23b4eb459e
Commit 7419674b
changed some grabs from requiring both mouse and
keyboard grabs to be considered successful to only requiring either of
them.
Due to this it was possible for example to open the overview or the
screenshot UI with a client (such as Chrome when opening a menu) holding
the mouse grab. This then made it impossible to interact with the UI
using the mouse (or keyboard) and if attempted could result in an
unresponsive UI.
Fixes: https://gitlab.gnome.org/GNOME/gnome-shell/-/issues/5414
Part-of: <https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/2287>
289 lines
8.5 KiB
JavaScript
289 lines
8.5 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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/* exported ModalDialog */
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const { Atk, Clutter, GObject, Shell, St } = imports.gi;
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const Dialog = imports.ui.dialog;
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const Layout = imports.ui.layout;
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const Lightbox = imports.ui.lightbox;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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var OPEN_AND_CLOSE_TIME = 100;
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var FADE_OUT_DIALOG_TIME = 1000;
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var State = {
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OPENED: 0,
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CLOSED: 1,
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OPENING: 2,
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CLOSING: 3,
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FADED_OUT: 4,
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};
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var ModalDialog = GObject.registerClass({
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Properties: {
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'state': GObject.ParamSpec.int('state', 'Dialog state', 'state',
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GObject.ParamFlags.READABLE,
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Math.min(...Object.values(State)),
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Math.max(...Object.values(State)),
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State.CLOSED),
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},
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Signals: { 'opened': {}, 'closed': {} },
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}, class ModalDialog extends St.Widget {
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_init(params) {
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super._init({
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visible: false,
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reactive: true,
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x: 0,
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y: 0,
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accessible_role: Atk.Role.DIALOG,
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});
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params = Params.parse(params, {
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shellReactive: false,
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styleClass: null,
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actionMode: Shell.ActionMode.SYSTEM_MODAL,
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shouldFadeIn: true,
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shouldFadeOut: true,
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destroyOnClose: true,
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});
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this._state = State.CLOSED;
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this._hasModal = false;
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this._actionMode = params.actionMode;
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this._shellReactive = params.shellReactive;
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this._shouldFadeIn = params.shouldFadeIn;
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this._shouldFadeOut = params.shouldFadeOut;
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this._destroyOnClose = params.destroyOnClose;
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Main.layoutManager.modalDialogGroup.add_actor(this);
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const constraint = new Clutter.BindConstraint({
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source: global.stage,
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coordinate: Clutter.BindCoordinate.ALL,
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});
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this.add_constraint(constraint);
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this.backgroundStack = new St.Widget({
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layout_manager: new Clutter.BinLayout(),
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x_expand: true,
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y_expand: true,
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});
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this._backgroundBin = new St.Bin({ child: this.backgroundStack });
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this._monitorConstraint = new Layout.MonitorConstraint();
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this._backgroundBin.add_constraint(this._monitorConstraint);
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this.add_actor(this._backgroundBin);
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this.dialogLayout = new Dialog.Dialog(this.backgroundStack, params.styleClass);
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this.contentLayout = this.dialogLayout.contentLayout;
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this.buttonLayout = this.dialogLayout.buttonLayout;
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if (!this._shellReactive) {
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this._lightbox = new Lightbox.Lightbox(this, {
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inhibitEvents: true,
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radialEffect: true,
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});
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this._lightbox.highlight(this._backgroundBin);
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this._eventBlocker = new Clutter.Actor({ reactive: true });
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this.backgroundStack.add_actor(this._eventBlocker);
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}
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global.focus_manager.add_group(this.dialogLayout);
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this._initialKeyFocus = null;
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this._initialKeyFocusDestroyId = 0;
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this._savedKeyFocus = null;
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}
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get state() {
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return this._state;
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}
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_setState(state) {
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if (this._state == state)
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return;
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this._state = state;
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this.notify('state');
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}
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vfunc_key_press_event() {
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if (global.focus_manager.navigate_from_event(Clutter.get_current_event()))
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return Clutter.EVENT_STOP;
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return Clutter.EVENT_PROPAGATE;
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}
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vfunc_captured_event(event) {
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if (Main.keyboard.maybeHandleEvent(event))
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return Clutter.EVENT_STOP;
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return Clutter.EVENT_PROPAGATE;
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}
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clearButtons() {
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this.dialogLayout.clearButtons();
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}
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setButtons(buttons) {
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this.clearButtons();
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for (let buttonInfo of buttons)
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this.addButton(buttonInfo);
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}
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addButton(buttonInfo) {
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return this.dialogLayout.addButton(buttonInfo);
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}
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_fadeOpen(onPrimary) {
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if (onPrimary)
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this._monitorConstraint.primary = true;
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else
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this._monitorConstraint.index = global.display.get_current_monitor();
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this._setState(State.OPENING);
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this.dialogLayout.opacity = 255;
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if (this._lightbox)
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this._lightbox.lightOn();
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this.opacity = 0;
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this.show();
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this.ease({
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opacity: 255,
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duration: this._shouldFadeIn ? OPEN_AND_CLOSE_TIME : 0,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete: () => {
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this._setState(State.OPENED);
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this.emit('opened');
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},
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});
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}
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setInitialKeyFocus(actor) {
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this._initialKeyFocus?.disconnectObject(this);
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this._initialKeyFocus = actor;
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actor.connectObject('destroy',
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() => (this._initialKeyFocus = null), this);
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}
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open(timestamp, onPrimary) {
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if (this.state == State.OPENED || this.state == State.OPENING)
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return true;
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if (!this.pushModal(timestamp))
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return false;
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this._fadeOpen(onPrimary);
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return true;
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}
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_closeComplete() {
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this._setState(State.CLOSED);
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this.hide();
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this.emit('closed');
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if (this._destroyOnClose)
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this.destroy();
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}
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close(timestamp) {
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if (this.state == State.CLOSED || this.state == State.CLOSING)
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return;
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this._setState(State.CLOSING);
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this.popModal(timestamp);
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this._savedKeyFocus = null;
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if (this._shouldFadeOut) {
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this.ease({
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opacity: 0,
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duration: OPEN_AND_CLOSE_TIME,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete: () => this._closeComplete(),
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});
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} else {
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this._closeComplete();
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}
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}
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// Drop modal status without closing the dialog; this makes the
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// dialog insensitive as well, so it needs to be followed shortly
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// by either a close() or a pushModal()
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popModal(timestamp) {
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if (!this._hasModal)
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return;
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let focus = global.stage.key_focus;
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if (focus && this.contains(focus))
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this._savedKeyFocus = focus;
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else
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this._savedKeyFocus = null;
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Main.popModal(this._grab, timestamp);
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this._grab = null;
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this._hasModal = false;
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if (!this._shellReactive)
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this.backgroundStack.set_child_above_sibling(this._eventBlocker, null);
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}
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pushModal(timestamp) {
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if (this._hasModal)
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return true;
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let params = { actionMode: this._actionMode };
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if (timestamp)
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params['timestamp'] = timestamp;
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let grab = Main.pushModal(this, params);
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if (grab.get_seat_state() !== Clutter.GrabState.ALL) {
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Main.popModal(grab);
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return false;
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}
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this._grab = grab;
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Main.layoutManager.emit('system-modal-opened');
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this._hasModal = true;
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if (this._savedKeyFocus) {
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this._savedKeyFocus.grab_key_focus();
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this._savedKeyFocus = null;
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} else {
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let focus = this._initialKeyFocus || this.dialogLayout.initialKeyFocus;
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focus.grab_key_focus();
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}
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if (!this._shellReactive)
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this.backgroundStack.set_child_below_sibling(this._eventBlocker, null);
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return true;
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}
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// This method is like close, but fades the dialog out much slower,
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// and leaves the lightbox in place. Once in the faded out state,
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// the dialog can be brought back by an open call, or the lightbox
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// can be dismissed by a close call.
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//
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// The main point of this method is to give some indication to the user
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// that the dialog response has been acknowledged but will take a few
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// moments before being processed.
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// e.g., if a user clicked "Log Out" then the dialog should go away
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// immediately, but the lightbox should remain until the logout is
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// complete.
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_fadeOutDialog(timestamp) {
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if (this.state == State.CLOSED || this.state == State.CLOSING)
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return;
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if (this.state == State.FADED_OUT)
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return;
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this.popModal(timestamp);
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this.dialogLayout.ease({
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opacity: 0,
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duration: FADE_OUT_DIALOG_TIME,
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mode: Clutter.AnimationMode.EASE_OUT_QUAD,
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onComplete: () => (this.state = State.FADED_OUT),
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});
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}
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});
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