gnome-shell/js/ui/grabHelper.js
Florian Müllner 2e63709450 grabHelper: Ignore events from On-Screen-Keyboard
GrabHelper automatically releases grabs when the user clicks outside
the grabbed actors. However at least for the message-tray (which is
the only user of grabHelper at the moment), we must ignore any events
from the On-Screen-Keyboard, to prevent the tray from hiding at every
key press.

https://bugzilla.gnome.org/show_bug.cgi?id=683546
2012-09-25 08:25:24 +02:00

359 lines
12 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const Gtk = imports.gi.Gtk;
const Lang = imports.lang;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const Main = imports.ui.main;
const Params = imports.misc.params;
function _navigateActor(actor) {
if (!actor)
return;
let needsGrab = true;
if (actor instanceof St.Widget)
needsGrab = !actor.navigate_focus(null, Gtk.DirectionType.TAB_FORWARD, false);
if (needsGrab)
actor.grab_key_focus();
}
// GrabHelper:
// @owner: the actor that owns the GrabHelper
//
// Creates a new GrabHelper object, for dealing with keyboard and pointer grabs
// associated with a set of actors.
//
// Note that the grab can be automatically dropped at any time by the user, and
// your code just needs to deal with it; you shouldn't adjust behavior directly
// after you call ungrab(), but instead pass an 'onUngrab' callback when you
// call grab().
const GrabHelper = new Lang.Class({
Name: 'GrabHelper',
_init: function(owner) {
this._owner = owner;
this._grabStack = [];
this._actors = [];
this._capturedEventId = 0;
this._eventId = 0;
this._keyFocusNotifyId = 0;
this._focusWindowChangedId = 0;
this._ignoreRelease = false;
this._modalCount = 0;
this._grabFocusCount = 0;
},
// addActor:
// @actor: an actor
//
// Adds @actor to the set of actors that are allowed to process events
// during a grab.
addActor: function(actor) {
actor.__grabHelperDestroyId = actor.connect('destroy', Lang.bind(this, function() { this.removeActor(actor); }));
this._actors.push(actor);
},
// removeActor:
// @actor: an actor
//
// Removes @actor from the set of actors that are allowed to
// process events during a grab.
removeActor: function(actor) {
let index = this._actors.indexOf(actor);
if (index != -1)
this._actors.splice(index, 1);
if (actor.__grabHelperDestroyId) {
actor.disconnect(actor.__grabHelperDestroyId);
delete actor.__grabHelperDestroyId;
}
},
_isWithinGrabbedActor: function(actor) {
while (actor) {
if (this._actors.indexOf(actor) != -1)
return true;
actor = actor.get_parent();
}
return false;
},
get currentGrab() {
return this._grabStack[this._grabStack.length - 1] || {};
},
_findStackIndex: function(actor) {
if (!actor)
return -1;
for (let i = 0; i < this._grabStack.length; i++) {
if (this._grabStack[i].actor === actor)
return i;
}
return -1;
},
isActorGrabbed: function(actor) {
return this._findStackIndex(actor) >= 0;
},
// grab:
// @params: A bunch of parameters, see below
//
// Grabs the mouse and keyboard, according to the GrabHelper's
// parameters. If @newFocus is not %null, then the keyboard focus
// is moved to the first #StWidget:can-focus widget inside it.
//
// The grab will automatically be dropped if:
// - The user clicks outside the grabbed actors
// - The user types Escape
// - The keyboard focus is moved outside the grabbed actors
// - A window is focused
//
// If @params.actor is not null, then it will be focused as the
// new actor. If you attempt to grab an already focused actor, the
// request to be focused will be ignored. The actor will not be
// added to the grab stack, so do not call a paired ungrab().
//
// If @params contains { modal: true }, then grab() will push a modal
// on the owner of the GrabHelper. As long as there is at least one
// { modal: true } actor on the grab stack, the grab will be kept.
// When the last { modal: true } actor is ungrabbed, then the modal
// will be dropped. A modal grab can fail if there is already a grab
// in effect from aother application; in this case the function returns
// false and nothing happens. Non-modal grabs can never fail.
//
// If @params contains { grabFocus: true }, then if you call grab()
// while the shell is outside the overview, it will set the stage
// input mode to %Shell.StageInputMode.FOCUSED, and ungrab() will
// revert it back, and re-focus the previously-focused window (if
// another window hasn't been explicitly focused before then).
grab: function(params) {
params = Params.parse(params, { actor: null,
modal: false,
grabFocus: false,
onUngrab: null });
let focus = global.stage.key_focus;
let hadFocus = focus && this._isWithinGrabbedActor(focus);
let newFocus = params.actor;
if (this.isActorGrabbed(params.actor))
return true;
params.savedFocus = focus;
if (params.modal && !this._takeModalGrab())
return false;
if (params.grabFocus && !this._takeFocusGrab(hadFocus))
return false;
if (hadFocus || params.grabFocus)
_navigateActor(newFocus);
this._grabStack.push(params);
return true;
},
_takeModalGrab: function() {
let firstGrab = (this._modalCount == 0);
if (firstGrab) {
if (!Main.pushModal(this._owner))
return false;
this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
this._eventId = global.stage.connect('event', Lang.bind(this, this._onEvent));
}
this._modalCount++;
return true;
},
_releaseModalGrab: function() {
this._modalCount--;
if (this._modalCount > 0)
return;
if (this._capturedEventId > 0) {
global.stage.disconnect(this._capturedEventId);
this._capturedEventId = 0;
}
if (this._eventId > 0) {
global.stage.disconnect(this._eventId);
this._eventId = 0;
}
Main.popModal(this._owner);
global.sync_pointer();
},
_takeFocusGrab: function(hadFocus) {
let firstGrab = (this._grabFocusCount == 0);
if (firstGrab) {
let metaDisplay = global.screen.get_display();
this._grabbedFromKeynav = hadFocus;
this._preGrabInputMode = global.stage_input_mode;
this._prevFocusedWindow = metaDisplay.focus_window;
if (this._preGrabInputMode == Shell.StageInputMode.NONREACTIVE ||
this._preGrabInputMode == Shell.StageInputMode.NORMAL) {
global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
}
this._keyFocusNotifyId = global.stage.connect('notify::key-focus', Lang.bind(this, this._onKeyFocusChanged));
this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged));
}
this._grabFocusCount++;
return true;
},
_releaseFocusGrab: function() {
this._grabFocusCount--;
if (this._grabFocusCount > 0)
return;
if (this._keyFocusNotifyId > 0) {
global.stage.disconnect(this._keyFocusNotifyId);
this._keyFocusNotifyId = 0;
}
if (!this._focusWindowChanged > 0) {
let metaDisplay = global.screen.get_display();
metaDisplay.disconnect(this._focusWindowChangedId);
this._focusWindowChangedId = 0;
}
let prePopInputMode = global.stage_input_mode;
if (this._grabbedFromKeynav) {
if (this._preGrabInputMode == Shell.StageInputMode.FOCUSED &&
prePopInputMode != Shell.StageInputMode.FULLSCREEN)
global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
}
if (this._prevFocusedWindow) {
let metaDisplay = global.screen.get_display();
if (!metaDisplay.focus_window) {
metaDisplay.set_input_focus_window(this._prevFocusedWindow,
false, global.get_current_time());
}
}
},
// ignoreRelease:
//
// Make sure that the next button release event evaluated by the
// capture event handler returns false. This is designed for things
// like the ComboBoxMenu that go away on press, but need to eat
// the next release event.
ignoreRelease: function() {
this._ignoreRelease = true;
},
// ungrab:
// @params: The parameters for the grab; see below.
//
// Pops an actor from the grab stack, potentially dropping the grab.
//
// If the actor that was popped from the grab stack was not the actor
// That was passed in, this call is ignored.
ungrab: function(params) {
params = Params.parse(params, { actor: this.currentGrab.actor });
let grabStackIndex = this._findStackIndex(params.actor);
if (grabStackIndex < 0)
return;
let focus = global.stage.key_focus;
let hadFocus = focus && this._isWithinGrabbedActor(focus);
let poppedGrabs = this._grabStack.slice(grabStackIndex);
// "Pop" all newly ungrabbed actors off the grab stack
// by truncating the array.
this._grabStack.length = grabStackIndex;
for (let i = poppedGrabs.length - 1; i >= 0; i--) {
let poppedGrab = poppedGrabs[i];
if (poppedGrab.onUngrab)
poppedGrab.onUngrab();
if (poppedGrab.modal)
this._releaseModalGrab();
if (poppedGrab.grabFocus)
this._releaseFocusGrab();
}
if (hadFocus) {
let poppedGrab = poppedGrabs[0];
_navigateActor(poppedGrab.savedFocus);
}
},
_onCapturedEvent: function(actor, event) {
let type = event.type();
let press = type == Clutter.EventType.BUTTON_PRESS;
let release = type == Clutter.EventType.BUTTON_RELEASE;
let button = press || release;
if (release && this._ignoreRelease) {
this._ignoreRelease = false;
return false;
}
if (!button && this._modalCount == 0)
return false;
if (this._isWithinGrabbedActor(event.get_source()))
return false;
if (Main.keyboard.shouldTakeEvent(event))
return false;
if (button) {
// If we have a press event, ignore the next event,
// which should be a release event.
if (press)
this._ignoreRelease = true;
this.ungrab({ actor: this._grabStack[0].actor });
}
return this._modalCount > 0;
},
// We catch 'event' rather than 'key-press-event' so that we get
// a chance to run before the overview's own Escape check
_onEvent: function(actor, event) {
if (event.type() == Clutter.EventType.KEY_PRESS &&
event.get_key_symbol() == Clutter.KEY_Escape) {
this.ungrab();
return true;
}
return false;
},
_onKeyFocusChanged: function() {
let focus = global.stage.key_focus;
if (!focus || !this._isWithinGrabbedActor(focus))
this.ungrab();
},
_focusWindowChanged: function() {
let metaDisplay = global.screen.get_display();
if (metaDisplay.focus_window != null)
this.ungrab();
}
});