93fa1034f5
Some GrabHelper uses are in the form: doPreGrabStuff(); this._grabHelper.grab({ onUngrab: () => { undoPreGrabStuff(); }, }); A promise-based variant allows to write this more cleanly as: doPreGrabStuff(); await this._grabHelper.grabAsync(); undoPreGrabStuff(); https://gitlab.gnome.org/GNOME/gnome-shell/merge_requests/903
333 lines
10 KiB
JavaScript
333 lines
10 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported GrabHelper */
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const { Clutter, St } = imports.gi;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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let _capturedEventId = 0;
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let _grabHelperStack = [];
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function _onCapturedEvent(actor, event) {
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let grabHelper = _grabHelperStack[_grabHelperStack.length - 1];
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return grabHelper.onCapturedEvent(event);
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}
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function _pushGrabHelper(grabHelper) {
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_grabHelperStack.push(grabHelper);
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if (_capturedEventId == 0)
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_capturedEventId = global.stage.connect('captured-event', _onCapturedEvent);
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}
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function _popGrabHelper(grabHelper) {
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let poppedHelper = _grabHelperStack.pop();
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if (poppedHelper != grabHelper)
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throw new Error("incorrect grab helper pop");
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if (_grabHelperStack.length == 0) {
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global.stage.disconnect(_capturedEventId);
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_capturedEventId = 0;
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}
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}
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// GrabHelper:
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// @owner: the actor that owns the GrabHelper
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// @params: optional parameters to pass to Main.pushModal()
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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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var GrabHelper = class GrabHelper {
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constructor(owner, params) {
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if (!(owner instanceof Clutter.Actor))
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throw new Error('GrabHelper owner must be a Clutter.Actor');
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this._owner = owner;
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this._modalParams = params;
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this._grabStack = [];
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this._actors = [];
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this._ignoreUntilRelease = 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(actor) {
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actor.__grabHelperDestroyId = actor.connect('destroy', () => {
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this.removeActor(actor);
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});
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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(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(actor) {
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let currentActor = this.currentGrab.actor;
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while (actor) {
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if (this._actors.includes(actor))
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return true;
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if (actor == currentActor)
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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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get grabbed() {
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return this._grabStack.length > 0;
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}
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get grabStack() {
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return this._grabStack;
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}
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_findStackIndex(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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_actorInGrabStack(actor) {
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while (actor) {
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let idx = this._findStackIndex(actor);
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if (idx >= 0)
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return idx;
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actor = actor.get_parent();
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}
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return -1;
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}
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isActorGrabbed(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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// 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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// 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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// 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 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 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(params) {
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params = Params.parse(params, { actor: null,
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focus: null,
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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 = params.actor;
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if (this.isActorGrabbed(params.actor))
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return true;
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params.savedFocus = focus;
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if (!this._takeModalGrab())
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return false;
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this._grabStack.push(params);
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if (params.focus) {
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params.focus.grab_key_focus();
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} else if (newFocus && hadFocus) {
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if (!newFocus.navigate_focus(null, St.DirectionType.TAB_FORWARD, false))
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newFocus.grab_key_focus();
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}
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return true;
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}
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grabAsync(params) {
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return new Promise((resolve, reject) => {
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params.onUngrab = resolve;
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if (!this.grab(params))
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reject(new Error('Grab failed'));
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});
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}
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_takeModalGrab() {
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let firstGrab = this._modalCount == 0;
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if (firstGrab) {
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if (!Main.pushModal(this._owner, this._modalParams))
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return false;
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_pushGrabHelper(this);
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}
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this._modalCount++;
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return true;
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}
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_releaseModalGrab() {
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this._modalCount--;
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if (this._modalCount > 0)
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return;
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_popGrabHelper(this);
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this._ignoreUntilRelease = false;
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Main.popModal(this._owner);
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global.sync_pointer();
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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() {
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this._ignoreUntilRelease = 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 @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 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(params) {
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params = Params.parse(params, { actor: this.currentGrab.actor,
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isUser: false });
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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 focus = global.stage.key_focus;
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let hadFocus = focus && this._isWithinGrabbedActor(focus);
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let poppedGrabs = this._grabStack.slice(grabStackIndex);
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// "Pop" all newly ungrabbed actors off the grab stack
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// by truncating the array.
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this._grabStack.length = grabStackIndex;
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for (let i = poppedGrabs.length - 1; i >= 0; i--) {
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let poppedGrab = poppedGrabs[i];
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if (poppedGrab.onUngrab)
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poppedGrab.onUngrab(params.isUser);
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this._releaseModalGrab();
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}
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if (hadFocus) {
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let poppedGrab = poppedGrabs[0];
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if (poppedGrab.savedFocus)
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poppedGrab.savedFocus.grab_key_focus();
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}
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}
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onCapturedEvent(event) {
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let type = event.type();
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if (type == Clutter.EventType.KEY_PRESS &&
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event.get_key_symbol() == Clutter.KEY_Escape) {
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this.ungrab({ isUser: true });
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return Clutter.EVENT_STOP;
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}
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let motion = type == Clutter.EventType.MOTION;
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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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let touchUpdate = type == Clutter.EventType.TOUCH_UPDATE;
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let touchBegin = type == Clutter.EventType.TOUCH_BEGIN;
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let touchEnd = type == Clutter.EventType.TOUCH_END;
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let touch = touchUpdate || touchBegin || touchEnd;
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if (touch && !global.display.is_pointer_emulating_sequence(event.get_event_sequence()))
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return Clutter.EVENT_PROPAGATE;
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if (this._ignoreUntilRelease && (motion || release || touch)) {
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if (release || touchEnd)
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this._ignoreUntilRelease = false;
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return Clutter.EVENT_STOP;
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}
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if (this._isWithinGrabbedActor(event.get_source()))
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return Clutter.EVENT_PROPAGATE;
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if (Main.keyboard.shouldTakeEvent(event))
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return Clutter.EVENT_PROPAGATE;
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if (button || touchBegin) {
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// If we have a press event, ignore the next
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// motion/release events.
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if (press || touchBegin)
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this._ignoreUntilRelease = true;
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let i = this._actorInGrabStack(event.get_source()) + 1;
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this.ungrab({ actor: this._grabStack[i].actor, isUser: true });
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return Clutter.EVENT_STOP;
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}
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return Clutter.EVENT_STOP;
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}
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};
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