keyboard: Prevent OSK key buttons from creating grabs

In a very un-StButton fashion, OSK keys are not interested in
altering the current focus state, as otherwise pressing those
will trigger a grab that will alter key focus, so the generated
key or IM state events will not be handled by the actor that
originally had the focus as long as the OSK key is pressed.

Despite being StButtons, OSK keys do already perform their own
press/release handling with internal state tracking, so it is
not a big stretch to simply consume the events, and update the
:active pseudo-class manually.

This makes OSK keys still look and behave as usual, but without
any grabbing shenanigans that might affect the focus state. This
makes all OSK keys work again.

Fixes: https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/4986
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2237>
This commit is contained in:
Carlos Garnacho 2022-03-09 23:32:30 +01:00 committed by Marge Bot
parent c29e0cf6e6
commit c1d13fb471

View File

@ -449,11 +449,13 @@ var Key = GObject.registerClass({
button.keyWidth = 1;
button.connect('button-press-event', () => {
this._press(key);
return Clutter.EVENT_PROPAGATE;
button.add_style_pseudo_class('active');
return Clutter.EVENT_STOP;
});
button.connect('button-release-event', () => {
this._release(key);
return Clutter.EVENT_PROPAGATE;
button.remove_style_pseudo_class('active');
return Clutter.EVENT_STOP;
});
button.connect('touch-event', (actor, event) => {
// We only handle touch events here on wayland. On X11
@ -472,15 +474,18 @@ var Key = GObject.registerClass({
event.type() == Clutter.EventType.TOUCH_BEGIN) {
this._touchPressSlot = slot;
this._press(key);
button.add_style_pseudo_class('active');
} else if (event.type() === Clutter.EventType.TOUCH_END) {
if (!this._touchPressSlot ||
this._touchPressSlot === slot)
this._touchPressSlot === slot) {
this._release(key);
button.remove_style_pseudo_class('active');
}
if (this._touchPressSlot === slot)
this._touchPressSlot = null;
}
return Clutter.EVENT_PROPAGATE;
return Clutter.EVENT_STOP;
});
return button;