703b21cef0
This is our convention. The only exceptions are double quotes for words in comments that give them a special meaning (though beware that these quotes are not truly necessary most of the time) and double quotes that need to be a part of the output string.
570 lines
19 KiB
JavaScript
570 lines
19 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 ExtensionSystem = imports.ui.extensionSystem;
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const MessageTray = imports.ui.messageTray;
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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 NotificationDaemon = imports.ui.notificationDaemon;
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const WindowAttentionHandler = imports.ui.windowAttentionHandler;
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const ShellDBus = imports.ui.shellDBus;
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const TelepathyClient = imports.ui.telepathyClient;
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const WindowManager = imports.ui.windowManager;
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const Magnifier = imports.ui.magnifier;
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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 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 messageTray = null;
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let notificationDaemon = null;
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let windowAttentionHandler = null;
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let telepathyClient = 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 uiGroup = null;
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let magnifier = null;
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let _errorLogStack = [];
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let _startDate;
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let background = null;
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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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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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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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// Set up stage hierarchy to group all UI actors under one container.
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uiGroup = new Clutter.Group();
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global.window_group.reparent(uiGroup);
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global.overlay_group.reparent(uiGroup);
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global.stage.add_actor(uiGroup);
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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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wm = new WindowManager.WindowManager();
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messageTray = new MessageTray.MessageTray();
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notificationDaemon = new NotificationDaemon.NotificationDaemon();
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windowAttentionHandler = new WindowAttentionHandler.WindowAttentionHandler();
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telepathyClient = new TelepathyClient.Client();
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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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//read the parameters from GConf always in case they have changed
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let gconf = Shell.GConf.get_default();
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recorder.set_framerate(gconf.get_int('recorder/framerate'));
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recorder.set_filename('shell-%d%u-%c.' + gconf.get_string('recorder/file_extension'));
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let pipeline = gconf.get_string('recorder/pipeline');
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if (!pipeline.match(/^\s*$/))
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recorder.set_pipeline(pipeline);
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else
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recorder.set_pipeline(null);
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recorder.record();
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}
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});
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background = global.create_root_pixmap_actor();
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global.stage.add_actor(background);
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background.lower_bottom();
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global.connect('screen-size-changed', _relayout);
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ExtensionSystem.init();
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ExtensionSystem.loadExtensions();
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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.stage.connect('captured-event', _globalKeyPressHandler);
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// Install magnifier.
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magnifier = new Magnifier.Magnifier();
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_log('info', 'loaded at ' + _startDate);
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log('GNOME Shell started 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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background.set_size(global.screen_width, global.screen_height);
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// To avoid updating the position and size of the workspaces
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// in the overview, we just hide the overview. The positions
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// will be updated when it is next shown. We do the same for
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// the calendar popdown.
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overview.hide();
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panel.hideCalendar();
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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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let keyCode = event.get_key_code();
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let modifierState = Shell.get_event_state(event);
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// Check the overview key first, this isn't a Meta.KeyBindingAction yet
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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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}
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// Whitelist some of the Metacity actions
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let display = global.screen.get_display();
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let activeWorkspaceIndex = global.screen.get_active_workspace_index();
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// This relies on the fact that Clutter.ModifierType is the same as Gdk.ModifierType
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let action = display.get_keybinding_action(symbol, keyCode, modifierState);
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switch (action) {
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case Meta.KeyBindingAction.WORKSPACE_LEFT:
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wm.actionMoveWorkspaceLeft();
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return true;
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case Meta.KeyBindingAction.WORKSPACE_RIGHT:
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wm.actionMoveWorkspaceRight();
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return true;
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case Meta.KeyBindingAction.PANEL_RUN_DIALOG:
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case Meta.KeyBindingAction.COMMAND_2:
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getRunDialog().open();
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return true;
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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(global.get_current_time())) {
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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(global.get_current_time());
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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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/**
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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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* @workspaceNum: (optional) window's workspace number
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*
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* Activates @window, switching to its workspace first if necessary,
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* and switching out of the overview if it's currently active
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*/
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function activateWindow(window, time, workspaceNum) {
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let activeWorkspaceNum = global.screen.get_active_workspace_index();
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let windowWorkspaceNum = (workspaceNum !== undefined) ? workspaceNum : window.get_workspace().index();
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if (!time)
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time = global.get_current_time();
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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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overview.hide();
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}
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// TODO - replace this timeout with some system to guess when the user might
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// be e.g. just reading the screen and not likely to interact.
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const DEFERRED_TIMEOUT_SECONDS = 20;
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var _deferredWorkData = {};
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// Work scheduled for some point in the future
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var _deferredWorkQueue = [];
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// Work we need to process before the next redraw
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var _beforeRedrawQueue = [];
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// Counter to assign work ids
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var _deferredWorkSequence = 0;
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var _deferredTimeoutId = 0;
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function _runDeferredWork(workId) {
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if (!_deferredWorkData[workId])
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return;
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let index = _deferredWorkQueue.indexOf(workId);
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if (index < 0)
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return;
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_deferredWorkQueue.splice(index, 1);
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_deferredWorkData[workId].callback();
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if (_deferredWorkQueue.length == 0 && _deferredTimeoutId > 0) {
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Mainloop.source_remove(_deferredTimeoutId);
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_deferredTimeoutId = 0;
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}
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}
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function _runAllDeferredWork() {
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while (_deferredWorkQueue.length > 0)
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_runDeferredWork(_deferredWorkQueue[0]);
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}
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function _runBeforeRedrawQueue() {
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for (let i = 0; i < _beforeRedrawQueue.length; i++) {
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let workId = _beforeRedrawQueue[i];
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_runDeferredWork(workId);
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}
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_beforeRedrawQueue = [];
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}
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function _queueBeforeRedraw(workId) {
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_beforeRedrawQueue.push(workId);
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if (_beforeRedrawQueue.length == 1) {
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Meta.later_add(Meta.LaterType.BEFORE_REDRAW, function () {
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_runBeforeRedrawQueue();
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return false;
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});
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}
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}
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/**
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* initializeDeferredWork:
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* @actor: A #ClutterActor
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* @callback: Function to invoke to perform work
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*
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* This function sets up a callback to be invoked when either the
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* given actor is mapped, or after some period of time when the machine
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* is idle. This is useful if your actor isn't always visible on the
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* screen (for example, all actors in the overview), and you don't want
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* to consume resources updating if the actor isn't actually going to be
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* 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) {
|
|
global.logError('invalid work id ', workId);
|
|
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;
|
|
});
|
|
}
|
|
}
|