a4405be71c
These log to a display in lookingGlass; rough equivalent of the Firebug "console.log". https://bugzilla.gnome.org/show_bug.cgi?id=599661
428 lines
14 KiB
JavaScript
428 lines
14 KiB
JavaScript
/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const DBus = imports.dbus;
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const Gdk = imports.gi.Gdk;
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const Gio = imports.gi.Gio;
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const GLib = imports.gi.GLib;
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const Lang = imports.lang;
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const Mainloop = imports.mainloop;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const Signals = imports.signals;
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const St = imports.gi.St;
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const Chrome = imports.ui.chrome;
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const Environment = imports.ui.environment;
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const Overview = imports.ui.overview;
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const Panel = imports.ui.panel;
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const PlaceDisplay = imports.ui.placeDisplay;
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const RunDialog = imports.ui.runDialog;
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const LookingGlass = imports.ui.lookingGlass;
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const ShellDBus = imports.ui.shellDBus;
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const Sidebar = imports.ui.sidebar;
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const WindowManager = imports.ui.windowManager;
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const DEFAULT_BACKGROUND_COLOR = new Clutter.Color();
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DEFAULT_BACKGROUND_COLOR.from_pixel(0x2266bbff);
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let chrome = null;
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let panel = null;
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let sidebar = null;
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let placesManager = null;
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let overview = null;
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let runDialog = null;
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let lookingGlass = null;
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let wm = null;
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let recorder = null;
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let shellDBusService = null;
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let modalCount = 0;
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let modalActorFocusStack = [];
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let _errorLogStack = [];
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let _startDate;
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function start() {
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// Add a binding for "global" in the global JS namespace; (gjs
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// keeps the web browser convention of having that namespace be
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// called "window".)
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window.global = Shell.Global.get();
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// Now monkey patch utility functions into the global proxy;
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// This is easier and faster than indirecting down into global
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// if we want to call back up into JS.
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global.logError = _logError;
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global.log = _logDebug;
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Gio.DesktopAppInfo.set_desktop_env("GNOME");
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global.grab_dbus_service();
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shellDBusService = new ShellDBus.GnomeShell();
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// Force a connection now; dbus.js will do this internally
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// if we use its name acquisition stuff but we aren't right
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// now; to do so we'd need to convert from its async calls
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// back into sync ones.
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DBus.session.flush();
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Environment.init();
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// Ensure ShellWindowTracker and ShellAppUsage are initialized; this will
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// also initialize ShellAppSystem first. ShellAppSystem
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// needs to load all the .desktop files, and ShellWindowTracker
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// will use those to associate with windows. Right now
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// the Monitor doesn't listen for installed app changes
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// and recalculate application associations, so to avoid
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// races for now we initialize it here. It's better to
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// be predictable anyways.
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Shell.WindowTracker.get_default();
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Shell.AppUsage.get_default();
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// The background color really only matters if there is no desktop
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// window (say, nautilus) running. We set it mostly so things look good
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// when we are running inside Xephyr.
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global.stage.color = DEFAULT_BACKGROUND_COLOR;
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// Mutter currently hardcodes putting "Yessir. The compositor is running""
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// in the Overview. Clear that out.
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let children = global.overlay_group.get_children();
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for (let i = 0; i < children.length; i++)
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children[i].destroy();
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let themeContext = St.ThemeContext.get_for_stage (global.stage);
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let stylesheetPath = global.datadir + "/theme/gnome-shell.css";
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let theme = new St.Theme ({ application_stylesheet: stylesheetPath });
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themeContext.set_theme (theme);
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global.connect('panel-run-dialog', function(panel) {
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// Make sure not more than one run dialog is shown.
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getRunDialog().open();
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});
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let shellwm = global.window_manager;
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shellwm.takeover_keybinding("panel_main_menu");
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shellwm.connect("keybinding::panel_main_menu", function () {
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overview.toggle();
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});
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shellwm.takeover_keybinding("panel_run_dialog");
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shellwm.connect("keybinding::panel_run_dialog", function () {
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getRunDialog().open();
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});
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placesManager = new PlaceDisplay.PlacesManager();
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overview = new Overview.Overview();
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chrome = new Chrome.Chrome();
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panel = new Panel.Panel();
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sidebar = new Sidebar.Sidebar();
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wm = new WindowManager.WindowManager();
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_startDate = new Date();
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global.screen.connect('toggle-recording', function() {
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if (recorder == null) {
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recorder = new Shell.Recorder({ stage: global.stage });
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}
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if (recorder.is_recording()) {
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recorder.pause();
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} else {
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recorder.record();
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}
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});
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_relayout();
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panel.startupAnimation();
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let display = global.screen.get_display();
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display.connect('overlay-key', Lang.bind(overview, overview.toggle));
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global.connect('panel-main-menu', Lang.bind(overview, overview.toggle));
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global.stage.connect('captured-event', _globalKeyPressHandler);
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_log('info', 'loaded at ' + _startDate);
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Mainloop.idle_add(_removeUnusedWorkspaces);
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}
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/**
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* _log:
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* @category: string message type ('info', 'error')
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* @msg: A message string
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* ...: Any further arguments are converted into JSON notation,
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* and appended to the log message, separated by spaces.
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*
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* Log a message into the LookingGlass error
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* stream. This is primarily intended for use by the
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* extension system as well as debugging.
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*/
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function _log(category, msg) {
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let text = msg;
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if (arguments.length > 2) {
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text += ': ';
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for (let i = 2; i < arguments.length; i++) {
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text += JSON.stringify(arguments[i]);
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if (i < arguments.length - 1)
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text += " ";
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}
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}
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_errorLogStack.push({timestamp: new Date().getTime(),
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category: category,
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message: text });
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}
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function _logError(msg) {
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return _log('error', msg);
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}
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function _logDebug(msg) {
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return _log('debug', msg);
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}
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// Used by the error display in lookingGlass.js
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function _getAndClearErrorStack() {
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let errors = _errorLogStack;
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_errorLogStack = [];
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return errors;
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}
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function _relayout() {
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let primary = global.get_primary_monitor();
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panel.actor.set_position(primary.x, primary.y);
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panel.actor.set_size(primary.width, Panel.PANEL_HEIGHT);
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overview.relayout();
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}
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// metacity-clutter currently uses the same prefs as plain metacity,
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// which probably means we'll be starting out with multiple workspaces;
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// remove any unused ones. (We do this from an idle handler, because
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// global.get_windows() still returns NULL at the point when start()
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// is called.)
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function _removeUnusedWorkspaces() {
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let windows = global.get_windows();
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let maxWorkspace = 0;
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for (let i = 0; i < windows.length; i++) {
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let win = windows[i];
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if (!win.get_meta_window().is_on_all_workspaces() &&
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win.get_workspace() > maxWorkspace) {
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maxWorkspace = win.get_workspace();
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}
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}
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let screen = global.screen;
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if (screen.n_workspaces > maxWorkspace) {
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for (let w = screen.n_workspaces - 1; w > maxWorkspace; w--) {
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let workspace = screen.get_workspace_by_index(w);
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screen.remove_workspace(workspace, 0);
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}
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}
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return false;
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}
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// This function encapsulates hacks to make certain global keybindings
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// work even when we are in one of our modes where global keybindings
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// are disabled with a global grab. (When there is a global grab, then
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// all key events will be delivered to the stage, so ::captured-event
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// on the stage can be used for global keybindings.)
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//
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// We expect to need to conditionally enable just a few keybindings
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// depending on circumstance; the main hackiness here is that we are
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// assuming that keybindings have their default values; really we
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// should be asking Mutter to resolve the key into an action and then
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// base our handling based on the action.
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function _globalKeyPressHandler(actor, event) {
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if (modalCount == 0)
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return false;
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let type = event.type();
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if (type == Clutter.EventType.KEY_PRESS) {
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let symbol = event.get_key_symbol();
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if (symbol == Clutter.Print) {
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// We want to be able to take screenshots of the shell at all times
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let gconf = Shell.GConf.get_default();
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let command = gconf.get_string("/apps/metacity/keybinding_commands/command_screenshot");
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if (command != null && command != "") {
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let [ok, len, args] = GLib.shell_parse_argv(command);
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let p = new Shell.Process({'args' : args});
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p.run();
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}
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return true;
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}
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} else if (type == Clutter.EventType.KEY_RELEASE) {
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let symbol = event.get_key_symbol();
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if (symbol == Clutter.Super_L || symbol == Clutter.Super_R) {
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// The super key is the default for triggering the overview, and should
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// get us out of the overview when we are already in it.
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if (overview.visible)
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overview.hide();
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return true;
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} else if (symbol == Clutter.F2 && (Shell.get_event_state(event) & Clutter.ModifierType.MOD1_MASK)) {
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getRunDialog().open();
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}
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}
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return false;
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}
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function _findModal(actor) {
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for (let i = 0; i < modalActorFocusStack.length; i++) {
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let [stackActor, stackFocus] = modalActorFocusStack[i];
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if (stackActor == actor) {
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return i;
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}
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}
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return -1;
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}
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/**
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* pushModal:
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* @actor: #ClutterActor which will be given keyboard focus
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*
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* Ensure we are in a mode where all keyboard and mouse input goes to
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* the stage. Multiple calls to this function act in a stacking fashion;
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* the effect will be undone when an equal number of popModal() invocations
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* have been made.
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*
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* Next, record the current Clutter keyboard focus on a stack. If the modal stack
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* returns to this actor, reset the focus to the actor which was focused
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* at the time pushModal() was invoked.
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*
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* Returns: true iff we successfully acquired a grab or already had one
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*/
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function pushModal(actor) {
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if (modalCount == 0) {
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if (!global.begin_modal(currentTime())) {
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log("pushModal: invocation of begin_modal failed");
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return false;
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}
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}
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global.set_stage_input_mode(Shell.StageInputMode.FULLSCREEN);
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modalCount += 1;
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actor.connect('destroy', function() {
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let index = _findModal(actor);
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if (index >= 0)
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modalActorFocusStack.splice(index, 1);
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});
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let curFocus = global.stage.get_key_focus();
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if (curFocus != null) {
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curFocus.connect('destroy', function() {
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let index = _findModal(actor);
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if (index >= 0)
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modalActorFocusStack[index][1] = null;
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});
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}
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modalActorFocusStack.push([actor, curFocus]);
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return true;
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}
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/**
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* popModal:
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* @actor: #ClutterActor passed to original invocation of pushModal().
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*
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* Reverse the effect of pushModal(). If this invocation is undoing
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* the topmost invocation, then the focus will be restored to the
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* previous focus at the time when pushModal() was invoked.
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*/
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function popModal(actor) {
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modalCount -= 1;
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let focusIndex = _findModal(actor);
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if (focusIndex >= 0) {
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if (focusIndex == modalActorFocusStack.length - 1) {
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let [stackActor, stackFocus] = modalActorFocusStack[focusIndex];
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global.stage.set_key_focus(stackFocus);
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} else {
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// Remove from the middle, shift the focus chain up
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for (let i = focusIndex; i < modalActorFocusStack.length - 1; i++) {
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modalActorFocusStack[i + 1][1] = modalActorFocusStack[i][1];
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}
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}
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modalActorFocusStack.splice(focusIndex, 1);
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}
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if (modalCount > 0)
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return;
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global.end_modal(currentTime());
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global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
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}
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function createLookingGlass() {
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if (lookingGlass == null) {
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lookingGlass = new LookingGlass.LookingGlass();
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lookingGlass.slaveTo(panel.actor);
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}
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return lookingGlass;
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}
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function getRunDialog() {
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if (runDialog == null) {
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runDialog = new RunDialog.RunDialog();
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}
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return runDialog;
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}
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function createAppLaunchContext() {
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let context = new Gdk.AppLaunchContext();
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context.set_timestamp(currentTime());
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// Make sure that the app is opened on the current workspace even if
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// the user switches before it starts
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context.set_desktop(global.screen.get_active_workspace_index());
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return context;
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}
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/**
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* currentTime:
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*
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* Gets the current X server time from the current Clutter, Gdk, or X
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* event. If called from outside an event handler, this may return
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* %Clutter.CURRENT_TIME (aka 0), or it may return a slightly
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* out-of-date timestamp.
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*/
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function currentTime() {
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// meta_display_get_current_time() will return the correct time
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// when handling an X or Gdk event, but will return CurrentTime
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// from some Clutter event callbacks.
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//
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// clutter_get_current_event_time() will return the correct time
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// from a Clutter event callback, but may return an out-of-date
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// timestamp if called at other times.
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//
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// So we try meta_display_get_current_time() first, since we
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// can recognize a "wrong" answer from that, and then fall back
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// to clutter_get_current_event_time().
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let time = global.screen.get_display().get_current_time();
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if (time != Clutter.CURRENT_TIME)
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return time;
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return Clutter.get_current_event_time();
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}
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/**
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* activateWindow:
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* @window: the Meta.Window to activate
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* @time: (optional) current event time
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*
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* Activates @window, switching to its workspace first if necessary
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*/
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function activateWindow(window, time) {
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let activeWorkspaceNum = global.screen.get_active_workspace_index();
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let windowWorkspaceNum = window.get_workspace().index();
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if (!time)
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time = currentTime();
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if (windowWorkspaceNum != activeWorkspaceNum) {
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let workspace = global.screen.get_workspace_by_index(windowWorkspaceNum);
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workspace.activate_with_focus(window, time);
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} else {
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window.activate(time);
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}
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}
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