gnome-shell/js/ui/chrome.js
Dan Winship 2782011ce8 shell-global: try to resync the pointer state after grabs
If the pointer moves on or off the stage while another process has a
grab, we will lose track of it. One example of this is that if you use
a popup menu from a message tray trayicon, the tray will stay up after
the menu goes away, because the shell never saw the pointer leave it.

Add a new method shell_global_sync_pointer() that causes clutter to
recheck what actor is under the pointer and generate leave/enter
events if appropriate.

Of course, we can't actually tell for sure when another process has a
grab, so we need a heuristic of when to call this. Currently we call
it from Chrome._windowsRestacked(), which is not really the right
thing at all, but does fix the menu-from-trayicon case...

https://bugzilla.gnome.org/show_bug.cgi?id=630842
2011-03-21 14:56:53 -04:00

455 lines
17 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const Signals = imports.signals;
const Main = imports.ui.main;
const Params = imports.misc.params;
// This manages the shell "chrome"; the UI that's visible in the
// normal mode (ie, outside the Overview), that surrounds the main
// workspace content.
const defaultParams = {
visibleInOverview: false,
visibleInFullscreen: false,
affectsStruts: true,
affectsInputRegion: true
};
function Chrome() {
this._init();
}
Chrome.prototype = {
_init: function() {
// The group itself has zero size so it doesn't interfere with DND
this.actor = new Shell.GenericContainer({ width: 0, height: 0 });
Main.uiGroup.add_actor(this.actor);
this.actor.connect('allocate', Lang.bind(this, this._allocated));
this._monitors = [];
this._inOverview = false;
this._trackedActors = [];
global.screen.connect('monitors-changed',
Lang.bind(this, this._monitorsChanged));
global.screen.connect('restacked',
Lang.bind(this, this._windowsRestacked));
// Need to update struts on new workspaces when they are added
global.screen.connect('notify::n-workspaces',
Lang.bind(this, this._queueUpdateRegions));
Main.overview.connect('showing',
Lang.bind(this, this._overviewShowing));
Main.overview.connect('hidden',
Lang.bind(this, this._overviewHidden));
this._updateMonitors();
this._updateFullscreen();
this._queueUpdateRegions();
},
_allocated: function(actor, box, flags) {
let children = this.actor.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
},
// addActor:
// @actor: an actor to add to the chrome layer
// @params: (optional) additional params
//
// Adds @actor to the chrome layer and extends the input region
// and window manager struts to include it. (Window manager struts
// will only be affected if @actor is touching a screen edge.)
// Changes in @actor's size and position will automatically result
// in appropriate changes to the input region and struts. Changes
// in its visibility will affect the input region, but NOT the
// struts.
//
// If %visibleInOverview is %true in @params, @actor will remain
// visible when the overview is brought up. Otherwise it will
// automatically be hidden. Likewise, if %visibleInFullscreen is
// %true, the actor will be visible even when a fullscreen window
// should be covering it.
//
// If %affectsStruts or %affectsInputRegion is %false, the actor
// will not have the indicated effect.
addActor: function(actor, params) {
this.actor.add_actor(actor);
this._trackActor(actor, params);
},
// trackActor:
// @actor: a descendant of the chrome to begin tracking
// @params: parameters describing how to track @actor
//
// Tells the chrome to track @actor, which must be a descendant
// of an actor added via addActor(). This can be used to extend the
// struts or input region to cover specific children.
//
// @params can have any of the same values as in addActor(), though
// some possibilities don't make sense (eg, trying to have a
// %visibleInOverview child of a non-%visibleInOverview parent).
// By default, @actor has the same params as its chrome ancestor.
trackActor: function(actor, params) {
let ancestor = actor.get_parent();
let index = this._findActor(ancestor);
while (ancestor && index == -1) {
ancestor = ancestor.get_parent();
index = this._findActor(ancestor);
}
if (!ancestor)
throw new Error('actor is not a descendent of the chrome layer');
let ancestorData = this._trackedActors[index];
if (!params)
params = {};
// We can't use Params.parse here because we want to drop
// the extra values like ancestorData.actor
for (let prop in defaultParams) {
if (!params[prop])
params[prop] = ancestorData[prop];
}
this._trackActor(actor, params);
},
// untrackActor:
// @actor: an actor previously tracked via trackActor()
//
// Undoes the effect of trackActor()
untrackActor: function(actor) {
this._untrackActor(actor);
},
// removeActor:
// @actor: a child of the chrome layer
//
// Removes @actor from the chrome layer
removeActor: function(actor) {
this.actor.remove_actor(actor);
this._untrackActor(actor);
},
_findActor: function(actor) {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (actorData.actor == actor)
return i;
}
return -1;
},
_trackActor: function(actor, params) {
if (this._findActor(actor) != -1)
throw new Error('trying to re-track existing chrome actor');
let actorData = Params.parse(params, defaultParams);
actorData.actor = actor;
actorData.visibleId = actor.connect('notify::visible',
Lang.bind(this, this._queueUpdateRegions));
actorData.allocationId = actor.connect('notify::allocation',
Lang.bind(this, this._queueUpdateRegions));
actorData.parentSetId = actor.connect('parent-set',
Lang.bind(this, this._actorReparented));
// Note that destroying actor will unset its parent, so we don't
// need to connect to 'destroy' too.
this._trackedActors.push(actorData);
this._queueUpdateRegions();
},
_untrackActor: function(actor) {
let i = this._findActor(actor);
if (i == -1)
return;
let actorData = this._trackedActors[i];
this._trackedActors.splice(i, 1);
actor.disconnect(actorData.visibleId);
actor.disconnect(actorData.allocationId);
actor.disconnect(actorData.parentSetId);
this._queueUpdateRegions();
},
_actorReparented: function(actor, oldParent) {
if (!this.actor.contains(actor))
this._untrackActor(actor);
},
_updateVisibility: function() {
for (let i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (this._inOverview && !actorData.visibleInOverview)
this.actor.set_skip_paint(actorData.actor, true);
else if (!this._inOverview && !actorData.visibleInFullscreen &&
this._findMonitorForActor(actorData.actor).inFullscreen)
this.actor.set_skip_paint(actorData.actor, true);
else
this.actor.set_skip_paint(actorData.actor, false);
}
},
_overviewShowing: function() {
this._inOverview = true;
this._updateVisibility();
this._queueUpdateRegions();
},
_overviewHidden: function() {
this._inOverview = false;
this._updateVisibility();
this._queueUpdateRegions();
},
_updateMonitors: function() {
let monitors = global.get_monitors();
let primary = global.get_primary_monitor();
this._monitors = monitors;
for (let i = 0; i < monitors.length; i++) {
let monitor = monitors[i];
if (monitor.x == primary.x &&
monitor.y == primary.y &&
monitor.width == primary.width &&
monitor.height == primary.height)
this._primaryMonitor = monitor;
}
},
_findMonitorForRect: function(x, y, w, h) {
// First look at what monitor the center of the rectangle is at
let cx = x + w/2;
let cy = y + h/2;
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (cx >= monitor.x && cx < monitor.x + monitor.width &&
cy >= monitor.y && cy < monitor.y + monitor.height)
return monitor;
}
// If the center is not on a monitor, return the first overlapping monitor
for (let i = 0; i < this._monitors.length; i++) {
let monitor = this._monitors[i];
if (x + w > monitor.x && x < monitor.x + monitor.width &&
y + h > monitor.y && y < monitor.y + monitor.height)
return monitor;
}
// otherwise on no monitor
return null;
},
_findMonitorForWindow: function(window) {
return this._findMonitorForRect(window.x, window.y, window.width, window.height);
},
// This call guarantees that we return some monitor to simplify usage of it
// In practice all tracked actors should be visible on some monitor anyway
_findMonitorForActor: function(actor) {
let [x, y] = actor.get_transformed_position();
let [w, h] = actor.get_transformed_size();
let monitor = this._findMonitorForRect(x, y, w, h);
if (monitor)
return monitor;
return this._primaryMonitor; // Not on any monitor, pretend its on the primary
},
_monitorsChanged: function() {
this._updateMonitors();
// Update everything that depends on monitor positions
this._updateFullscreen();
this._updateVisibility();
this._queueUpdateRegions();
},
_queueUpdateRegions: function() {
if (!this._updateRegionIdle)
this._updateRegionIdle = Mainloop.idle_add(Lang.bind(this, this._updateRegions),
Meta.PRIORITY_BEFORE_REDRAW);
},
_updateFullscreen: function() {
let windows = Main.getWindowActorsForWorkspace(global.screen.get_active_workspace_index());
// Reset all monitors to not fullscreen
for (let i = 0; i < this._monitors.length; i++)
this._monitors[i].inFullscreen = false;
// The chrome layer should be visible unless there is a window
// with layer FULLSCREEN, or a window with layer
// OVERRIDE_REDIRECT that covers the whole screen.
// ('override_redirect' is not actually a layer above all
// other windows, but this seems to be how mutter treats it
// currently...) If we wanted to be extra clever, we could
// figure out when an OVERRIDE_REDIRECT window was trying to
// partially overlap us, and then adjust the input region and
// our clip region accordingly...
// @windows is sorted bottom to top.
for (let i = windows.length - 1; i > -1; i--) {
let window = windows[i];
let layer = window.get_meta_window().get_layer();
if (layer == Meta.StackLayer.FULLSCREEN) {
let monitor = this._findMonitorForWindow(window);
if (monitor)
monitor.inFullscreen = true;
}
if (layer == Meta.StackLayer.OVERRIDE_REDIRECT) {
let monitor = this._findMonitorForWindow(window);
if (monitor &&
window.x <= monitor.x &&
window.x + window.width >= monitor.x + monitor.width &&
window.y <= monitor.y &&
window.y + window.height >= monitor.y + monitor.height)
monitor.inFullscreen = true;
} else
break;
}
},
_windowsRestacked: function() {
let wasInFullscreen = [];
for (let i = 0; i < this._monitors.length; i++)
wasInFullscreen[i] = this._monitors[i].inFullscreen;
this._updateFullscreen();
let changed = false;
for (let i = 0; i < wasInFullscreen.length; i++) {
if (wasInFullscreen[i] != this._monitors[i].inFullscreen) {
changed = true;
break;
}
}
if (changed) {
this._updateVisibility();
this._queueUpdateRegions();
}
// 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();
},
_updateRegions: function() {
let rects = [], struts = [], i;
delete this._updateRegionIdle;
for (i = 0; i < this._trackedActors.length; i++) {
let actorData = this._trackedActors[i];
if (!actorData.affectsInputRegion && !actorData.affectsStruts)
continue;
let [x, y] = actorData.actor.get_transformed_position();
let [w, h] = actorData.actor.get_transformed_size();
x = Math.round(x);
y = Math.round(y);
w = Math.round(w);
h = Math.round(h);
let rect = new Meta.Rectangle({ x: x, y: y, width: w, height: h});
if (actorData.affectsInputRegion &&
actorData.actor.get_paint_visibility() &&
!this.actor.get_skip_paint(actorData.actor))
rects.push(rect);
if (!actorData.affectsStruts)
continue;
// Limit struts to the size of the screen
let x1 = Math.max(x, 0);
let x2 = Math.min(x + w, global.screen_width);
let y1 = Math.max(y, 0);
let y2 = Math.min(y + h, global.screen_height);
// NetWM struts are not really powerful enought to handle
// a multi-monitor scenario, they only describe what happens
// around the outer sides of the full display region. However
// it can describe a partial region along each side, so
// we can support having the struts only affect the
// primary monitor. This should be enough as we only have
// chrome affecting the struts on the primary monitor so
// far.
//
// Metacity wants to know what side of the screen the
// strut is considered to be attached to. If the actor is
// only touching one edge, or is touching the entire
// border of the primary monitor, then it's obvious which
// side to call it. If it's in a corner, we pick a side
// arbitrarily. If it doesn't touch any edges, or it spans
// the width/height across the middle of the screen, then
// we don't create a strut for it at all.
let side;
let primary = this._primaryMonitor;
if (x1 <= primary.x && x2 >= primary.x + primary.width) {
if (y1 <= primary.y)
side = Meta.Side.TOP;
else if (y2 >= primary.y + primary.height)
side = Meta.Side.BOTTOM;
else
continue;
} else if (y1 <= primary.y && y2 >= primary.y + primary.height) {
if (x1 <= 0)
side = Meta.Side.LEFT;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else
continue;
} else if (x1 <= 0)
side = Meta.Side.LEFT;
else if (y1 <= 0)
side = Meta.Side.TOP;
else if (x2 >= global.screen_width)
side = Meta.Side.RIGHT;
else if (y2 >= global.screen_height)
side = Meta.Side.BOTTOM;
else
continue;
// Ensure that the strut rects goes all the way to the screen edge,
// as this really what mutter expects.
switch (side) {
case Meta.Side.TOP:
y1 = 0;
break;
case Meta.Side.BOTTOM:
y2 = global.screen_height;
break;
case Meta.Side.LEFT:
x1 = 0;
break;
case Meta.Side.RIGHT:
x2 = global.screen_width;
break;
}
let strutRect = new Meta.Rectangle({ x: x1, y: y1, width: x2 - x1, height: y2 - y1});
let strut = new Meta.Strut({ rect: strutRect, side: side });
struts.push(strut);
}
global.set_stage_input_region(rects);
let screen = global.screen;
for (let w = 0; w < screen.n_workspaces; w++) {
let workspace = screen.get_workspace_by_index(w);
workspace.set_builtin_struts(struts);
}
return false;
}
};
Signals.addSignalMethods(Chrome.prototype);