
let ctrlAltTabManager = null;
let sessionMode = null;
let shellDBusService = null;
let shellMountOpDBusService = null;
let screenSaverDBus = null;
let modalCount = 0;
let keybindingMode = Shell.KeyBindingMode.NORMAL;
let modalActorFocusStack = [];
let uiGroup = null;
let magnifier = null;
let xdndHandler = null;
let keyboard = null;
let layoutManager = null;
let _startDate;
let _defaultCssStylesheet = null;
let _cssStylesheet = null;
let _overridesSettings = null;
function _sessionUpdated() {
wm.setCustomKeybindingHandler('panel-main-menu',
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW,
sessionMode.hasOverview ? Lang.bind(overview, overview.toggle) : null);
wm.allowKeybinding('overlay-key', Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW);
wm.setCustomKeybindingHandler('panel-run-dialog',
Shell.KeyBindingMode.NORMAL |
Shell.KeyBindingMode.OVERVIEW,
sessionMode.hasRunDialog ? openRunDialog : null);
if (sessionMode.isGreeter)
screenShield.showDialog();
}
function start() {
// These are here so we don't break compatibility.
global.logError = window.log;
global.log = window.log;
// Chain up async errors reported from C
global.connect('notify-error', function (global, msg, detail) { notifyError(msg, detail); });
Gio.DesktopAppInfo.set_desktop_env('GNOME');
sessionMode = new SessionMode.SessionMode();
sessionMode.connect('updated', _loadDefaultStylesheet);
shellDBusService = new ShellDBus.GnomeShell();
shellMountOpDBusService = new ShellMountOperation.GnomeShellMountOpHandler();
// Ensure ShellWindowTracker and ShellAppUsage are initialized; this will
// also initialize ShellAppSystem first. ShellAppSystem
// needs to load all the .desktop files, and ShellWindowTracker
// will use those to associate with windows. Right now
// the Monitor doesn't listen for installed app changes
// and recalculate application associations, so to avoid
// races for now we initialize it here. It's better to
// be predictable anyways.
let tracker = Shell.WindowTracker.get_default();
Shell.AppUsage.get_default();
tracker.connect('startup-sequence-changed', _queueCheckWorkspaces);
_loadDefaultStylesheet();
// Setup the stage hierarchy early
layoutManager = new Layout.LayoutManager();
// Various parts of the codebase still refers to Main.uiGroup
// instead using the layoutManager. This keeps that code
// working until it's updated.
uiGroup = layoutManager.uiGroup;
xdndHandler = new XdndHandler.XdndHandler();
ctrlAltTabManager = new CtrlAltTab.CtrlAltTabManager();
overview = new Overview.Overview();
wm = new WindowManager.WindowManager();
magnifier = new Magnifier.Magnifier();
if (UnlockDialog.isSupported())
screenShield = new ScreenShield.ScreenShield();
else
screenShield = new ScreenShield.ScreenShieldFallback();
panel = new Panel.Panel();
messageTray = new MessageTray.MessageTray();
keyboard = new Keyboard.Keyboard();
notificationDaemon = new NotificationDaemon.NotificationDaemon();
windowAttentionHandler = new WindowAttentionHandler.WindowAttentionHandler();
componentManager = new Components.ComponentManager();
layoutManager.init();
overview.init();
global.screen.override_workspace_layout(Meta.ScreenCorner.TOPLEFT,
false, -1, 1);
global.display.connect('overlay-key', Lang.bind(overview, overview.toggle));
sessionMode.connect('updated', _sessionUpdated);
_sessionUpdated();
// Provide the bus object for gnome-session to
// initiate logouts.
EndSessionDialog.init();
_startDate = new Date();
log('GNOME Shell started at ' + _startDate);
let perfModuleName = GLib.getenv("SHELL_PERF_MODULE");
if (perfModuleName) {
let perfOutput = GLib.getenv("SHELL_PERF_OUTPUT");
let module = eval('imports.perf.' + perfModuleName + ';');
Scripting.runPerfScript(module, perfOutput);
}
_overridesSettings = new Gio.Settings({ schema: OVERRIDES_SCHEMA });
_overridesSettings.connect('changed::dynamic-workspaces', _queueCheckWorkspaces);
global.screen.connect('notify::n-workspaces', _nWorkspacesChanged);
global.screen.connect('window-entered-monitor', _windowEnteredMonitor);
global.screen.connect('window-left-monitor', _windowLeftMonitor);
global.screen.connect('restacked', _windowsRestacked);
_nWorkspacesChanged();
ExtensionDownloader.init();
ExtensionSystem.init();
}
let _workspaces = [];
let _checkWorkspacesId = 0;
/*
* When the last window closed on a workspace is a dialog or splash
* screen, we assume that it might be an initial window shown before
* the main window of an application, and give the app a grace period
* where it can map another window before we remove the workspace.
*/
const LAST_WINDOW_GRACE_TIME = 1000;
function _checkWorkspaces() {
let i;
let emptyWorkspaces = [];
if (!Meta.prefs_get_dynamic_workspaces()) {
_checkWorkspacesId = 0;
return false;
}
for (i = 0; i < _workspaces.length; i++) {
let lastRemoved = _workspaces[i]._lastRemovedWindow;
if ((lastRemoved &&
(lastRemoved.get_window_type() == Meta.WindowType.SPLASHSCREEN ||
lastRemoved.get_window_type() == Meta.WindowType.DIALOG ||
lastRemoved.get_window_type() == Meta.WindowType.MODAL_DIALOG)) ||
_workspaces[i]._keepAliveId)
emptyWorkspaces[i] = false;
else
emptyWorkspaces[i] = true;
}
let sequences = Shell.WindowTracker.get_default().get_startup_sequences();
for (i = 0; i < sequences.length; i++) {
let index = sequences[i].get_workspace();
if (index >= 0 && index <= global.screen.n_workspaces)
emptyWorkspaces[index] = false;
}
let windows = global.get_window_actors();
for (i = 0; i < windows.length; i++) {
let win = windows[i];
if (win.get_meta_window().is_on_all_workspaces())
continue;
let workspaceIndex = win.get_workspace();
emptyWorkspaces[workspaceIndex] = false;
}
// If we don't have an empty workspace at the end, add one
if (!emptyWorkspaces[emptyWorkspaces.length -1]) {
global.screen.append_new_workspace(false, global.get_current_time());
emptyWorkspaces.push(false);
}
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let removingCurrentWorkspace = (emptyWorkspaces[activeWorkspaceIndex] &&
activeWorkspaceIndex < emptyWorkspaces.length - 1);
// Don't enter the overview when removing multiple empty workspaces at startup
let showOverview = (removingCurrentWorkspace &&
!emptyWorkspaces.every(function(x) { return x; }));
if (removingCurrentWorkspace) {
// "Merge" the empty workspace we are removing with the one at the end
wm.blockAnimations();
}
// Delete other empty workspaces; do it from the end to avoid index changes
for (i = emptyWorkspaces.length - 2; i >= 0; i--) {
if (emptyWorkspaces[i])
global.screen.remove_workspace(_workspaces[i], global.get_current_time());
}
if (removingCurrentWorkspace) {
global.screen.get_workspace_by_index(global.screen.n_workspaces - 1).activate(global.get_current_time());
wm.unblockAnimations();
if (!overview.visible && showOverview)
overview.show();
}
_checkWorkspacesId = 0;
return false;
}
function keepWorkspaceAlive(workspace, duration) {
if (workspace._keepAliveId)
Mainloop.source_remove(workspace._keepAliveId);
workspace._keepAliveId = Mainloop.timeout_add(duration, function() {
workspace._keepAliveId = 0;
_queueCheckWorkspaces();
return false;
});
}
function _windowRemoved(workspace, window) {
workspace._lastRemovedWindow = window;
_queueCheckWorkspaces();
Mainloop.timeout_add(LAST_WINDOW_GRACE_TIME, function() {
if (workspace._lastRemovedWindow == window) {
workspace._lastRemovedWindow = null;
_queueCheckWorkspaces();
}
return false;
});
}
function _windowLeftMonitor(metaScreen, monitorIndex, metaWin) {
// If the window left the primary monitor, that
// might make that workspace empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowEnteredMonitor(metaScreen, monitorIndex, metaWin) {
// If the window entered the primary monitor, that
// might make that workspace non-empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowsRestacked() {
// Figure out where the pointer is in case we lost track of
// it during a grab. (In particular, if a trayicon popup menu
// is dismissed, see if we need to close the message tray.)
global.sync_pointer();
}
function _queueCheckWorkspaces() {
if (_checkWorkspacesId == 0)
_checkWorkspacesId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, _checkWorkspaces);
}
function _nWorkspacesChanged() {
let oldNumWorkspaces = _workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
if (oldNumWorkspaces == newNumWorkspaces)
return false;
let lostWorkspaces = [];
if (newNumWorkspaces > oldNumWorkspaces) {
let w;
// Assume workspaces are only added at the end
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++)
_workspaces[w] = global.screen.get_workspace_by_index(w);
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
let workspace = _workspaces[w];
workspace._windowAddedId = workspace.connect('window-added', _queueCheckWorkspaces);
workspace._windowRemovedId = workspace.connect('window-removed', _windowRemoved);
}
} else {
// Assume workspaces are only removed sequentially
// (e.g. 2,3,4 - not 2,4,7)
let removedIndex;
let removedNum = oldNumWorkspaces - newNumWorkspaces;
for (let w = 0; w < oldNumWorkspaces; w++) {
let workspace = global.screen.get_workspace_by_index(w);
if (_workspaces[w] != workspace) {
removedIndex = w;
break;
}
}
let lostWorkspaces = _workspaces.splice(removedIndex, removedNum);
lostWorkspaces.forEach(function(workspace) {
workspace.disconnect(workspace._windowAddedId);
workspace.disconnect(workspace._windowRemovedId);
});
}
_queueCheckWorkspaces();
return false;
}
function _loadDefaultStylesheet() {
if (!sessionMode.isPrimary)
return;
let stylesheet = global.datadir + '/theme/' + sessionMode.stylesheetName;
if (_defaultCssStylesheet == stylesheet)
return;
_defaultCssStylesheet = stylesheet;
loadTheme();
}
/**
* getThemeStylesheet:
*
* Get the theme CSS file that the shell will load
*
* Returns: A file path that contains the theme CSS,
* null if using the default
*/
function getThemeStylesheet()
{
return _cssStylesheet;
}
/**
* setThemeStylesheet:
* @cssStylesheet: A file path that contains the theme CSS,
* set it to null to use the default
*
* Set the theme CSS file that the shell will load
*/
function setThemeStylesheet(cssStylesheet)
{
_cssStylesheet = cssStylesheet;
}
/**
* loadTheme:
*
* Reloads the theme CSS file
*/
function loadTheme() {
let themeContext = St.ThemeContext.get_for_stage (global.stage);
let previousTheme = themeContext.get_theme();
let cssStylesheet = _defaultCssStylesheet;
if (_cssStylesheet != null)
cssStylesheet = _cssStylesheet;
let theme = new St.Theme ({ application_stylesheet: cssStylesheet });
if (previousTheme) {
let customStylesheets = previousTheme.get_custom_stylesheets();
for (let i = 0; i < customStylesheets.length; i++)
theme.load_stylesheet(customStylesheets[i]);
}
themeContext.set_theme (theme);
}
/**
* notify:
* @msg: A message
* @details: Additional information
*/
function notify(msg, details) {
let source = new MessageTray.SystemNotificationSource();
messageTray.add(source);
let notification = new MessageTray.Notification(source, msg, details);
notification.setTransient(true);
source.notify(notification);
}
/**
* notifyError:
* @msg: An error message
* @details: Additional information
*
* See shell_global_notify_problem().
*/
function notifyError(msg, details) {
// Also print to stderr so it's logged somewhere
if (details)
log('error: ' + msg + ': ' + details);
else
log('error: ' + msg);
notify(msg, details);
}
function _findModal(actor) {
for (let i = 0; i < modalActorFocusStack.length; i++) {
if (modalActorFocusStack[i].actor == actor)
return i;
}
return -1;
}
function isInModalStack(actor) {
return _findModal(actor) != -1;
}
/**
* pushModal:
* @actor: #ClutterActor which will be given keyboard focus
* @params: optional parameters
*
* Ensure we are in a mode where all keyboard and mouse input goes to
* the stage, and focus @actor. Multiple calls to this function act in
* a stacking fashion; the effect will be undone when an equal number
* of popModal() invocations have been made.
*
* Next, record the current Clutter keyboard focus on a stack. If the
* modal stack returns to this actor, reset the focus to the actor
* which was focused at the time pushModal() was invoked.
*
* @params may be used to provide the following parameters:
* - timestamp: used to associate the call with a specific user initiated
* event. If not provided then the value of
* global.get_current_time() is assumed.
*
* - options: Meta.ModalOptions flags to indicate that the pointer is
* already grabbed
*
* - keybindingMode: used to set the current Shell.KeyBindingMode to filter
* global keybindings; the default of NONE will filter
* out all keybindings
*
* Returns: true iff we successfully acquired a grab or already had one
*/
function pushModal(actor, params) {
params = Params.parse(params, { timestamp: global.get_current_time(),
options: 0,
keybindingMode: Shell.KeyBindingMode.NONE });
if (modalCount == 0) {
if (!global.begin_modal(params.timestamp, params.options)) {
log('pushModal: invocation of begin_modal failed');
return false;
}
Meta.disable_unredirect_for_screen(global.screen);
}
global.set_stage_input_mode(Shell.StageInputMode.FULLSCREEN);
modalCount += 1;
let actorDestroyId = actor.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
popModal(actor);
});
let prevFocus = global.stage.get_key_focus();
let prevFocusDestroyId;
if (prevFocus != null) {
prevFocusDestroyId = prevFocus.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack[index].prevFocus = null;
});
}
modalActorFocusStack.push({ actor: actor,
destroyId: actorDestroyId,
prevFocus: prevFocus,
prevFocusDestroyId: prevFocusDestroyId,
keybindingMode: keybindingMode });
keybindingMode = params.keybindingMode;
global.stage.set_key_focus(actor);
return true;
}
/**
* popModal:
* @actor: #ClutterActor passed to original invocation of pushModal().
* @timestamp: optional timestamp
*
* Reverse the effect of pushModal(). If this invocation is undoing
* the topmost invocation, then the focus will be restored to the
* previous focus at the time when pushModal() was invoked.
*
* @timestamp is optionally used to associate the call with a specific user
* initiated event. If not provided then the value of
* global.get_current_time() is assumed.
*/
function popModal(actor, timestamp) {
if (timestamp == undefined)
timestamp = global.get_current_time();
let focusIndex = _findModal(actor);
if (focusIndex < 0) {
global.stage.set_key_focus(null);
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
keybindingMode = Shell.KeyBindingMode.NORMAL;
throw new Error('incorrect pop');
}
modalCount -= 1;
let record = modalActorFocusStack[focusIndex];
record.actor.disconnect(record.destroyId);
if (focusIndex == modalActorFocusStack.length - 1) {
if (record.prevFocus)
record.prevFocus.disconnect(record.prevFocusDestroyId);
keybindingMode = record.keybindingMode;
global.stage.set_key_focus(record.prevFocus);
} else {
// If we have:
// global.stage.set_focus(a);
// Main.pushModal(b);
// Main.pushModal(c);
// Main.pushModal(d);
//
// then we have the stack:
// [{ prevFocus: a, actor: b },
// { prevFocus: b, actor: c },
// { prevFocus: c, actor: d }]
//
// When actor c is destroyed/popped, if we only simply remove the
// record, then the focus stack will be [a, c], rather than the correct
// [a, b]. Shift the focus stack up before removing the record to ensure
// that we get the correct result.
let t = modalActorFocusStack[modalActorFocusStack.length - 1];
if (t.prevFocus)
t.prevFocus.disconnect(t.prevFocusDestroyId);
// Remove from the middle, shift the focus chain up
for (let i = modalActorFocusStack.length - 1; i > focusIndex; i--) {
modalActorFocusStack[i].prevFocus = modalActorFocusStack[i - 1].prevFocus;
modalActorFocusStack[i].prevFocusDestroyId = modalActorFocusStack[i - 1].prevFocusDestroyId;
modalActorFocusStack[i].keybindingMode = modalActorFocusStack[i - 1].keybindingMode;
}
}
modalActorFocusStack.splice(focusIndex, 1);
if (modalCount > 0)
return;
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
Meta.enable_unredirect_for_screen(global.screen);
keybindingMode = Shell.KeyBindingMode.NORMAL;
}
function createLookingGlass() {
if (lookingGlass == null) {
lookingGlass = new LookingGlass.LookingGlass();
}
return lookingGlass;
}
function openRunDialog() {
if (runDialog == null) {
runDialog = new RunDialog.RunDialog();
}
runDialog.open();
}
/**
* activateWindow:
* @window: the Meta.Window to activate
* @time: (optional) current event time
* @workspaceNum: (optional) window's workspace number
*
* Activates @window, switching to its workspace first if necessary,
* and switching out of the overview if it's currently active
*/
function activateWindow(window, time, workspaceNum) {
let activeWorkspaceNum = global.screen.get_active_workspace_index();
let windowWorkspaceNum = (workspaceNum !== undefined) ? workspaceNum : window.get_workspace().index();
if (!time)
time = global.get_current_time();
if (windowWorkspaceNum != activeWorkspaceNum) {
let workspace = global.screen.get_workspace_by_index(windowWorkspaceNum);
workspace.activate_with_focus(window, time);
} else {
window.activate(time);
}
overview.hide();
}
// TODO - replace this timeout with some system to guess when the user might
// be e.g. just reading the screen and not likely to interact.
const DEFERRED_TIMEOUT_SECONDS = 20;
var _deferredWorkData = {};
// Work scheduled for some point in the future
var _deferredWorkQueue = [];
// Work we need to process before the next redraw
var _beforeRedrawQueue = [];
// Counter to assign work ids
var _deferredWorkSequence = 0;
var _deferredTimeoutId = 0;
function _runDeferredWork(workId) {
if (!_deferredWorkData[workId])
return;
let index = _deferredWorkQueue.indexOf(workId);
if (index < 0)
return;
_deferredWorkQueue.splice(index, 1);
_deferredWorkData[workId].callback();
if (_deferredWorkQueue.length == 0 && _deferredTimeoutId > 0) {
Mainloop.source_remove(_deferredTimeoutId);
_deferredTimeoutId = 0;
}
}
function _runAllDeferredWork() {
while (_deferredWorkQueue.length > 0)
_runDeferredWork(_deferredWorkQueue[0]);
}
function _runBeforeRedrawQueue() {
for (let i = 0; i < _beforeRedrawQueue.length; i++) {
let workId = _beforeRedrawQueue[i];
_runDeferredWork(workId);
}
_beforeRedrawQueue = [];
}
function _queueBeforeRedraw(workId) {
_beforeRedrawQueue.push(workId);
if (_beforeRedrawQueue.length == 1) {
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, function () {
_runBeforeRedrawQueue();
return false;
});
}
}
/**
* initializeDeferredWork:
* @actor: A #ClutterActor
* @callback: Function to invoke to perform work
*
* This function sets up a callback to be invoked when either the
* given actor is mapped, or after some period of time when the machine
* is idle. This is useful if your actor isn't always visible on the
* screen (for example, all actors in the overview), and you don't want
* to consume resources updating if the actor isn't actually going to be
* displaying to the user.
*
* Note that queueDeferredWork is called by default immediately on
* initialization as well, under the assumption that new actors
* will need it.
*
* Returns: A string work identifer
*/
function initializeDeferredWork(actor, callback, props) {
// Turn into a string so we can use as an object property
let workId = '' + (++_deferredWorkSequence);
_deferredWorkData[workId] = { 'actor': actor,
'callback': callback };
actor.connect('notify::mapped', function () {
if (!(actor.mapped && _deferredWorkQueue.indexOf(workId) >= 0))
return;
_queueBeforeRedraw(workId);
});
actor.connect('destroy', function() {
let index = _deferredWorkQueue.indexOf(workId);
if (index >= 0)
_deferredWorkQueue.splice(index, 1);
delete _deferredWorkData[workId];
});
queueDeferredWork(workId);
return workId;
}
/**
* queueDeferredWork:
* @workId: work identifier
*
* Ensure that the work identified by @workId will be
* run on map or timeout. You should call this function
* for example when data being displayed by the actor has
* changed.
*/
function queueDeferredWork(workId) {
let data = _deferredWorkData[workId];
if (!data) {
let message = 'Invalid work id %d'.format(workId);
logError(new Error(message), message);
return;
}
if (_deferredWorkQueue.indexOf(workId) < 0)
_deferredWorkQueue.push(workId);
if (data.actor.mapped) {
_queueBeforeRedraw(workId);
return;
} else if (_deferredTimeoutId == 0) {
_deferredTimeoutId = Mainloop.timeout_add_seconds(DEFERRED_TIMEOUT_SECONDS, function () {
_runAllDeferredWork();
_deferredTimeoutId = 0;
return false;
});
}
}