f8ea825577
Currently, if a button-press event results in releasing the last modal grab (e.g. clicks outside the grabbed actors), we don't consider the event handled and allow its emission to continue. If we consider dismissing a grab as an action of its own, any additional action triggered by the same event becomes an unexpected side effect. Tweak the capture handler accordingly. https://bugzilla.gnome.org/show_bug.cgi?id=696422
379 lines
12 KiB
JavaScript
379 lines
12 KiB
JavaScript
// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
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const Clutter = imports.gi.Clutter;
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const Gtk = imports.gi.Gtk;
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const Lang = imports.lang;
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const Meta = imports.gi.Meta;
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const Shell = imports.gi.Shell;
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const St = imports.gi.St;
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const Main = imports.ui.main;
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const Params = imports.misc.params;
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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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const GrabHelper = new Lang.Class({
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Name: 'GrabHelper',
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_init: function(owner, params) {
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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._capturedEventId = 0;
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this._keyFocusNotifyId = 0;
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this._focusWindowChangedId = 0;
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this._ignoreRelease = false;
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this._isUngrabbingCount = 0;
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this._modalCount = 0;
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this._grabFocusCount = 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: function(actor) {
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actor.__grabHelperDestroyId = actor.connect('destroy', Lang.bind(this, function() { this.removeActor(actor); }));
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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: function(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: function(actor) {
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let currentActor = this.currentGrab.actor;
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while (actor) {
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if (this._actors.indexOf(actor) != -1)
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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: function(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: function(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: function(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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// Grabs the mouse and keyboard, according to the GrabHelper's
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// parameters. If @newFocus is not %null, then the keyboard focus
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// is moved to the first #StWidget:can-focus widget inside it.
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//
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// The grab will automatically be dropped if:
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// - The user clicks outside the grabbed actors
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// - The user types Escape
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// - The keyboard focus is moved outside the grabbed actors
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// - A window is focused
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//
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// If @params.actor is not null, then it will be focused as the
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// new actor. If you attempt to grab an already focused actor, the
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// request to be focused will be ignored. The actor will not be
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// added to the grab stack, so do not call a paired ungrab().
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//
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// If @params contains { modal: true }, then grab() will push a modal
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// on the owner of the GrabHelper. As long as there is at least one
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// { modal: true } actor on the grab stack, the grab will be kept.
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// When the last { modal: true } actor is ungrabbed, then the modal
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// will be dropped. A modal grab can fail if there is already a grab
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// in effect from aother application; in this case the function returns
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// false and nothing happens. Non-modal grabs can never fail.
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//
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// If @params contains { grabFocus: true }, then if you call grab()
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// while the shell is outside the overview, it will set the stage
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// input mode to %Shell.StageInputMode.FOCUSED, and ungrab() will
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// revert it back, and re-focus the previously-focused window (if
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// another window hasn't been explicitly focused before then).
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grab: function(params) {
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params = Params.parse(params, { actor: null,
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modal: false,
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grabFocus: false,
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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 (params.modal && !this._takeModalGrab())
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return false;
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if (params.grabFocus && !this._takeFocusGrab(hadFocus))
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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 || params.grabFocus)) {
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if (!newFocus.navigate_focus(null, Gtk.DirectionType.TAB_FORWARD, false))
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newFocus.grab_key_focus();
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}
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if ((params.grabFocus || params.modal) && !this._capturedEventId)
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this._capturedEventId = global.stage.connect('captured-event', Lang.bind(this, this._onCapturedEvent));
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return true;
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},
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_takeModalGrab: function() {
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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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}
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this._modalCount++;
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return true;
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},
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_releaseModalGrab: function() {
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this._modalCount--;
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if (this._modalCount > 0)
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return;
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Main.popModal(this._owner);
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global.sync_pointer();
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},
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_takeFocusGrab: function(hadFocus) {
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let firstGrab = (this._grabFocusCount == 0);
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if (firstGrab) {
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let metaDisplay = global.screen.get_display();
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this._grabbedFromKeynav = hadFocus;
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this._preGrabInputMode = global.stage_input_mode;
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if (this._preGrabInputMode == Shell.StageInputMode.NONREACTIVE ||
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this._preGrabInputMode == Shell.StageInputMode.NORMAL) {
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global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
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}
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this._keyFocusNotifyId = global.stage.connect('notify::key-focus', Lang.bind(this, this._onKeyFocusChanged));
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this._focusWindowChangedId = metaDisplay.connect('notify::focus-window', Lang.bind(this, this._focusWindowChanged));
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}
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this._grabFocusCount++;
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return true;
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},
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_releaseFocusGrab: function() {
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this._grabFocusCount--;
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if (this._grabFocusCount > 0)
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return;
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if (this._keyFocusNotifyId > 0) {
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global.stage.disconnect(this._keyFocusNotifyId);
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this._keyFocusNotifyId = 0;
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}
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if (this._focusWindowChangedId > 0) {
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let metaDisplay = global.screen.get_display();
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metaDisplay.disconnect(this._focusWindowChangedId);
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this._focusWindowChangedId = 0;
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}
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let prePopInputMode = global.stage_input_mode;
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if (this._grabbedFromKeynav) {
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if (this._preGrabInputMode == Shell.StageInputMode.FOCUSED &&
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prePopInputMode != Shell.StageInputMode.FULLSCREEN)
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global.set_stage_input_mode(Shell.StageInputMode.FOCUSED);
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}
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global.screen.focus_default_window(global.display.get_current_time_roundtrip());
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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: function() {
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this._ignoreRelease = 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 an actor from the grab stack, potentially dropping the grab.
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//
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// If the actor that was popped from the grab stack was not the actor
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// That was passed in, this call is ignored.
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ungrab: function(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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// We may get key focus changes when calling onUngrab, which
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// would cause an extra ungrab() on the next actor in the
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// stack, which is wrong. Ignore key focus changes during the
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// ungrab, and restore the saved key focus ourselves afterwards.
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// We use a count as ungrab() may be re-entrant, as onUngrab()
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// may ungrab additional actors.
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this._isUngrabbingCount++;
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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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if (poppedGrab.modal)
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this._releaseModalGrab();
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if (poppedGrab.grabFocus)
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this._releaseFocusGrab();
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}
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if (!this.grabbed && this._capturedEventId > 0) {
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global.stage.disconnect(this._capturedEventId);
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this._capturedEventId = 0;
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this._ignoreRelease = false;
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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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this._isUngrabbingCount--;
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},
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_onCapturedEvent: function(actor, 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 true;
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}
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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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if (release && this._ignoreRelease) {
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this._ignoreRelease = false;
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return true;
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}
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if (!button && this._modalCount == 0)
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return false;
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if (this._isWithinGrabbedActor(event.get_source()))
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return false;
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if (Main.keyboard.shouldTakeEvent(event))
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return false;
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if (button) {
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// If we have a press event, ignore the next event,
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// which should be a release event.
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if (press)
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this._ignoreRelease = 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 true;
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}
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return this._modalCount > 0;
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},
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_onKeyFocusChanged: function() {
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if (this._isUngrabbingCount > 0)
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return;
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let focus = global.stage.key_focus;
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if (!focus || !this._isWithinGrabbedActor(focus))
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this.ungrab({ isUser: true });
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},
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_focusWindowChanged: function() {
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let metaDisplay = global.screen.get_display();
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if (metaDisplay.focus_window != null)
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this.ungrab({ isUser: true });
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}
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});
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