gnome-shell/js/ui/main.js
Stéphane Démurget 6e4c89b310 main: hide the overview on key release
Entering the overview with the overlay key is done on key release but
exiting the overview on key press, which is inconsistent.

This change makes the overview hidden also on key release.

https://bugzilla.gnome.org/show_bug.cgi?id=683024
2012-11-05 21:14:28 +01:00

833 lines
28 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const Gdk = imports.gi.Gdk;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Components = imports.ui.components;
const CtrlAltTab = imports.ui.ctrlAltTab;
const EndSessionDialog = imports.ui.endSessionDialog;
const Environment = imports.ui.environment;
const ExtensionSystem = imports.ui.extensionSystem;
const ExtensionDownloader = imports.ui.extensionDownloader;
const Keyboard = imports.ui.keyboard;
const MessageTray = imports.ui.messageTray;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const RunDialog = imports.ui.runDialog;
const Layout = imports.ui.layout;
const LookingGlass = imports.ui.lookingGlass;
const NotificationDaemon = imports.ui.notificationDaemon;
const WindowAttentionHandler = imports.ui.windowAttentionHandler;
const ScreenShield = imports.ui.screenShield;
const Scripting = imports.ui.scripting;
const SessionMode = imports.ui.sessionMode;
const ShellDBus = imports.ui.shellDBus;
const ShellMountOperation = imports.ui.shellMountOperation;
const UnlockDialog = imports.ui.unlockDialog;
const WindowManager = imports.ui.windowManager;
const Magnifier = imports.ui.magnifier;
const XdndHandler = imports.ui.xdndHandler;
const Util = imports.misc.util;
const OVERRIDES_SCHEMA = 'org.gnome.shell.overrides';
const DEFAULT_BACKGROUND_COLOR = Clutter.Color.from_pixel(0x2e3436ff);
let componentManager = null;
let panel = null;
let overview = null;
let runDialog = null;
let lookingGlass = null;
let wm = null;
let messageTray = null;
let screenShield = null;
let notificationDaemon = null;
let windowAttentionHandler = null;
let ctrlAltTabManager = null;
let sessionMode = null;
let shellDBusService = null;
let shellMountOpDBusService = null;
let screenSaverDBus = null;
let modalCount = 0;
let modalActorFocusStack = [];
let uiGroup = null;
let magnifier = null;
let xdndHandler = null;
let keyboard = null;
let layoutManager = null;
let _startDate;
let _defaultCssStylesheet = null;
let _cssStylesheet = null;
let _overridesSettings = null;
let background = null;
function _sessionUpdated() {
Meta.keybindings_set_custom_handler('panel-run-dialog', sessionMode.hasRunDialog ? openRunDialog : null);
if (sessionMode.isGreeter)
screenShield.showDialog();
}
function start() {
// These are here so we don't break compatibility.
global.logError = window.log;
global.log = window.log;
// Chain up async errors reported from C
global.connect('notify-error', function (global, msg, detail) { notifyError(msg, detail); });
Gio.DesktopAppInfo.set_desktop_env('GNOME');
sessionMode = new SessionMode.SessionMode();
shellDBusService = new ShellDBus.GnomeShell();
shellMountOpDBusService = new ShellMountOperation.GnomeShellMountOpHandler();
// Ensure ShellWindowTracker and ShellAppUsage are initialized; this will
// also initialize ShellAppSystem first. ShellAppSystem
// needs to load all the .desktop files, and ShellWindowTracker
// will use those to associate with windows. Right now
// the Monitor doesn't listen for installed app changes
// and recalculate application associations, so to avoid
// races for now we initialize it here. It's better to
// be predictable anyways.
let tracker = Shell.WindowTracker.get_default();
Shell.AppUsage.get_default();
tracker.connect('startup-sequence-changed', _queueCheckWorkspaces);
// The stage is always covered so Clutter doesn't need to clear it; however
// the color is used as the default contents for the Mutter root background
// actor so set it anyways.
global.stage.color = DEFAULT_BACKGROUND_COLOR;
global.stage.no_clear_hint = true;
_defaultCssStylesheet = global.datadir + '/theme/gnome-shell.css';
loadTheme();
// Set up stage hierarchy to group all UI actors under one container.
uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
uiGroup.connect('allocate',
function (actor, box, flags) {
let children = uiGroup.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
});
uiGroup.connect('get-preferred-width',
function(actor, forHeight, alloc) {
let width = global.stage.width;
[alloc.min_size, alloc.natural_size] = [width, width];
});
uiGroup.connect('get-preferred-height',
function(actor, forWidth, alloc) {
let height = global.stage.height;
[alloc.min_size, alloc.natural_size] = [height, height];
});
global.window_group.reparent(uiGroup);
global.overlay_group.reparent(uiGroup);
global.stage.add_actor(uiGroup);
layoutManager = new Layout.LayoutManager();
xdndHandler = new XdndHandler.XdndHandler();
ctrlAltTabManager = new CtrlAltTab.CtrlAltTabManager();
overview = new Overview.Overview();
magnifier = new Magnifier.Magnifier();
if (UnlockDialog.isSupported())
screenShield = new ScreenShield.ScreenShield();
else
screenShield = new ScreenShield.ScreenShieldFallback();
panel = new Panel.Panel();
wm = new WindowManager.WindowManager();
messageTray = new MessageTray.MessageTray();
keyboard = new Keyboard.Keyboard();
notificationDaemon = new NotificationDaemon.NotificationDaemon();
windowAttentionHandler = new WindowAttentionHandler.WindowAttentionHandler();
componentManager = new Components.ComponentManager();
layoutManager.init();
keyboard.init();
overview.init();
global.screen.override_workspace_layout(Meta.ScreenCorner.TOPLEFT,
false, -1, 1);
Meta.keybindings_set_custom_handler('panel-main-menu', Lang.bind(overview, overview.toggle));
global.display.connect('overlay-key', Lang.bind(overview, overview.toggle));
sessionMode.connect('update', _sessionUpdated);
_sessionUpdated();
// Provide the bus object for gnome-session to
// initiate logouts.
EndSessionDialog.init();
_startDate = new Date();
global.stage.connect('captured-event', _globalKeyPressHandler);
log('GNOME Shell started at ' + _startDate);
let perfModuleName = GLib.getenv("SHELL_PERF_MODULE");
if (perfModuleName) {
let perfOutput = GLib.getenv("SHELL_PERF_OUTPUT");
let module = eval('imports.perf.' + perfModuleName + ';');
Scripting.runPerfScript(module, perfOutput);
}
_overridesSettings = new Gio.Settings({ schema: OVERRIDES_SCHEMA });
_overridesSettings.connect('changed::dynamic-workspaces', _queueCheckWorkspaces);
global.screen.connect('notify::n-workspaces', _nWorkspacesChanged);
global.screen.connect('window-entered-monitor', _windowEnteredMonitor);
global.screen.connect('window-left-monitor', _windowLeftMonitor);
global.screen.connect('restacked', _windowsRestacked);
_nWorkspacesChanged();
ExtensionDownloader.init();
ExtensionSystem.init();
}
let _workspaces = [];
let _checkWorkspacesId = 0;
/*
* When the last window closed on a workspace is a dialog or splash
* screen, we assume that it might be an initial window shown before
* the main window of an application, and give the app a grace period
* where it can map another window before we remove the workspace.
*/
const LAST_WINDOW_GRACE_TIME = 1000;
function _checkWorkspaces() {
let i;
let emptyWorkspaces = [];
if (!Meta.prefs_get_dynamic_workspaces()) {
_checkWorkspacesId = 0;
return false;
}
for (i = 0; i < _workspaces.length; i++) {
let lastRemoved = _workspaces[i]._lastRemovedWindow;
if ((lastRemoved &&
(lastRemoved.get_window_type() == Meta.WindowType.SPLASHSCREEN ||
lastRemoved.get_window_type() == Meta.WindowType.DIALOG ||
lastRemoved.get_window_type() == Meta.WindowType.MODAL_DIALOG)) ||
_workspaces[i]._keepAliveId)
emptyWorkspaces[i] = false;
else
emptyWorkspaces[i] = true;
}
let sequences = Shell.WindowTracker.get_default().get_startup_sequences();
for (i = 0; i < sequences.length; i++) {
let index = sequences[i].get_workspace();
if (index >= 0 && index <= global.screen.n_workspaces)
emptyWorkspaces[index] = false;
}
let windows = global.get_window_actors();
for (i = 0; i < windows.length; i++) {
let win = windows[i];
if (win.get_meta_window().is_on_all_workspaces())
continue;
let workspaceIndex = win.get_workspace();
emptyWorkspaces[workspaceIndex] = false;
}
// If we don't have an empty workspace at the end, add one
if (!emptyWorkspaces[emptyWorkspaces.length -1]) {
global.screen.append_new_workspace(false, global.get_current_time());
emptyWorkspaces.push(false);
}
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let removingCurrentWorkspace = (emptyWorkspaces[activeWorkspaceIndex] &&
activeWorkspaceIndex < emptyWorkspaces.length - 1);
// Don't enter the overview when removing multiple empty workspaces at startup
let showOverview = (removingCurrentWorkspace &&
!emptyWorkspaces.every(function(x) { return x; }));
if (removingCurrentWorkspace) {
// "Merge" the empty workspace we are removing with the one at the end
wm.blockAnimations();
}
// Delete other empty workspaces; do it from the end to avoid index changes
for (i = emptyWorkspaces.length - 2; i >= 0; i--) {
if (emptyWorkspaces[i])
global.screen.remove_workspace(_workspaces[i], global.get_current_time());
}
if (removingCurrentWorkspace) {
global.screen.get_workspace_by_index(global.screen.n_workspaces - 1).activate(global.get_current_time());
wm.unblockAnimations();
if (!overview.visible && showOverview)
overview.show();
}
_checkWorkspacesId = 0;
return false;
}
function keepWorkspaceAlive(workspace, duration) {
if (workspace._keepAliveId)
Mainloop.source_remove(workspace._keepAliveId);
workspace._keepAliveId = Mainloop.timeout_add(duration, function() {
workspace._keepAliveId = 0;
_queueCheckWorkspaces();
return false;
});
}
function _windowRemoved(workspace, window) {
workspace._lastRemovedWindow = window;
_queueCheckWorkspaces();
Mainloop.timeout_add(LAST_WINDOW_GRACE_TIME, function() {
if (workspace._lastRemovedWindow == window) {
workspace._lastRemovedWindow = null;
_queueCheckWorkspaces();
}
return false;
});
}
function _windowLeftMonitor(metaScreen, monitorIndex, metaWin) {
// If the window left the primary monitor, that
// might make that workspace empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowEnteredMonitor(metaScreen, monitorIndex, metaWin) {
// If the window entered the primary monitor, that
// might make that workspace non-empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowsRestacked() {
// Figure out where the pointer is in case we lost track of
// it during a grab. (In particular, if a trayicon popup menu
// is dismissed, see if we need to close the message tray.)
global.sync_pointer();
}
function _queueCheckWorkspaces() {
if (_checkWorkspacesId == 0)
_checkWorkspacesId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, _checkWorkspaces);
}
function _nWorkspacesChanged() {
let oldNumWorkspaces = _workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
if (oldNumWorkspaces == newNumWorkspaces)
return false;
let lostWorkspaces = [];
if (newNumWorkspaces > oldNumWorkspaces) {
let w;
// Assume workspaces are only added at the end
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++)
_workspaces[w] = global.screen.get_workspace_by_index(w);
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
let workspace = _workspaces[w];
workspace._windowAddedId = workspace.connect('window-added', _queueCheckWorkspaces);
workspace._windowRemovedId = workspace.connect('window-removed', _windowRemoved);
}
} else {
// Assume workspaces are only removed sequentially
// (e.g. 2,3,4 - not 2,4,7)
let removedIndex;
let removedNum = oldNumWorkspaces - newNumWorkspaces;
for (let w = 0; w < oldNumWorkspaces; w++) {
let workspace = global.screen.get_workspace_by_index(w);
if (_workspaces[w] != workspace) {
removedIndex = w;
break;
}
}
let lostWorkspaces = _workspaces.splice(removedIndex, removedNum);
lostWorkspaces.forEach(function(workspace) {
workspace.disconnect(workspace._windowAddedId);
workspace.disconnect(workspace._windowRemovedId);
});
}
_queueCheckWorkspaces();
return false;
}
/**
* getThemeStylesheet:
*
* Get the theme CSS file that the shell will load
*
* Returns: A file path that contains the theme CSS,
* null if using the default
*/
function getThemeStylesheet()
{
return _cssStylesheet;
}
/**
* setThemeStylesheet:
* @cssStylesheet: A file path that contains the theme CSS,
* set it to null to use the default
*
* Set the theme CSS file that the shell will load
*/
function setThemeStylesheet(cssStylesheet)
{
_cssStylesheet = cssStylesheet;
}
/**
* loadTheme:
*
* Reloads the theme CSS file
*/
function loadTheme() {
let themeContext = St.ThemeContext.get_for_stage (global.stage);
let previousTheme = themeContext.get_theme();
let cssStylesheet = _defaultCssStylesheet;
if (_cssStylesheet != null)
cssStylesheet = _cssStylesheet;
let theme = new St.Theme ({ application_stylesheet: cssStylesheet });
if (previousTheme) {
let customStylesheets = previousTheme.get_custom_stylesheets();
for (let i = 0; i < customStylesheets.length; i++)
theme.load_stylesheet(customStylesheets[i]);
}
themeContext.set_theme (theme);
}
/**
* notify:
* @msg: A message
* @details: Additional information
*/
function notify(msg, details) {
let source = new MessageTray.SystemNotificationSource();
messageTray.add(source);
let notification = new MessageTray.Notification(source, msg, details);
notification.setTransient(true);
source.notify(notification);
}
/**
* notifyError:
* @msg: An error message
* @details: Additional information
*
* See shell_global_notify_problem().
*/
function notifyError(msg, details) {
// Also print to stderr so it's logged somewhere
if (details)
log('error: ' + msg + ': ' + details);
else
log('error: ' + msg);
notify(msg, details);
}
function isWindowActorDisplayedOnWorkspace(win, workspaceIndex) {
return win.get_workspace() == workspaceIndex ||
(win.get_meta_window() && win.get_meta_window().is_on_all_workspaces());
}
function getWindowActorsForWorkspace(workspaceIndex) {
return global.get_window_actors().filter(function (win) {
return isWindowActorDisplayedOnWorkspace(win, workspaceIndex);
});
}
// This function encapsulates hacks to make certain global keybindings
// work even when we are in one of our modes where global keybindings
// are disabled with a global grab. (When there is a global grab, then
// all key events will be delivered to the stage, so ::captured-event
// on the stage can be used for global keybindings.)
function _globalKeyPressHandler(actor, event) {
if (modalCount == 0)
return false;
if (event.type() != Clutter.EventType.KEY_PRESS && event.type() != Clutter.EventType.KEY_RELEASE)
return false;
if (!sessionMode.allowKeybindingsWhenModal) {
if (modalCount > (overview.visible ? 1 : 0))
return false;
}
let symbol = event.get_key_symbol();
let keyCode = event.get_key_code();
let ignoredModifiers = global.display.get_ignored_modifier_mask();
let modifierState = event.get_state() & ~ignoredModifiers;
// This relies on the fact that Clutter.ModifierType is the same as Gdk.ModifierType
let action = global.display.get_keybinding_action(keyCode, modifierState);
if (event.type() == Clutter.EventType.KEY_PRESS) {
if (action == Meta.KeyBindingAction.SWITCH_PANELS) {
ctrlAltTabManager.popup(modifierState & Clutter.ModifierType.SHIFT_MASK,
modifierState);
return true;
}
switch (action) {
// left/right would effectively act as synonyms for up/down if we enabled them;
// but that could be considered confusing; we also disable them in the main view.
//
// case Meta.KeyBindingAction.WORKSPACE_LEFT:
// if (!sessionMode.hasWorkspaces)
// return false;
//
// wm.actionMoveWorkspaceLeft();
// return true;
// case Meta.KeyBindingAction.WORKSPACE_RIGHT:
// if (!sessionMode.hasWorkspaces)
// return false;
//
// wm.actionMoveWorkspaceRight();
// return true;
case Meta.KeyBindingAction.WORKSPACE_UP:
if (!sessionMode.hasWorkspaces)
return false;
wm.actionMoveWorkspace(Meta.MotionDirection.UP);
return true;
case Meta.KeyBindingAction.WORKSPACE_DOWN:
if (!sessionMode.hasWorkspaces)
return false;
wm.actionMoveWorkspace(Meta.MotionDirection.DOWN);
return true;
case Meta.KeyBindingAction.PANEL_RUN_DIALOG:
case Meta.KeyBindingAction.COMMAND_2:
if (!sessionMode.hasRunDialog)
return false;
openRunDialog();
return true;
case Meta.KeyBindingAction.PANEL_MAIN_MENU:
overview.hide();
return true;
}
} else if (event.type() == Clutter.EventType.KEY_RELEASE) {
if (action == Meta.KeyBindingAction.OVERLAY_KEY) {
overview.hide();
return true;
}
}
return false;
}
function _findModal(actor) {
for (let i = 0; i < modalActorFocusStack.length; i++) {
if (modalActorFocusStack[i].actor == actor)
return i;
}
return -1;
}
function isInModalStack(actor) {
return _findModal(actor) != -1;
}
/**
* pushModal:
* @actor: #ClutterActor which will be given keyboard focus
* @timestamp: optional timestamp
*
* Ensure we are in a mode where all keyboard and mouse input goes to
* the stage, and focus @actor. Multiple calls to this function act in
* a stacking fashion; the effect will be undone when an equal number
* of popModal() invocations have been made.
*
* Next, record the current Clutter keyboard focus on a stack. If the
* modal stack returns to this actor, reset the focus to the actor
* which was focused at the time pushModal() was invoked.
*
* @timestamp is optionally used to associate the call with a specific user
* initiated event. If not provided then the value of
* global.get_current_time() is assumed.
*
* @options: optional Meta.ModalOptions flags to indicate that the
* pointer is alrady grabbed
*
* Returns: true iff we successfully acquired a grab or already had one
*/
function pushModal(actor, timestamp, options) {
if (timestamp == undefined)
timestamp = global.get_current_time();
if (modalCount == 0) {
if (!global.begin_modal(timestamp, options ? options : 0)) {
log('pushModal: invocation of begin_modal failed');
return false;
}
Meta.disable_unredirect_for_screen(global.screen);
}
global.set_stage_input_mode(Shell.StageInputMode.FULLSCREEN);
modalCount += 1;
let actorDestroyId = actor.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
popModal(actor);
});
let curFocus = global.stage.get_key_focus();
let curFocusDestroyId;
if (curFocus != null) {
curFocusDestroyId = curFocus.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack[index].actor = null;
});
}
modalActorFocusStack.push({ actor: actor,
focus: curFocus,
destroyId: actorDestroyId,
focusDestroyId: curFocusDestroyId });
global.stage.set_key_focus(actor);
return true;
}
/**
* popModal:
* @actor: #ClutterActor passed to original invocation of pushModal().
* @timestamp: optional timestamp
*
* Reverse the effect of pushModal(). If this invocation is undoing
* the topmost invocation, then the focus will be restored to the
* previous focus at the time when pushModal() was invoked.
*
* @timestamp is optionally used to associate the call with a specific user
* initiated event. If not provided then the value of
* global.get_current_time() is assumed.
*/
function popModal(actor, timestamp) {
if (timestamp == undefined)
timestamp = global.get_current_time();
let focusIndex = _findModal(actor);
if (focusIndex < 0) {
global.stage.set_key_focus(null);
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
throw new Error('incorrect pop');
}
modalCount -= 1;
let record = modalActorFocusStack[focusIndex];
record.actor.disconnect(record.destroyId);
if (focusIndex == modalActorFocusStack.length - 1) {
if (record.focus)
record.focus.disconnect(record.focusDestroyId);
global.stage.set_key_focus(record.focus);
} else {
let t = modalActorFocusStack[modalActorFocusStack.length - 1];
if (t.focus)
t.focus.disconnect(t.focusDestroyId);
// Remove from the middle, shift the focus chain up
for (let i = modalActorFocusStack.length - 1; i > focusIndex; i--) {
modalActorFocusStack[i].focus = modalActorFocusStack[i - 1].focus;
modalActorFocusStack[i].focusDestroyId = modalActorFocusStack[i - 1].focusDestroyId;
}
}
modalActorFocusStack.splice(focusIndex, 1);
if (modalCount > 0)
return;
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
Meta.enable_unredirect_for_screen(global.screen);
}
function createLookingGlass() {
if (lookingGlass == null) {
lookingGlass = new LookingGlass.LookingGlass();
}
return lookingGlass;
}
function openRunDialog() {
if (runDialog == null) {
runDialog = new RunDialog.RunDialog();
}
runDialog.open();
}
/**
* activateWindow:
* @window: the Meta.Window to activate
* @time: (optional) current event time
* @workspaceNum: (optional) window's workspace number
*
* Activates @window, switching to its workspace first if necessary,
* and switching out of the overview if it's currently active
*/
function activateWindow(window, time, workspaceNum) {
let activeWorkspaceNum = global.screen.get_active_workspace_index();
let windowWorkspaceNum = (workspaceNum !== undefined) ? workspaceNum : window.get_workspace().index();
if (!time)
time = global.get_current_time();
if (windowWorkspaceNum != activeWorkspaceNum) {
let workspace = global.screen.get_workspace_by_index(windowWorkspaceNum);
workspace.activate_with_focus(window, time);
} else {
window.activate(time);
}
overview.hide();
}
// TODO - replace this timeout with some system to guess when the user might
// be e.g. just reading the screen and not likely to interact.
const DEFERRED_TIMEOUT_SECONDS = 20;
var _deferredWorkData = {};
// Work scheduled for some point in the future
var _deferredWorkQueue = [];
// Work we need to process before the next redraw
var _beforeRedrawQueue = [];
// Counter to assign work ids
var _deferredWorkSequence = 0;
var _deferredTimeoutId = 0;
function _runDeferredWork(workId) {
if (!_deferredWorkData[workId])
return;
let index = _deferredWorkQueue.indexOf(workId);
if (index < 0)
return;
_deferredWorkQueue.splice(index, 1);
_deferredWorkData[workId].callback();
if (_deferredWorkQueue.length == 0 && _deferredTimeoutId > 0) {
Mainloop.source_remove(_deferredTimeoutId);
_deferredTimeoutId = 0;
}
}
function _runAllDeferredWork() {
while (_deferredWorkQueue.length > 0)
_runDeferredWork(_deferredWorkQueue[0]);
}
function _runBeforeRedrawQueue() {
for (let i = 0; i < _beforeRedrawQueue.length; i++) {
let workId = _beforeRedrawQueue[i];
_runDeferredWork(workId);
}
_beforeRedrawQueue = [];
}
function _queueBeforeRedraw(workId) {
_beforeRedrawQueue.push(workId);
if (_beforeRedrawQueue.length == 1) {
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, function () {
_runBeforeRedrawQueue();
return false;
});
}
}
/**
* initializeDeferredWork:
* @actor: A #ClutterActor
* @callback: Function to invoke to perform work
*
* This function sets up a callback to be invoked when either the
* given actor is mapped, or after some period of time when the machine
* is idle. This is useful if your actor isn't always visible on the
* screen (for example, all actors in the overview), and you don't want
* to consume resources updating if the actor isn't actually going to be
* 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) {
let message = 'Invalid work id %d'.format(workId);
logError(new Error(message), message);
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;
});
}
}