grabHelper: Rewrite documentation for GrabHelper.grab()
The previous docs were badly maintained. This does not mention grabFocus grabs, as they'll be removed shortly. https://bugzilla.gnome.org/show_bug.cgi?id=700735
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@ -118,34 +118,34 @@ const GrabHelper = new Lang.Class({
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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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// The general effect of a "grab" is to ensure that the passed in actor
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// and all actors inside the grab get exclusive control of the mouse and
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// keyboard, with the grab automatically being dropped if the user tries
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// to dismiss it. The actor is passed in through @params.actor.
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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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// grab() can be called multiple times, with the scope of the grab being
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// changed to a different actor every time. A nested grab does not have
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// to have its grabbed actor inside the parent grab actors.
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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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// Grabs can be automatically dropped if the user tries to dismiss it
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// in one of two ways: the user clicking outside the currently grabbed
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// actor, or the user typing the Escape key.
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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. A modal grab can fail if there is already a grab
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// in effect from aother application; in this case the function returns
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// false and nothing happens. Non-modal grabs can never fail.
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// If the user clicks outside the grabbed actors, and the clicked on
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// actor is part of a previous grab in the stack, grabs will be popped
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// until that grab is active. However, the click event will not be
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// replayed to the actor.
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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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// If the user types the Escape key, one grab from the grab stack will
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// be popped.
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//
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// When a grab is popped by user interacting as described above, if you
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// pass a callback as @params.onUngrab, it will be called with %true.
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//
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// If @params.focus is not null, we'll set the key focus directly
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// to that actor instead of navigating in @params.actor. This is for
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// use cases like menus, where we want to grab the menu actor, but keep
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// focus on the clicked on menu item.
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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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@ -262,10 +262,14 @@ const GrabHelper = new Lang.Class({
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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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// Pops @params.actor from the grab stack, potentially dropping
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// the grab. If the actor is not on the grab stack, this call is
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// ignored with no ill effects.
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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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// If the actor is not at the top of the grab stack, grabs are
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// popped until the grabbed actor is at the top of the grab stack.
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// The onUngrab callback for every grab is called for every popped
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// grab with the parameter %false.
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ungrab: function(params) {
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params = Params.parse(params, { actor: this.currentGrab.actor,
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isUser: false });
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