gnome-shell/js/ui/main.js
Ray Strode 2e48dbf6ee main: Let SWITCH_PANELS keybinding through at login screen
Users depend on being able to switch focus between the panel
and the login screen using ctrl-alt-tab.

Because the login screen has no overview, we were short circuiting
some code that needs to get run to support ctrl-alt-tab.

This commit changes the short-circuit code to only run for user
sessions.

https://bugzilla.gnome.org/show_bug.cgi?id=659177
2011-09-19 10:17:18 -04:00

921 lines
30 KiB
JavaScript

/* -*- mode: js2; js2-basic-offset: 4; indent-tabs-mode: nil -*- */
const Clutter = imports.gi.Clutter;
const DBus = imports.dbus;
const Gdk = imports.gi.Gdk;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const GConf = imports.gi.GConf;
const Lang = imports.lang;
const Mainloop = imports.mainloop;
const Meta = imports.gi.Meta;
const Shell = imports.gi.Shell;
const St = imports.gi.St;
const AutomountManager = imports.ui.automountManager;
const AutorunManager = imports.ui.autorunManager;
const CtrlAltTab = imports.ui.ctrlAltTab;
const EndSessionDialog = imports.ui.endSessionDialog;
const PolkitAuthenticationAgent = imports.ui.polkitAuthenticationAgent;
const Environment = imports.ui.environment;
const ExtensionSystem = imports.ui.extensionSystem;
const Keyboard = imports.ui.keyboard;
const MessageTray = imports.ui.messageTray;
const Overview = imports.ui.overview;
const Panel = imports.ui.panel;
const PlaceDisplay = imports.ui.placeDisplay;
const RunDialog = imports.ui.runDialog;
const Layout = imports.ui.layout;
const LookingGlass = imports.ui.lookingGlass;
const NetworkAgent = imports.ui.networkAgent;
const NotificationDaemon = imports.ui.notificationDaemon;
const WindowAttentionHandler = imports.ui.windowAttentionHandler;
const Scripting = imports.ui.scripting;
const ShellDBus = imports.ui.shellDBus;
const TelepathyClient = imports.ui.telepathyClient;
const WindowManager = imports.ui.windowManager;
const Magnifier = imports.ui.magnifier;
const XdndHandler = imports.ui.xdndHandler;
const StatusIconDispatcher = imports.ui.statusIconDispatcher;
const Util = imports.misc.util;
const DEFAULT_BACKGROUND_COLOR = new Clutter.Color();
DEFAULT_BACKGROUND_COLOR.from_pixel(0x2266bbff);
let automountManager = null;
let autorunManager = null;
let panel = null;
let hotCorners = [];
let placesManager = null;
let overview = null;
let runDialog = null;
let lookingGlass = null;
let wm = null;
let messageTray = null;
let notificationDaemon = null;
let windowAttentionHandler = null;
let telepathyClient = null;
let ctrlAltTabManager = null;
let recorder = null;
let shellDBusService = null;
let modalCount = 0;
let modalActorFocusStack = [];
let uiGroup = null;
let magnifier = null;
let xdndHandler = null;
let statusIconDispatcher = null;
let keyboard = null;
let layoutManager = null;
let networkAgent = null;
let _errorLogStack = [];
let _startDate;
let _defaultCssStylesheet = null;
let _cssStylesheet = null;
let _gdmCssStylesheet = null;
let background = null;
function _createUserSession() {
// Load the calendar server. Note that we are careful about
// not loading any events until the user presses the clock
global.launch_calendar_server();
placesManager = new PlaceDisplay.PlacesManager();
telepathyClient = new TelepathyClient.Client();
automountManager = new AutomountManager.AutomountManager();
autorunManager = new AutorunManager.AutorunManager();
networkAgent = new NetworkAgent.NetworkAgent();
}
function _createGDMSession() {
// We do this this here instead of at the top to prevent GDM
// related code from getting loaded in normal user sessions
const LoginDialog = imports.gdm.loginDialog;
let loginDialog = new LoginDialog.LoginDialog();
loginDialog.connect('loaded', function() {
loginDialog.open();
});
}
function _initRecorder() {
let recorderSettings = new Gio.Settings({ schema: 'org.gnome.shell.recorder' });
global.screen.connect('toggle-recording', function() {
if (recorder == null) {
recorder = new Shell.Recorder({ stage: global.stage });
}
if (recorder.is_recording()) {
recorder.pause();
Meta.enable_unredirect_for_screen(global.screen);
} else {
// read the parameters from GSettings always in case they have changed
recorder.set_framerate(recorderSettings.get_int('framerate'));
recorder.set_filename('shell-%d%u-%c.' + recorderSettings.get_string('file-extension'));
let pipeline = recorderSettings.get_string('pipeline');
if (!pipeline.match(/^\s*$/))
recorder.set_pipeline(pipeline);
else
recorder.set_pipeline(null);
Meta.disable_unredirect_for_screen(global.screen);
recorder.record();
}
});
}
function _initUserSession() {
_initRecorder();
keyboard.init();
global.screen.override_workspace_layout(Meta.ScreenCorner.TOPLEFT, false, -1, 1);
ExtensionSystem.init();
ExtensionSystem.loadExtensions();
let shellwm = global.window_manager;
shellwm.takeover_keybinding('panel_run_dialog');
shellwm.connect('keybinding::panel_run_dialog', function () {
getRunDialog().open();
});
shellwm.takeover_keybinding('panel_main_menu');
shellwm.connect('keybinding::panel_main_menu', function () {
overview.toggle();
});
global.display.connect('overlay-key', Lang.bind(overview, overview.toggle));
}
function start() {
// Monkey patch utility functions into the global proxy;
// This is easier and faster than indirecting down into global
// if we want to call back up into JS.
global.logError = _logError;
global.log = _logDebug;
// Chain up async errors reported from C
global.connect('notify-error', function (global, msg, detail) { notifyError(msg, detail); });
Gio.DesktopAppInfo.set_desktop_env('GNOME');
shellDBusService = new ShellDBus.GnomeShell();
// Force a connection now; dbus.js will do this internally
// if we use its name acquisition stuff but we aren't right
// now; to do so we'd need to convert from its async calls
// back into sync ones.
DBus.session.flush();
// Ensure ShellWindowTracker and ShellAppUsage are initialized; this will
// also initialize ShellAppSystem first. ShellAppSystem
// needs to load all the .desktop files, and ShellWindowTracker
// will use those to associate with windows. Right now
// the Monitor doesn't listen for installed app changes
// and recalculate application associations, so to avoid
// races for now we initialize it here. It's better to
// be predictable anyways.
Shell.WindowTracker.get_default();
Shell.AppUsage.get_default();
// The stage is always covered so Clutter doesn't need to clear it; however
// the color is used as the default contents for the Mutter root background
// actor so set it anyways.
global.stage.color = DEFAULT_BACKGROUND_COLOR;
global.stage.no_clear_hint = true;
_defaultCssStylesheet = global.datadir + '/theme/gnome-shell.css';
_gdmCssStylesheet = global.datadir + '/theme/gdm.css';
loadTheme();
// Set up stage hierarchy to group all UI actors under one container.
uiGroup = new Shell.GenericContainer({ name: 'uiGroup' });
uiGroup.connect('allocate',
function (actor, box, flags) {
let children = uiGroup.get_children();
for (let i = 0; i < children.length; i++)
children[i].allocate_preferred_size(flags);
});
St.set_ui_root(global.stage, uiGroup);
global.window_group.reparent(uiGroup);
global.overlay_group.reparent(uiGroup);
global.stage.add_actor(uiGroup);
layoutManager = new Layout.LayoutManager();
xdndHandler = new XdndHandler.XdndHandler();
ctrlAltTabManager = new CtrlAltTab.CtrlAltTabManager();
// This overview object is just a stub for non-user sessions
overview = new Overview.Overview({ isDummy: global.session_type != Shell.SessionType.USER });
magnifier = new Magnifier.Magnifier();
statusIconDispatcher = new StatusIconDispatcher.StatusIconDispatcher();
panel = new Panel.Panel();
wm = new WindowManager.WindowManager();
messageTray = new MessageTray.MessageTray();
keyboard = new Keyboard.Keyboard();
notificationDaemon = new NotificationDaemon.NotificationDaemon();
windowAttentionHandler = new WindowAttentionHandler.WindowAttentionHandler();
if (global.session_type == Shell.SessionType.USER)
_createUserSession();
else if (global.session_type == Shell.SessionType.GDM)
_createGDMSession();
panel.startStatusArea();
layoutManager.init();
keyboard.init();
overview.init();
if (global.session_type == Shell.SessionType.USER)
_initUserSession();
statusIconDispatcher.start(messageTray.actor);
// Provide the bus object for gnome-session to
// initiate logouts.
EndSessionDialog.init();
// Attempt to become a PolicyKit authentication agent
PolkitAuthenticationAgent.init()
_startDate = new Date();
global.stage.connect('captured-event', _globalKeyPressHandler);
_log('info', 'loaded at ' + _startDate);
log('GNOME Shell started at ' + _startDate);
let perfModuleName = GLib.getenv("SHELL_PERF_MODULE");
if (perfModuleName) {
let perfOutput = GLib.getenv("SHELL_PERF_OUTPUT");
let module = eval('imports.perf.' + perfModuleName + ';');
Scripting.runPerfScript(module, perfOutput);
}
global.screen.connect('notify::n-workspaces', _nWorkspacesChanged);
global.screen.connect('window-entered-monitor', _windowEnteredMonitor);
global.screen.connect('window-left-monitor', _windowLeftMonitor);
global.screen.connect('restacked', _windowsRestacked);
_nWorkspacesChanged();
}
let _workspaces = [];
let _checkWorkspacesId = 0;
/*
* When the last window closed on a workspace is a dialog or splash
* screen, we assume that it might be an initial window shown before
* the main window of an application, and give the app a grace period
* where it can map another window before we remove the workspace.
*/
const LAST_WINDOW_GRACE_TIME = 1000;
function _checkWorkspaces() {
let i;
let emptyWorkspaces = [];
for (i = 0; i < _workspaces.length; i++) {
let lastRemoved = _workspaces[i]._lastRemovedWindow;
if (lastRemoved &&
(lastRemoved.get_window_type() == Meta.WindowType.SPLASHSCREEN ||
lastRemoved.get_window_type() == Meta.WindowType.DIALOG ||
lastRemoved.get_window_type() == Meta.WindowType.MODAL_DIALOG))
emptyWorkspaces[i] = false;
else
emptyWorkspaces[i] = true;
}
let windows = global.get_window_actors();
for (i = 0; i < windows.length; i++) {
let win = windows[i];
if (win.get_meta_window().is_on_all_workspaces())
continue;
let workspaceIndex = win.get_workspace();
emptyWorkspaces[workspaceIndex] = false;
}
// If we don't have an empty workspace at the end, add one
if (!emptyWorkspaces[emptyWorkspaces.length -1]) {
global.screen.append_new_workspace(false, global.get_current_time());
emptyWorkspaces.push(false);
}
let activeWorkspaceIndex = global.screen.get_active_workspace_index();
let removingCurrentWorkspace = (emptyWorkspaces[activeWorkspaceIndex] &&
activeWorkspaceIndex < emptyWorkspaces.length - 1);
// Don't enter the overview when removing multiple empty workspaces at startup
let showOverview = (removingCurrentWorkspace &&
!emptyWorkspaces.every(function(x) { return x; }));
if (removingCurrentWorkspace) {
// "Merge" the empty workspace we are removing with the one at the end
wm.blockAnimations();
}
// Delete other empty workspaces; do it from the end to avoid index changes
for (i = emptyWorkspaces.length - 2; i >= 0; i--) {
if (emptyWorkspaces[i])
global.screen.remove_workspace(_workspaces[i], global.get_current_time());
}
if (removingCurrentWorkspace) {
global.screen.get_workspace_by_index(global.screen.n_workspaces - 1).activate(global.get_current_time());
wm.unblockAnimations();
if (!overview.visible && showOverview)
overview.show();
}
_checkWorkspacesId = 0;
return false;
}
function _windowRemoved(workspace, window) {
workspace._lastRemovedWindow = window;
_queueCheckWorkspaces();
Mainloop.timeout_add(LAST_WINDOW_GRACE_TIME, function() {
if (workspace._lastRemovedWindow == window) {
workspace._lastRemovedWindow = null;
_queueCheckWorkspaces();
}
});
}
function _windowLeftMonitor(metaScreen, monitorIndex, metaWin) {
// If the window left the primary monitor, that
// might make that workspace empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowEnteredMonitor(metaScreen, monitorIndex, metaWin) {
// If the window entered the primary monitor, that
// might make that workspace non-empty
if (monitorIndex == layoutManager.primaryIndex)
_queueCheckWorkspaces();
}
function _windowsRestacked() {
// Figure out where the pointer is in case we lost track of
// it during a grab. (In particular, if a trayicon popup menu
// is dismissed, see if we need to close the message tray.)
global.sync_pointer();
}
function _queueCheckWorkspaces() {
if (_checkWorkspacesId == 0)
_checkWorkspacesId = Meta.later_add(Meta.LaterType.BEFORE_REDRAW, _checkWorkspaces);
}
function _nWorkspacesChanged() {
let oldNumWorkspaces = _workspaces.length;
let newNumWorkspaces = global.screen.n_workspaces;
if (oldNumWorkspaces == newNumWorkspaces)
return false;
let lostWorkspaces = [];
if (newNumWorkspaces > oldNumWorkspaces) {
let w;
// Assume workspaces are only added at the end
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++)
_workspaces[w] = global.screen.get_workspace_by_index(w);
for (w = oldNumWorkspaces; w < newNumWorkspaces; w++) {
let workspace = _workspaces[w];
workspace._windowAddedId = workspace.connect('window-added', _queueCheckWorkspaces);
workspace._windowRemovedId = workspace.connect('window-removed', _windowRemoved);
}
} else {
// Assume workspaces are only removed sequentially
// (e.g. 2,3,4 - not 2,4,7)
let removedIndex;
let removedNum = oldNumWorkspaces - newNumWorkspaces;
for (let w = 0; w < oldNumWorkspaces; w++) {
let workspace = global.screen.get_workspace_by_index(w);
if (_workspaces[w] != workspace) {
removedIndex = w;
break;
}
}
let lostWorkspaces = _workspaces.splice(removedIndex, removedNum);
lostWorkspaces.forEach(function(workspace) {
workspace.disconnect(workspace._windowAddedId);
workspace.disconnect(workspace._windowRemovedId);
});
}
_queueCheckWorkspaces();
return false;
}
/**
* getThemeStylesheet:
*
* Get the theme CSS file that the shell will load
*
* Returns: A file path that contains the theme CSS,
* null if using the default
*/
function getThemeStylesheet()
{
return _cssStylesheet;
}
/**
* setThemeStylesheet:
* @cssStylesheet: A file path that contains the theme CSS,
* set it to null to use the default
*
* Set the theme CSS file that the shell will load
*/
function setThemeStylesheet(cssStylesheet)
{
_cssStylesheet = cssStylesheet;
}
/**
* loadTheme:
*
* Reloads the theme CSS file
*/
function loadTheme() {
let themeContext = St.ThemeContext.get_for_stage (global.stage);
let previousTheme = themeContext.get_theme();
let cssStylesheet = _defaultCssStylesheet;
if (_cssStylesheet != null)
cssStylesheet = _cssStylesheet;
let theme = new St.Theme ({ application_stylesheet: cssStylesheet });
if (global.session_type == Shell.SessionType.GDM)
theme.load_stylesheet(_gdmCssStylesheet);
if (previousTheme) {
let customStylesheets = previousTheme.get_custom_stylesheets();
for (let i = 0; i < customStylesheets.length; i++)
theme.load_stylesheet(customStylesheets[i]);
}
themeContext.set_theme (theme);
}
/**
* notify:
* @msg: A message
* @details: Additional information
*/
function notify(msg, details) {
let source = new MessageTray.SystemNotificationSource();
messageTray.add(source);
let notification = new MessageTray.Notification(source, msg, details);
notification.setTransient(true);
source.notify(notification);
}
/**
* notifyError:
* @msg: An error message
* @details: Additional information
*
* See shell_global_notify_problem().
*/
function notifyError(msg, details) {
// Also print to stderr so it's logged somewhere
if (details)
log("error: " + msg + ": " + details);
else
log("error: " + msg)
notify(msg, details);
}
/**
* _log:
* @category: string message type ('info', 'error')
* @msg: A message string
* ...: Any further arguments are converted into JSON notation,
* and appended to the log message, separated by spaces.
*
* Log a message into the LookingGlass error
* stream. This is primarily intended for use by the
* extension system as well as debugging.
*/
function _log(category, msg) {
let text = msg;
if (arguments.length > 2) {
text += ': ';
for (let i = 2; i < arguments.length; i++) {
text += JSON.stringify(arguments[i]);
if (i < arguments.length - 1)
text += ' ';
}
}
_errorLogStack.push({timestamp: new Date().getTime(),
category: category,
message: text });
}
function _logError(msg) {
return _log('error', msg);
}
function _logDebug(msg) {
return _log('debug', msg);
}
// Used by the error display in lookingGlass.js
function _getAndClearErrorStack() {
let errors = _errorLogStack;
_errorLogStack = [];
return errors;
}
function logStackTrace(msg) {
try {
throw new Error();
} catch (e) {
// e.stack must have at least two lines, with the first being
// logStackTrace() (which we strip off), and the second being
// our caller.
let trace = e.stack.substr(e.stack.indexOf('\n') + 1);
log(msg ? (msg + '\n' + trace) : trace);
}
}
function isWindowActorDisplayedOnWorkspace(win, workspaceIndex) {
return win.get_workspace() == workspaceIndex ||
(win.get_meta_window() && win.get_meta_window().is_on_all_workspaces());
}
function getWindowActorsForWorkspace(workspaceIndex) {
return global.get_window_actors().filter(function (win) {
return isWindowActorDisplayedOnWorkspace(win, workspaceIndex);
});
}
// This function encapsulates hacks to make certain global keybindings
// work even when we are in one of our modes where global keybindings
// are disabled with a global grab. (When there is a global grab, then
// all key events will be delivered to the stage, so ::captured-event
// on the stage can be used for global keybindings.)
function _globalKeyPressHandler(actor, event) {
if (modalCount == 0)
return false;
if (event.type() != Clutter.EventType.KEY_PRESS)
return false;
let symbol = event.get_key_symbol();
let keyCode = event.get_key_code();
let modifierState = Shell.get_event_state(event);
// This relies on the fact that Clutter.ModifierType is the same as Gdk.ModifierType
let action = global.display.get_keybinding_action(keyCode, modifierState);
// The screenshot action should always be available (even if a
// modal dialog is present)
if (action == Meta.KeyBindingAction.COMMAND_SCREENSHOT) {
let gconf = GConf.Client.get_default();
let command = gconf.get_string('/apps/metacity/keybinding_commands/command_screenshot');
if (command != null && command != '')
Util.spawnCommandLine(command);
return true;
}
// Other bindings are only available to the user session when the overview is up and
// no modal dialog is present.
if (global.session_type == Shell.SessionType.USER && (!overview.visible || modalCount > 1))
return false;
// This isn't a Meta.KeyBindingAction yet
if (symbol == Clutter.Super_L || symbol == Clutter.Super_R) {
overview.hide();
return true;
}
if (action == Meta.KeyBindingAction.SWITCH_PANELS) {
ctrlAltTabManager.popup(modifierState & Clutter.ModifierType.SHIFT_MASK);
return true;
}
// None of the other bindings are relevant outside of the user's session
if (global.session_type != Shell.SessionType.USER)
return false;
switch (action) {
// left/right would effectively act as synonyms for up/down if we enabled them;
// but that could be considered confusing; we also disable them in the main view.
//
// case Meta.KeyBindingAction.WORKSPACE_LEFT:
// wm.actionMoveWorkspaceLeft();
// return true;
// case Meta.KeyBindingAction.WORKSPACE_RIGHT:
// wm.actionMoveWorkspaceRight();
// return true;
case Meta.KeyBindingAction.WORKSPACE_UP:
wm.actionMoveWorkspaceUp();
return true;
case Meta.KeyBindingAction.WORKSPACE_DOWN:
wm.actionMoveWorkspaceDown();
return true;
case Meta.KeyBindingAction.PANEL_RUN_DIALOG:
case Meta.KeyBindingAction.COMMAND_2:
getRunDialog().open();
return true;
case Meta.KeyBindingAction.PANEL_MAIN_MENU:
overview.hide();
return true;
}
return false;
}
function _findModal(actor) {
for (let i = 0; i < modalActorFocusStack.length; i++) {
if (modalActorFocusStack[i].actor == actor)
return i;
}
return -1;
}
/**
* pushModal:
* @actor: #ClutterActor which will be given keyboard focus
* @timestamp: optional timestamp
*
* Ensure we are in a mode where all keyboard and mouse input goes to
* the stage, and focus @actor. Multiple calls to this function act in
* a stacking fashion; the effect will be undone when an equal number
* of popModal() invocations have been made.
*
* Next, record the current Clutter keyboard focus on a stack. If the
* modal stack returns to this actor, reset the focus to the actor
* which was focused at the time pushModal() was invoked.
*
* @timestamp is optionally used to associate the call with a specific user
* initiated event. If not provided then the value of
* global.get_current_time() is assumed.
*
* Returns: true iff we successfully acquired a grab or already had one
*/
function pushModal(actor, timestamp) {
if (timestamp == undefined)
timestamp = global.get_current_time();
if (modalCount == 0) {
if (!global.begin_modal(timestamp)) {
log('pushModal: invocation of begin_modal failed');
return false;
}
}
global.set_stage_input_mode(Shell.StageInputMode.FULLSCREEN);
modalCount += 1;
let actorDestroyId = actor.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack.splice(index, 1);
});
let curFocus = global.stage.get_key_focus();
let curFocusDestroyId;
if (curFocus != null) {
curFocusDestroyId = curFocus.connect('destroy', function() {
let index = _findModal(actor);
if (index >= 0)
modalActorFocusStack[index].actor = null;
});
}
modalActorFocusStack.push({ actor: actor,
focus: curFocus,
destroyId: actorDestroyId,
focusDestroyId: curFocusDestroyId });
global.stage.set_key_focus(actor);
return true;
}
/**
* popModal:
* @actor: #ClutterActor passed to original invocation of pushModal().
* @timestamp: optional timestamp
*
* Reverse the effect of pushModal(). If this invocation is undoing
* the topmost invocation, then the focus will be restored to the
* previous focus at the time when pushModal() was invoked.
*
* @timestamp is optionally used to associate the call with a specific user
* initiated event. If not provided then the value of
* global.get_current_time() is assumed.
*/
function popModal(actor, timestamp) {
if (timestamp == undefined)
timestamp = global.get_current_time();
let focusIndex = _findModal(actor);
if (focusIndex < 0) {
global.stage.set_key_focus(null);
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
throw new Error('incorrect pop');
}
modalCount -= 1;
let record = modalActorFocusStack[focusIndex];
record.actor.disconnect(record.destroyId);
if (focusIndex == modalActorFocusStack.length - 1) {
if (record.focus)
record.focus.disconnect(record.focusDestroyId);
global.stage.set_key_focus(record.focus);
} else {
let t = modalActorFocusStack[modalActorFocusStack.length - 1];
if (t.focus)
t.focus.disconnect(t.focusDestroyId);
// Remove from the middle, shift the focus chain up
for (let i = modalActorFocusStack.length - 1; i > focusIndex; i--) {
modalActorFocusStack[i].focus = modalActorFocusStack[i - 1].focus;
modalActorFocusStack[i].focusDestroyId = modalActorFocusStack[i - 1].focusDestroyId;
}
}
modalActorFocusStack.splice(focusIndex, 1);
if (modalCount > 0)
return;
global.end_modal(timestamp);
global.set_stage_input_mode(Shell.StageInputMode.NORMAL);
}
function createLookingGlass() {
if (lookingGlass == null) {
lookingGlass = new LookingGlass.LookingGlass();
}
return lookingGlass;
}
function getRunDialog() {
if (runDialog == null) {
runDialog = new RunDialog.RunDialog();
}
return runDialog;
}
/**
* activateWindow:
* @window: the Meta.Window to activate
* @time: (optional) current event time
* @workspaceNum: (optional) window's workspace number
*
* Activates @window, switching to its workspace first if necessary,
* and switching out of the overview if it's currently active
*/
function activateWindow(window, time, workspaceNum) {
let activeWorkspaceNum = global.screen.get_active_workspace_index();
let windowWorkspaceNum = (workspaceNum !== undefined) ? workspaceNum : window.get_workspace().index();
if (!time)
time = global.get_current_time();
if (windowWorkspaceNum != activeWorkspaceNum) {
let workspace = global.screen.get_workspace_by_index(windowWorkspaceNum);
workspace.activate_with_focus(window, time);
} else {
window.activate(time);
}
overview.hide();
}
// TODO - replace this timeout with some system to guess when the user might
// be e.g. just reading the screen and not likely to interact.
const DEFERRED_TIMEOUT_SECONDS = 20;
var _deferredWorkData = {};
// Work scheduled for some point in the future
var _deferredWorkQueue = [];
// Work we need to process before the next redraw
var _beforeRedrawQueue = [];
// Counter to assign work ids
var _deferredWorkSequence = 0;
var _deferredTimeoutId = 0;
function _runDeferredWork(workId) {
if (!_deferredWorkData[workId])
return;
let index = _deferredWorkQueue.indexOf(workId);
if (index < 0)
return;
_deferredWorkQueue.splice(index, 1);
_deferredWorkData[workId].callback();
if (_deferredWorkQueue.length == 0 && _deferredTimeoutId > 0) {
Mainloop.source_remove(_deferredTimeoutId);
_deferredTimeoutId = 0;
}
}
function _runAllDeferredWork() {
while (_deferredWorkQueue.length > 0)
_runDeferredWork(_deferredWorkQueue[0]);
}
function _runBeforeRedrawQueue() {
for (let i = 0; i < _beforeRedrawQueue.length; i++) {
let workId = _beforeRedrawQueue[i];
_runDeferredWork(workId);
}
_beforeRedrawQueue = [];
}
function _queueBeforeRedraw(workId) {
_beforeRedrawQueue.push(workId);
if (_beforeRedrawQueue.length == 1) {
Meta.later_add(Meta.LaterType.BEFORE_REDRAW, function () {
_runBeforeRedrawQueue();
return false;
});
}
}
/**
* initializeDeferredWork:
* @actor: A #ClutterActor
* @callback: Function to invoke to perform work
*
* This function sets up a callback to be invoked when either the
* given actor is mapped, or after some period of time when the machine
* is idle. This is useful if your actor isn't always visible on the
* screen (for example, all actors in the overview), and you don't want
* to consume resources updating if the actor isn't actually going to be
* displaying to the user.
*
* Note that queueDeferredWork is called by default immediately on
* initialization as well, under the assumption that new actors
* will need it.
*
* Returns: A string work identifer
*/
function initializeDeferredWork(actor, callback, props) {
// Turn into a string so we can use as an object property
let workId = '' + (++_deferredWorkSequence);
_deferredWorkData[workId] = { 'actor': actor,
'callback': callback };
actor.connect('notify::mapped', function () {
if (!(actor.mapped && _deferredWorkQueue.indexOf(workId) >= 0))
return;
_queueBeforeRedraw(workId);
});
actor.connect('destroy', function() {
let index = _deferredWorkQueue.indexOf(workId);
if (index >= 0)
_deferredWorkQueue.splice(index, 1);
delete _deferredWorkData[workId];
});
queueDeferredWork(workId);
return workId;
}
/**
* queueDeferredWork:
* @workId: work identifier
*
* Ensure that the work identified by @workId will be
* run on map or timeout. You should call this function
* for example when data being displayed by the actor has
* changed.
*/
function queueDeferredWork(workId) {
let data = _deferredWorkData[workId];
if (!data) {
global.logError('invalid work id ', workId);
return;
}
if (_deferredWorkQueue.indexOf(workId) < 0)
_deferredWorkQueue.push(workId);
if (data.actor.mapped) {
_queueBeforeRedraw(workId);
return;
} else if (_deferredTimeoutId == 0) {
_deferredTimeoutId = Mainloop.timeout_add_seconds(DEFERRED_TIMEOUT_SECONDS, function () {
_runAllDeferredWork();
_deferredTimeoutId = 0;
return false;
});
}
}