328 lines
11 KiB
JavaScript
328 lines
11 KiB
JavaScript
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/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
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const Clutter = imports.gi.Clutter;
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const Gtk = imports.gi.Gtk;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const St = imports.gi.St;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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function _navigateActor(actor, needsGrab) {
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if (!actor)
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return;
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if (needsGrab && actor instanceof St.Widget)
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needsGrab = !actor.navigate_focus(null, Gtk.DirectionType.TAB_FORWARD, false);
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if (needsGrab)
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actor.grab_key_focus();
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}
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// GrabHelper:
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// @owner: the actor that owns the GrabHelper
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//
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// Creates a new GrabHelper object, for dealing with keyboard and pointer grabs
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// associated with a set of actors.
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//
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// Note that the grab can be automatically dropped at any time by the user, and
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// your code just needs to deal with it; you shouldn't adjust behavior directly
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// after you call ungrab(), but instead pass an 'onUngrab' callback when you
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// call grab().
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const GrabHelper = new Lang.Class({
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Name: 'GrabHelper',
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_init: function(owner) {
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this._owner = owner;
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this._grabStack = [];
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this._actors = [];
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this._capturedEventId = 0;
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this._eventId = 0;
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this._keyFocusNotifyId = 0;
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this._focusWindowChangedId = 0;
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this._ignoreRelease = false;
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this._modalCount = 0;
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},
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// addActor:
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// @actor: an actor
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//
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// Adds @actor to the set of actors that are allowed to process events
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// during a grab.
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addActor: function(actor) {
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actor.__grabHelperDestroyId = actor.connect('destroy', Lang.bind(this, function() { this.removeActor(actor); }));
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this._actors.push(actor);
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},
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// removeActor:
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// @actor: an actor
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//
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// Removes @actor from the set of actors that are allowed to
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// process events during a grab.
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removeActor: function(actor) {
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let index = this._actors.indexOf(actor);
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if (index != -1)
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this._actors.splice(index, 1);
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if (actor.__grabHelperDestroyId) {
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actor.disconnect(actor.__grabHelperDestroyId);
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delete actor.__grabHelperDestroyId;
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}
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},
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_isWithinGrabbedActor: function(actor) {
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while (actor) {
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if (this._actors.indexOf(actor) != -1)
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return true;
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actor = actor.get_parent();
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}
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return false;
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},
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get currentGrab() {
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return this._grabStack[this._grabStack.length - 1] || {};
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},
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_findStackIndex: function(actor) {
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if (!actor)
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return -1;
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for (let i = 0; i < this._grabStack.length; i++) {
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if (this._grabStack[i].actor === actor)
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return i;
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}
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return -1;
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},
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isActorGrabbed: function(actor) {
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return this._findStackIndex(actor) >= 0;
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},
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// grab:
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// @params: A bunch of parameters, see below
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//
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// Grabs the mouse and keyboard, according to the GrabHelper's
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// parameters. If @newFocus is not %null, then the keyboard focus
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// is moved to the first #StWidget:can-focus widget inside it.
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//
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// The grab will automatically be dropped if:
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// - The user clicks outside the grabbed actors
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// - The user types Escape
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// - The keyboard focus is moved outside the grabbed actors
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// - A window is focused
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//
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// If @params.actor is not null, then it will be focused as the
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// new actor. If you attempt to grab an already focused actor, the
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// request to be focused will be ignored. The actor will not be
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// added to the grab stack, so do not call a paired ungrab().
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//
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// If @params contains { modal: true }, then grab() will push a modal
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// on the owner of the GrabHelper. As long as there is at least one
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// { modal: true } actor on the grab stack, the grab will be kept.
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// When the last { modal: true } actor is ungrabbed, then the modal
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// will be dropped.
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//
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// If @params contains { grabFocus: true }, then if you call grab()
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// while the shell is outside the overview, it will set the stage
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// input mode to %Shell.StageInputMode.FOCUSED, and ungrab() will
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// revert it back, and re-focus the previously-focused window (if
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// another window hasn't been explicitly focused before then).
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//
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//
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grab: function(params) {
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params = Params.parse(params, { actor: null,
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modal: false,
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grabFocus: false,
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onUngrab: null });
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let focus = global.stage.key_focus;
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let hadFocus = focus && this._isWithinGrabbedActor(focus);
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let newFocus = hadFocus ? focus : params.actor;
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if (this.isActorGrabbed(params.actor))
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return;
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if (this._grabStack.length == 0)
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this._fullGrab(hadFocus, params.modal, params.grabFocus);
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params.savedFocus = focus;
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params.newFocus = newFocus;
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this._grabStack.push(params);
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if (params.modal)
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this._modalCount++;
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_navigateActor(newFocus, hadFocus);
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return;
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},
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_fullGrab: function(hadFocus, modal, grabFocus) {
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let metaDisplay = global.screen.get_display();
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this._grabbedFromKeynav = hadFocus;
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this._preGrabInputMode = global.stage_input_mode;
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this._prevFocusedWindow = null;
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if (modal) {
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Main.pushModal(this._owner);
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}
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if (grabFocus) {
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this._prevFocusedWindow = metaDisplay.focus_window;
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if (this._preGrabInputMode == Shell.StageInputMode.NONREACTIVE ||
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this._preGrabInputMode == Shell.StageInputMode.NORMAL) {
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global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
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}
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}
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this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
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this._eventId = global.stage.connect('event', Lang.bind(this, this._onEvent));
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this._keyFocusNotifyId = global.stage.connect('notify::key-focus', Lang.bind(this, this._onKeyFocusChanged));
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this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged));
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},
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// ignoreRelease:
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//
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// Make sure that the next button release event evaluated by the
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// capture event handler returns false. This is designed for things
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// like the ComboBoxMenu that go away on press, but need to eat
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// the next release event.
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ignoreRelease: function() {
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this._ignoreRelease = true;
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},
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// ungrab:
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// @params: The parameters for the grab; see below.
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//
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// Pops an actor from the grab stack, potentially dropping the grab.
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//
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// If the actor that was popped from the grab stack was not the actor
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// That was passed in, this call is ignored.
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ungrab: function(params) {
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params = Params.parse(params, { actor: this.currentGrab.actor });
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let grabStackIndex = this._findStackIndex(params.actor);
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if (grabStackIndex < 0)
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return;
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let poppedGrab = this._grabStack[grabStackIndex];
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// "Pop" poppedGrab and everything after off by truncating the array.
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this._grabStack.length = grabStackIndex;
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let { modal: modal, actor: actor } = poppedGrab;
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if (params.actor && (params.actor != actor))
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return;
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let focus = global.stage.key_focus;
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let hadFocus = focus && this._isWithinGrabbedActor(focus);
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let newFocus = poppedGrab.savedFocus;
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if (!newFocus)
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newFocus = poppedGrab.newFocus;
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_navigateActor(newFocus, hadFocus);
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if (poppedGrab.onUngrab)
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poppedGrab.onUngrab();
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// If we took away the last grab, ungrab ourselves.
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if (this._grabStack.length == 0)
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this._fullUngrab(newFocus);
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if (modal)
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this._modalCount--;
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return;
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},
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_fullUngrab: function(newFocus) {
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global.stage.disconnect(this._capturedEventId);
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this._capturedEventId = 0;
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global.stage.disconnect(this._eventId);
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this._eventId = 0;
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global.stage.disconnect(this._keyFocusNotifyId);
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this._keyFocusNotifyId = 0;
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let metaDisplay = global.screen.get_display();
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metaDisplay.disconnect(this._focusWindowChangedId);
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this._focusWindowChangedId = 0;
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let prePopInputMode = global.stage_input_mode;
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if (this._modalCount > 0) {
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Main.popModal(this._owner);
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global.sync_pointer();
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}
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if (this._grabbedFromKeynav) {
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if (this._preGrabInputMode == Shell.StageInputMode.FOCUSED &&
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prePopInputMode != Shell.StageInputMode.FULLSCREEN)
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global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
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}
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if (this._prevFocusedWindow) {
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let metaDisplay = global.screen.get_display();
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if (!metaDisplay.focus_window) {
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metaDisplay.set_input_focus_window(this._prevFocusedWindow,
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false, global.get_current_time());
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}
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}
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},
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_onCapturedEvent: function(actor, event) {
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let type = event.type();
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let press = type == Clutter.EventType.BUTTON_PRESS;
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let release = type == Clutter.EventType.BUTTON_RELEASE;
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let button = press || release;
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if (release && this._ignoreRelease) {
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this._ignoreRelease = false;
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return false;
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}
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if (!button && this._modalCount == 0)
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return false;
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if (this._isWithinGrabbedActor(event.get_source()))
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return false;
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if (button) {
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// If we have a press event, ignore the next event,
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// which should be a release event.
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if (press)
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this._ignoreRelease = true;
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this.ungrab();
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}
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return this._modalCount > 0;
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},
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// We catch 'event' rather than 'key-press-event' so that we get
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// a chance to run before the overview's own Escape check
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_onEvent: function(actor, event) {
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if (event.type() == Clutter.EventType.KEY_PRESS &&
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event.get_key_symbol() == Clutter.KEY_Escape) {
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this.ungrab();
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return true;
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}
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return false;
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},
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_onKeyFocusChanged: function() {
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let focus = global.stage.key_focus;
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if (!focus || !this._isWithinGrabbedActor(focus))
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this.ungrab();
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},
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_focusWindowChanged: function() {
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let metaDisplay = global.screen.get_display();
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if (metaDisplay.focus_window != null)
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this.ungrab();
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}
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});
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