gnome-shell/js/ui/screenShield.js
Georges Basile Stavracas Neto 1b84a3ecb2 unlockDialog: Don't destroy on cancel
Otherwise there will be no way to recover it in the future. Also
remove an else condition that assumed the dialog would destroy
itself on cancel.

https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/872
2020-02-10 22:30:52 +00:00

768 lines
28 KiB
JavaScript

// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const { AccountsService, Clutter, Gio,
GLib, Graphene, Meta, Shell, St } = imports.gi;
const Signals = imports.signals;
const GnomeSession = imports.misc.gnomeSession;
const OVirt = imports.gdm.oVirt;
const LoginManager = imports.misc.loginManager;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const Overview = imports.ui.overview;
const MessageTray = imports.ui.messageTray;
const ShellDBus = imports.ui.shellDBus;
const SmartcardManager = imports.misc.smartcardManager;
const { adjustAnimationTime } = imports.ui.environment;
const SCREENSAVER_SCHEMA = 'org.gnome.desktop.screensaver';
const LOCK_ENABLED_KEY = 'lock-enabled';
const LOCK_DELAY_KEY = 'lock-delay';
const LOCKDOWN_SCHEMA = 'org.gnome.desktop.lockdown';
const DISABLE_LOCK_KEY = 'disable-lock-screen';
const LOCKED_STATE_STR = 'screenShield.locked';
// fraction of screen height the arrow must reach before completing
// the slide up automatically
var ARROW_DRAG_THRESHOLD = 0.1;
// ScreenShield animation time
// - STANDARD_FADE_TIME is used when the session goes idle
// - MANUAL_FADE_TIME is used for lowering the shield when asked by the user,
// or when cancelling the dialog
// - CURTAIN_SLIDE_TIME is used when raising the shield before unlocking
var STANDARD_FADE_TIME = 10000;
var MANUAL_FADE_TIME = 300;
var CURTAIN_SLIDE_TIME = 300;
function clamp(value, min, max) {
return Math.max(min, Math.min(max, value));
}
/**
* If you are setting org.gnome.desktop.session.idle-delay directly in dconf,
* rather than through System Settings, you also need to set
* org.gnome.settings-daemon.plugins.power.sleep-display-ac and
* org.gnome.settings-daemon.plugins.power.sleep-display-battery to the same value.
* This will ensure that the screen blanks at the right time when it fades out.
* https://bugzilla.gnome.org/show_bug.cgi?id=668703 explains the dependency.
*/
var ScreenShield = class {
constructor() {
this.actor = Main.layoutManager.screenShieldGroup;
this._lockScreenState = MessageTray.State.HIDDEN;
this._lockScreenGroup = new St.Widget({
x_expand: true,
y_expand: true,
reactive: true,
can_focus: true,
name: 'lockScreenGroup',
visible: false,
});
this._lockScreenGroup.connect('key-press-event',
this._onLockScreenKeyPress.bind(this));
this._lockScreenGroup.connect('scroll-event',
this._onLockScreenScroll.bind(this));
Main.ctrlAltTabManager.addGroup(this._lockScreenGroup, _("Lock"), 'changes-prevent-symbolic');
this._dragAction = new Clutter.GestureAction();
this._dragAction.connect('gesture-begin', this._onDragBegin.bind(this));
this._dragAction.connect('gesture-progress', this._onDragMotion.bind(this));
this._dragAction.connect('gesture-end', this._onDragEnd.bind(this));
this._lockScreenGroup.add_action(this._dragAction);
this._lockDialogGroup = new St.Widget({ x_expand: true,
y_expand: true,
reactive: true,
pivot_point: new Graphene.Point({ x: 0.5, y: 0.5 }),
name: 'lockDialogGroup' });
this.actor.add_actor(this._lockDialogGroup);
this.actor.add_actor(this._lockScreenGroup);
this._presence = new GnomeSession.Presence((proxy, error) => {
if (error) {
logError(error, 'Error while reading gnome-session presence');
return;
}
this._onStatusChanged(proxy.status);
});
this._presence.connectSignal('StatusChanged', (proxy, senderName, [status]) => {
this._onStatusChanged(status);
});
this._screenSaverDBus = new ShellDBus.ScreenSaverDBus(this);
this._smartcardManager = SmartcardManager.getSmartcardManager();
this._smartcardManager.connect('smartcard-inserted',
(manager, token) => {
if (this._isLocked && token.UsedToLogin)
this._liftShield(0);
});
this._oVirtCredentialsManager = OVirt.getOVirtCredentialsManager();
this._oVirtCredentialsManager.connect('user-authenticated',
() => {
if (this._isLocked)
this._liftShield(0);
});
this._loginManager = LoginManager.getLoginManager();
this._loginManager.connect('prepare-for-sleep',
this._prepareForSleep.bind(this));
this._loginSession = null;
this._loginManager.getCurrentSessionProxy(sessionProxy => {
this._loginSession = sessionProxy;
this._loginSession.connectSignal('Lock',
() => this.lock(false));
this._loginSession.connectSignal('Unlock',
() => this.deactivate(false));
this._loginSession.connect('g-properties-changed', this._syncInhibitor.bind(this));
this._syncInhibitor();
});
this._settings = new Gio.Settings({ schema_id: SCREENSAVER_SCHEMA });
this._settings.connect(`changed::${LOCK_ENABLED_KEY}`, this._syncInhibitor.bind(this));
this._lockSettings = new Gio.Settings({ schema_id: LOCKDOWN_SCHEMA });
this._lockSettings.connect(`changed::${DISABLE_LOCK_KEY}`, this._syncInhibitor.bind(this));
this._isModal = false;
this._isGreeter = false;
this._isActive = false;
this._isLocked = false;
this._inUnlockAnimation = false;
this._activationTime = 0;
this._becameActiveId = 0;
this._lockTimeoutId = 0;
// The "long" lightbox is used for the longer (20 seconds) fade from session
// to idle status, the "short" is used for quickly fading to black when locking
// manually
this._longLightbox = new Lightbox.Lightbox(Main.uiGroup,
{ inhibitEvents: true,
fadeFactor: 1 });
this._longLightbox.connect('notify::active', this._onLongLightbox.bind(this));
this._shortLightbox = new Lightbox.Lightbox(Main.uiGroup,
{ inhibitEvents: true,
fadeFactor: 1 });
this._shortLightbox.connect('notify::active', this._onShortLightbox.bind(this));
this.idleMonitor = Meta.IdleMonitor.get_core();
this._cursorTracker = Meta.CursorTracker.get_for_display(global.display);
this._syncInhibitor();
}
_setActive(active) {
let prevIsActive = this._isActive;
this._isActive = active;
if (prevIsActive != this._isActive)
this.emit('active-changed');
if (this._loginSession)
this._loginSession.SetLockedHintRemote(active);
this._syncInhibitor();
}
_liftShield(velocity) {
if (this._isLocked) {
if (this._ensureUnlockDialog(true /* allowCancel */))
this._hideLockScreen(true /* animate */, velocity);
} else {
this.deactivate(true /* animate */);
}
}
_maybeCancelDialog() {
if (!this._dialog)
return;
this._dialog.cancel();
if (this._isGreeter) {
// LoginDialog.cancel() will grab the key focus
// on its own, so ensure it stays on lock screen
// instead
this._lockScreenGroup.grab_key_focus();
}
}
_becomeModal() {
if (this._isModal)
return true;
this._isModal = Main.pushModal(this.actor, { actionMode: Shell.ActionMode.LOCK_SCREEN });
if (this._isModal)
return true;
// We failed to get a pointer grab, it means that
// something else has it. Try with a keyboard grab only
this._isModal = Main.pushModal(this.actor, { options: Meta.ModalOptions.POINTER_ALREADY_GRABBED,
actionMode: Shell.ActionMode.LOCK_SCREEN });
return this._isModal;
}
_onLockScreenKeyPress(actor, event) {
let symbol = event.get_key_symbol();
let unichar = event.get_key_unicode();
// Do nothing if the lock screen is not fully shown.
// This avoids reusing the previous (and stale) unlock
// dialog if esc is pressed while the curtain is going
// down after cancel.
if (this._lockScreenState != MessageTray.State.SHOWN)
return Clutter.EVENT_PROPAGATE;
let isEnter = symbol == Clutter.KEY_Return ||
symbol == Clutter.KEY_KP_Enter ||
symbol == Clutter.KEY_ISO_Enter;
let isEscape = symbol == Clutter.KEY_Escape;
let isLiftChar = GLib.unichar_isprint(unichar) &&
(this._isLocked || !GLib.unichar_isgraph(unichar));
if (!isEnter && !isEscape && !isLiftChar)
return Clutter.EVENT_PROPAGATE;
if (this._isLocked &&
this._ensureUnlockDialog(true) &&
GLib.unichar_isgraph(unichar))
this._dialog.addCharacter(unichar);
this._liftShield(0);
return Clutter.EVENT_STOP;
}
_onLockScreenScroll(actor, event) {
if (this._lockScreenState != MessageTray.State.SHOWN)
return Clutter.EVENT_PROPAGATE;
let delta = 0;
if (event.get_scroll_direction() == Clutter.ScrollDirection.SMOOTH)
delta = Math.abs(event.get_scroll_delta()[0]);
else
delta = 5;
this._lockScreenScrollCounter += delta;
// 7 standard scrolls to lift up
if (this._lockScreenScrollCounter > 35)
this._liftShield(0);
return Clutter.EVENT_STOP;
}
_syncInhibitor() {
let lockEnabled = this._settings.get_boolean(LOCK_ENABLED_KEY);
let lockLocked = this._lockSettings.get_boolean(DISABLE_LOCK_KEY);
let inhibit = this._loginSession && this._loginSession.Active &&
!this._isActive && lockEnabled && !lockLocked;
if (inhibit) {
this._loginManager.inhibit(_("GNOME needs to lock the screen"),
inhibitor => {
if (this._inhibitor)
this._inhibitor.close(null);
this._inhibitor = inhibitor;
});
} else {
if (this._inhibitor)
this._inhibitor.close(null);
this._inhibitor = null;
}
}
_prepareForSleep(loginManager, aboutToSuspend) {
if (aboutToSuspend) {
if (this._settings.get_boolean(LOCK_ENABLED_KEY))
this.lock(true);
} else {
this._wakeUpScreen();
}
}
_onDragBegin() {
this._lockScreenGroup.remove_all_transitions();
this._lockScreenState = MessageTray.State.HIDING;
if (this._isLocked)
this._ensureUnlockDialog(false);
return true;
}
_onDragMotion() {
let [, origY] = this._dragAction.get_press_coords(0);
let [, currentY] = this._dragAction.get_motion_coords(0);
let newY = currentY - origY;
newY = clamp(newY, -global.stage.height, 0);
this._lockScreenGroup.translation_y = newY;
return true;
}
_onDragEnd(_action, _actor, _eventX, _eventY, _modifiers) {
if (this._lockScreenState != MessageTray.State.HIDING)
return;
if (this._lockScreenGroup.translation_y < -(ARROW_DRAG_THRESHOLD * global.stage.height)) {
// Complete motion automatically
let [velocity_, velocityX_, velocityY] = this._dragAction.get_velocity(0);
this._liftShield(-velocityY);
} else {
// restore the lock screen to its original place
// try to use the same speed as the normal animation
let h = global.stage.height;
let duration = MANUAL_FADE_TIME * -this._lockScreenGroup.translation_y / h;
this._lockScreenGroup.remove_all_transitions();
this._lockScreenGroup.ease({
translation_y: 0,
duration,
mode: Clutter.AnimationMode.EASE_IN_QUAD,
onComplete: () => {
this._lockScreenState = MessageTray.State.SHOWN;
},
});
this._maybeCancelDialog();
}
}
_onStatusChanged(status) {
if (status != GnomeSession.PresenceStatus.IDLE)
return;
this._maybeCancelDialog();
if (this._longLightbox.visible) {
// We're in the process of showing.
return;
}
if (!this._becomeModal()) {
// We could not become modal, so we can't activate the
// screenshield. The user is probably very upset at this
// point, but any application using global grabs is broken
// Just tell him to stop using this app
//
// XXX: another option is to kick the user into the gdm login
// screen, where we're not affected by grabs
Main.notifyError(_("Unable to lock"),
_("Lock was blocked by an application"));
return;
}
if (this._activationTime == 0)
this._activationTime = GLib.get_monotonic_time();
let shouldLock = this._settings.get_boolean(LOCK_ENABLED_KEY) && !this._isLocked;
if (shouldLock) {
let lockTimeout = Math.max(
adjustAnimationTime(STANDARD_FADE_TIME),
this._settings.get_uint(LOCK_DELAY_KEY) * 1000);
this._lockTimeoutId = GLib.timeout_add(
GLib.PRIORITY_DEFAULT,
lockTimeout,
() => {
this._lockTimeoutId = 0;
this.lock(false);
return GLib.SOURCE_REMOVE;
});
GLib.Source.set_name_by_id(this._lockTimeoutId, '[gnome-shell] this.lock');
}
this._activateFade(this._longLightbox, STANDARD_FADE_TIME);
}
_activateFade(lightbox, time) {
Main.uiGroup.set_child_above_sibling(lightbox, null);
lightbox.lightOn(time);
if (this._becameActiveId == 0)
this._becameActiveId = this.idleMonitor.add_user_active_watch(this._onUserBecameActive.bind(this));
}
_onUserBecameActive() {
// This function gets called here when the user becomes active
// after we activated a lightbox
// There are two possibilities here:
// - we're called when already locked/active; isLocked or isActive is true,
// we just go back to the lock screen curtain
// (isActive == isLocked == true: normal case
// isActive == false, isLocked == true: during the fade for manual locking
// isActive == true, isLocked == false: after session idle, before lock-delay)
// - we're called because the session is IDLE but before the lightbox
// is fully shown; at this point isActive is false, so we just hide
// the lightbox, reset the activationTime and go back to the unlocked
// desktop
// using deactivate() is a little of overkill, but it ensures we
// don't forget of some bit like modal, DBus properties or idle watches
//
// Note: if the (long) lightbox is shown then we're necessarily
// active, because we call activate() without animation.
this.idleMonitor.remove_watch(this._becameActiveId);
this._becameActiveId = 0;
if (this._isActive || this._isLocked) {
this._longLightbox.lightOff();
this._shortLightbox.lightOff();
} else {
this.deactivate(false);
}
}
_onLongLightbox(lightBox) {
if (lightBox.active)
this.activate(false);
}
_onShortLightbox(lightBox) {
if (lightBox.active)
this._completeLockScreenShown();
}
showDialog() {
if (!this._becomeModal()) {
// In the login screen, this is a hard error. Fail-whale
log('Could not acquire modal grab for the login screen. Aborting login process.');
Meta.quit(Meta.ExitCode.ERROR);
}
this.actor.show();
this._isGreeter = Main.sessionMode.isGreeter;
this._isLocked = true;
if (this._ensureUnlockDialog(true))
this._hideLockScreen(false, 0);
}
_hideLockScreenComplete() {
if (Main.sessionMode.currentMode == 'lock-screen')
Main.sessionMode.popMode('lock-screen');
this._lockScreenState = MessageTray.State.HIDDEN;
this._lockScreenGroup.hide();
if (this._dialog) {
this._dialog.grab_key_focus();
this._dialog.navigate_focus(null, St.DirectionType.TAB_FORWARD, false);
}
}
_hideLockScreen(animate, velocity) {
if (this._lockScreenState == MessageTray.State.HIDDEN)
return;
this._lockScreenState = MessageTray.State.HIDING;
this._lockScreenGroup.remove_all_transitions();
if (animate) {
// Tween the lock screen out of screen
// if velocity is not specified (i.e. we come here from pressing ESC),
// use the same speed regardless of original position
// if velocity is specified, it's in pixels per milliseconds
let h = global.stage.height;
let delta = h + this._lockScreenGroup.translation_y;
let minVelocity = global.stage.height / CURTAIN_SLIDE_TIME;
velocity = Math.max(minVelocity, velocity);
let duration = delta / velocity;
this._lockScreenGroup.ease({
translation_y: -h,
duration,
mode: Clutter.AnimationMode.EASE_IN_QUAD,
onComplete: () => this._hideLockScreenComplete(),
});
} else {
this._hideLockScreenComplete();
}
this._cursorTracker.set_pointer_visible(true);
}
_ensureUnlockDialog(allowCancel) {
if (!this._dialog) {
let constructor = Main.sessionMode.unlockDialog;
if (!constructor) {
// This session mode has no locking capabilities
this.deactivate(true);
return false;
}
this._dialog = new constructor(this._lockDialogGroup);
let time = global.get_current_time();
if (!this._dialog.open(time)) {
// This is kind of an impossible error: we're already modal
// by the time we reach this...
log('Could not open login dialog: failed to acquire grab');
this.deactivate(true);
return false;
}
this._dialog.connect('failed', this._onUnlockFailed.bind(this));
this._wakeUpScreenId = this._dialog.connect(
'wake-up-screen', this._wakeUpScreen.bind(this));
}
this._dialog.allowCancel = allowCancel;
return true;
}
_onUnlockFailed() {
this._resetLockScreen({ animateLockScreen: true,
fadeToBlack: false });
}
_resetLockScreen(params) {
// Don't reset the lock screen unless it is completely hidden
// This prevents the shield going down if the lock-delay timeout
// fires while the user is dragging (which has the potential
// to confuse our state)
if (this._lockScreenState != MessageTray.State.HIDDEN)
return;
this._lockDialogGroup.scale_x = 1;
this._lockDialogGroup.scale_y = 1;
this._lockScreenGroup.show();
this._lockScreenState = MessageTray.State.SHOWING;
let fadeToBlack = params.fadeToBlack;
if (params.animateLockScreen) {
this._lockScreenGroup.translation_y = -global.screen_height;
this._lockScreenGroup.remove_all_transitions();
this._lockScreenGroup.ease({
translation_y: 0,
duration: MANUAL_FADE_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._lockScreenShown({ fadeToBlack, animateFade: true });
},
});
} else {
this._lockScreenGroup.translation_y = 0;
this._lockScreenShown({ fadeToBlack, animateFade: false });
}
this._lockScreenGroup.grab_key_focus();
if (Main.sessionMode.currentMode != 'lock-screen')
Main.sessionMode.pushMode('lock-screen');
}
_lockScreenShown(params) {
let motionId = global.stage.connect('captured-event', (stage, event) => {
if (event.type() == Clutter.EventType.MOTION) {
this._cursorTracker.set_pointer_visible(true);
global.stage.disconnect(motionId);
}
return Clutter.EVENT_PROPAGATE;
});
this._cursorTracker.set_pointer_visible(false);
this._lockScreenState = MessageTray.State.SHOWN;
this._lockScreenScrollCounter = 0;
if (params.fadeToBlack && params.animateFade) {
// Take a beat
let id = GLib.timeout_add(GLib.PRIORITY_DEFAULT, MANUAL_FADE_TIME, () => {
this._activateFade(this._shortLightbox, MANUAL_FADE_TIME);
return GLib.SOURCE_REMOVE;
});
GLib.Source.set_name_by_id(id, '[gnome-shell] this._activateFade');
} else {
if (params.fadeToBlack)
this._activateFade(this._shortLightbox, 0);
this._completeLockScreenShown();
}
}
_completeLockScreenShown() {
this._setActive(true);
this.emit('lock-screen-shown');
}
_wakeUpScreen() {
this._onUserBecameActive();
this.emit('wake-up-screen');
}
get locked() {
return this._isLocked;
}
get active() {
return this._isActive;
}
get activationTime() {
return this._activationTime;
}
deactivate(animate) {
if (this._dialog)
this._dialog.finish(() => this._continueDeactivate(animate));
else
this._continueDeactivate(animate);
}
_continueDeactivate(animate) {
this._hideLockScreen(animate, 0);
if (Main.sessionMode.currentMode == 'lock-screen')
Main.sessionMode.popMode('lock-screen');
if (Main.sessionMode.currentMode == 'unlock-dialog')
Main.sessionMode.popMode('unlock-dialog');
if (this._isGreeter) {
// We don't want to "deactivate" any more than
// this. In particular, we don't want to drop
// the modal, hide ourselves or destroy the dialog
// But we do want to set isActive to false, so that
// gnome-session will reset the idle counter, and
// gnome-settings-daemon will stop blanking the screen
this._activationTime = 0;
this._setActive(false);
return;
}
if (this._dialog && !this._isGreeter)
this._dialog.popModal();
if (this._isModal) {
Main.popModal(this.actor);
this._isModal = false;
}
this._lockDialogGroup.ease({
scale_x: 0,
scale_y: 0,
duration: animate ? Overview.ANIMATION_TIME : 0,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => this._completeDeactivate(),
});
}
_completeDeactivate() {
if (this._dialog) {
this._dialog.destroy();
this._dialog = null;
}
this._longLightbox.lightOff();
this._shortLightbox.lightOff();
this.actor.hide();
if (this._becameActiveId != 0) {
this.idleMonitor.remove_watch(this._becameActiveId);
this._becameActiveId = 0;
}
if (this._lockTimeoutId != 0) {
GLib.source_remove(this._lockTimeoutId);
this._lockTimeoutId = 0;
}
this._activationTime = 0;
this._setActive(false);
this._isLocked = false;
this.emit('locked-changed');
global.set_runtime_state(LOCKED_STATE_STR, null);
}
activate(animate) {
if (this._activationTime == 0)
this._activationTime = GLib.get_monotonic_time();
this._ensureUnlockDialog(true);
this.actor.show();
if (Main.sessionMode.currentMode != 'unlock-dialog' &&
Main.sessionMode.currentMode != 'lock-screen') {
this._isGreeter = Main.sessionMode.isGreeter;
if (!this._isGreeter)
Main.sessionMode.pushMode('unlock-dialog');
}
this._resetLockScreen({ animateLockScreen: animate,
fadeToBlack: true });
// On wayland, a crash brings down the entire session, so we don't
// need to defend against being restarted unlocked
if (!Meta.is_wayland_compositor())
global.set_runtime_state(LOCKED_STATE_STR, GLib.Variant.new('b', true));
// We used to set isActive and emit active-changed here,
// but now we do that from lockScreenShown, which means
// there is a 0.3 seconds window during which the lock
// screen is effectively visible and the screen is locked, but
// the DBus interface reports the screensaver is off.
// This is because when we emit ActiveChanged(true),
// gnome-settings-daemon blanks the screen, and we don't want
// blank during the animation.
// This is not a problem for the idle fade case, because we
// activate without animation in that case.
}
lock(animate) {
if (this._lockSettings.get_boolean(DISABLE_LOCK_KEY)) {
log('Screen lock is locked down, not locking'); // lock, lock - who's there?
return;
}
// Warn the user if we can't become modal
if (!this._becomeModal()) {
Main.notifyError(_("Unable to lock"),
_("Lock was blocked by an application"));
return;
}
// Clear the clipboard - otherwise, its contents may be leaked
// to unauthorized parties by pasting into the unlock dialog's
// password entry and unmasking the entry
St.Clipboard.get_default().set_text(St.ClipboardType.CLIPBOARD, '');
St.Clipboard.get_default().set_text(St.ClipboardType.PRIMARY, '');
let userManager = AccountsService.UserManager.get_default();
let user = userManager.get_user(GLib.get_user_name());
if (this._isGreeter)
this._isLocked = true;
else
this._isLocked = user.password_mode != AccountsService.UserPasswordMode.NONE;
this.activate(animate);
this.emit('locked-changed');
}
// If the previous shell crashed, and gnome-session restarted us, then re-lock
lockIfWasLocked() {
if (!this._settings.get_boolean(LOCK_ENABLED_KEY))
return;
let wasLocked = global.get_runtime_state('b', LOCKED_STATE_STR);
if (wasLocked === null)
return;
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, () => {
this.lock(false);
return GLib.SOURCE_REMOVE;
});
}
};
Signals.addSignalMethods(ScreenShield.prototype);