gnome-shell/js/ui/modalDialog.js
Florian Müllner 2b45a01517 cleanup: Use new indentation style for object literals
We have made good progress on object literals as well, although there
are still a lot that use the old style, given how ubiquitous object
literals are.

But the needed reindentation isn't overly intrusive, as changes are
limited to the object literals themselves (i.e. they don't affect
surrounding code).

And given that object literals account for quite a bit of the remaining
differences between regular and legacy rules, doing the transition now
is still worthwhile.

Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2200>
2022-02-23 12:23:52 +00:00

285 lines
8.5 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
/* exported ModalDialog */
const { Atk, Clutter, GObject, Shell, St } = imports.gi;
const Dialog = imports.ui.dialog;
const Layout = imports.ui.layout;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const Params = imports.misc.params;
var OPEN_AND_CLOSE_TIME = 100;
var FADE_OUT_DIALOG_TIME = 1000;
var State = {
OPENED: 0,
CLOSED: 1,
OPENING: 2,
CLOSING: 3,
FADED_OUT: 4,
};
var ModalDialog = GObject.registerClass({
Properties: {
'state': GObject.ParamSpec.int('state', 'Dialog state', 'state',
GObject.ParamFlags.READABLE,
Math.min(...Object.values(State)),
Math.max(...Object.values(State)),
State.CLOSED),
},
Signals: { 'opened': {}, 'closed': {} },
}, class ModalDialog extends St.Widget {
_init(params) {
super._init({
visible: false,
reactive: true,
x: 0,
y: 0,
accessible_role: Atk.Role.DIALOG,
});
params = Params.parse(params, {
shellReactive: false,
styleClass: null,
actionMode: Shell.ActionMode.SYSTEM_MODAL,
shouldFadeIn: true,
shouldFadeOut: true,
destroyOnClose: true,
});
this._state = State.CLOSED;
this._hasModal = false;
this._actionMode = params.actionMode;
this._shellReactive = params.shellReactive;
this._shouldFadeIn = params.shouldFadeIn;
this._shouldFadeOut = params.shouldFadeOut;
this._destroyOnClose = params.destroyOnClose;
Main.layoutManager.modalDialogGroup.add_actor(this);
const constraint = new Clutter.BindConstraint({
source: global.stage,
coordinate: Clutter.BindCoordinate.ALL,
});
this.add_constraint(constraint);
this.backgroundStack = new St.Widget({
layout_manager: new Clutter.BinLayout(),
x_expand: true,
y_expand: true,
});
this._backgroundBin = new St.Bin({ child: this.backgroundStack });
this._monitorConstraint = new Layout.MonitorConstraint();
this._backgroundBin.add_constraint(this._monitorConstraint);
this.add_actor(this._backgroundBin);
this.dialogLayout = new Dialog.Dialog(this.backgroundStack, params.styleClass);
this.contentLayout = this.dialogLayout.contentLayout;
this.buttonLayout = this.dialogLayout.buttonLayout;
if (!this._shellReactive) {
this._lightbox = new Lightbox.Lightbox(this, {
inhibitEvents: true,
radialEffect: true,
});
this._lightbox.highlight(this._backgroundBin);
this._eventBlocker = new Clutter.Actor({ reactive: true });
this.backgroundStack.add_actor(this._eventBlocker);
}
global.focus_manager.add_group(this.dialogLayout);
this._initialKeyFocus = null;
this._initialKeyFocusDestroyId = 0;
this._savedKeyFocus = null;
}
get state() {
return this._state;
}
_setState(state) {
if (this._state == state)
return;
this._state = state;
this.notify('state');
}
vfunc_key_press_event() {
if (global.focus_manager.navigate_from_event(Clutter.get_current_event()))
return Clutter.EVENT_STOP;
return Clutter.EVENT_PROPAGATE;
}
clearButtons() {
this.dialogLayout.clearButtons();
}
setButtons(buttons) {
this.clearButtons();
for (let buttonInfo of buttons)
this.addButton(buttonInfo);
}
addButton(buttonInfo) {
return this.dialogLayout.addButton(buttonInfo);
}
_fadeOpen(onPrimary) {
if (onPrimary)
this._monitorConstraint.primary = true;
else
this._monitorConstraint.index = global.display.get_current_monitor();
this._setState(State.OPENING);
this.dialogLayout.opacity = 255;
if (this._lightbox)
this._lightbox.lightOn();
this.opacity = 0;
this.show();
this.ease({
opacity: 255,
duration: this._shouldFadeIn ? OPEN_AND_CLOSE_TIME : 0,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._setState(State.OPENED);
this.emit('opened');
},
});
}
setInitialKeyFocus(actor) {
if (this._initialKeyFocusDestroyId)
this._initialKeyFocus.disconnect(this._initialKeyFocusDestroyId);
this._initialKeyFocus = actor;
this._initialKeyFocusDestroyId = actor.connect('destroy', () => {
this._initialKeyFocus = null;
this._initialKeyFocusDestroyId = 0;
});
}
open(timestamp, onPrimary) {
if (this.state == State.OPENED || this.state == State.OPENING)
return true;
if (!this.pushModal(timestamp))
return false;
this._fadeOpen(onPrimary);
return true;
}
_closeComplete() {
this._setState(State.CLOSED);
this.hide();
this.emit('closed');
if (this._destroyOnClose)
this.destroy();
}
close(timestamp) {
if (this.state == State.CLOSED || this.state == State.CLOSING)
return;
this._setState(State.CLOSING);
this.popModal(timestamp);
this._savedKeyFocus = null;
if (this._shouldFadeOut) {
this.ease({
opacity: 0,
duration: OPEN_AND_CLOSE_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => this._closeComplete(),
});
} else {
this._closeComplete();
}
}
// Drop modal status without closing the dialog; this makes the
// dialog insensitive as well, so it needs to be followed shortly
// by either a close() or a pushModal()
popModal(timestamp) {
if (!this._hasModal)
return;
let focus = global.stage.key_focus;
if (focus && this.contains(focus))
this._savedKeyFocus = focus;
else
this._savedKeyFocus = null;
Main.popModal(this._grab, timestamp);
this._grab = null;
this._hasModal = false;
if (!this._shellReactive)
this.backgroundStack.set_child_above_sibling(this._eventBlocker, null);
}
pushModal(timestamp) {
if (this._hasModal)
return true;
let params = { actionMode: this._actionMode };
if (timestamp)
params['timestamp'] = timestamp;
let grab = Main.pushModal(this, params);
if (grab.get_seat_state() === Clutter.GrabState.NONE) {
Main.popModal(grab);
return false;
}
this._grab = grab;
Main.layoutManager.emit('system-modal-opened');
this._hasModal = true;
if (this._savedKeyFocus) {
this._savedKeyFocus.grab_key_focus();
this._savedKeyFocus = null;
} else {
let focus = this._initialKeyFocus || this.dialogLayout.initialKeyFocus;
focus.grab_key_focus();
}
if (!this._shellReactive)
this.backgroundStack.set_child_below_sibling(this._eventBlocker, null);
return true;
}
// This method is like close, but fades the dialog out much slower,
// and leaves the lightbox in place. Once in the faded out state,
// the dialog can be brought back by an open call, or the lightbox
// can be dismissed by a close call.
//
// The main point of this method is to give some indication to the user
// that the dialog response has been acknowledged but will take a few
// moments before being processed.
// e.g., if a user clicked "Log Out" then the dialog should go away
// immediately, but the lightbox should remain until the logout is
// complete.
_fadeOutDialog(timestamp) {
if (this.state == State.CLOSED || this.state == State.CLOSING)
return;
if (this.state == State.FADED_OUT)
return;
this.popModal(timestamp);
this.dialogLayout.ease({
opacity: 0,
duration: FADE_OUT_DIALOG_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => (this.state = State.FADED_OUT),
});
}
});