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// -*- mode: js; js-indent-level: 4; indent-tabs-mode: nil -*-
const Clutter = imports.gi.Clutter;
const St = imports.gi.St;
const Atk = imports.gi.Atk;
const Cinnamon = imports.gi.Cinnamon;
const Signals = imports.signals;
const GObject = imports.gi.GObject;
const Gio = imports.gi.Gio;
const GLib = imports.gi.GLib;
const Pango = imports.gi.Pango;
const Meta = imports.gi.Meta;
const Gdk = imports.gi.Gdk;
const Params = imports.misc.params;
const Util = imports.misc.util;
const Dialog = imports.ui.dialog;
const Layout = imports.ui.layout;
const Lightbox = imports.ui.lightbox;
const Main = imports.ui.main;
const Gettext = imports.gettext;
const FADE_OUT_DIALOG_TIME = 1000;
var State = {
OPENED: 0,
CLOSED: 1,
OPENING: 2,
CLOSING: 3,
FADED_OUT: 4
};
/**
* #ModalDialog:
* @short_description: A generic object that displays a modal dialog
* @state (ModalDialog.State): The state of the modal dialog, which may be
* `ModalDialog.State.OPENED`, `CLOSED`, `OPENING`, `CLOSING` or `FADED_OUT`.
* @contentLayout (St.BoxLayout): The box containing the contents of the modal
* dialog (excluding the buttons)
*
* The #ModalDialog object is a generic popup dialog in Cinnamon. It can either
* be created directly and then manipulated afterwards, or used as a base class
* for more sophisticated modal dialog.
*
* For simple usage such as displaying a message, or asking for confirmation,
* the #ConfirmDialog and #NotifyDialog classes may be used instead.
*/
var ModalDialog = GObject.registerClass({
Properties: {
'state': GObject.ParamSpec.int(
'state', 'Dialog state', 'state',
GObject.ParamFlags.READABLE,
Math.min(...Object.values(State)),
Math.max(...Object.values(State)),
State.CLOSED)
},
Signals: { 'opened': {}, 'closed': {} }
}, class ModalDialog extends St.Widget {
/**
* _init:
* @params (JSON): parameters for the modal dialog. Options include
* @cinnamonReactive, which determines whether the modal dialog should
* block Cinnamon input, and @styleClass, which is the style class the
* modal dialog should use.
*/
_init(params) {
super._init({
visible: false,
x: 0,
y: 0,
accessible_role: Atk.Role.DIALOG,
});
params = Params.parse(params, {
cinnamonReactive: Main.virtualKeyboard.enabled,
styleClass: null,
destroyOnClose: true,
});
this._state = State.CLOSED;
this._hasModal = false;
this._cinnamonReactive = params.cinnamonReactive;
this._destroyOnClose = params.destroyOnClose;
Main.uiGroup.add_actor(this);
let constraint = new Clutter.BindConstraint({
source: global.stage,
coordinate: Clutter.BindCoordinate.POSITION | Clutter.BindCoordinate.SIZE
});
this.add_constraint(constraint);
this.backgroundStack = new St.Widget({ layout_manager: new Clutter.BinLayout() });
this._backgroundBin = new St.Bin({
child: this.backgroundStack,
x_fill: true,
y_fill: true
});
this._monitorConstraint = new Layout.MonitorConstraint({ work_area: true });
this._backgroundBin.add_constraint(this._monitorConstraint);
this.add_actor(this._backgroundBin);
this.dialogLayout = new Dialog.Dialog(this.backgroundStack, params.styleClass);
this.contentLayout = this.dialogLayout.contentLayout;
this.buttonLayout = this.dialogLayout.buttonLayout;
this.openAndCloseTime = 100;
let enableRadialEffect = true;
if (!global.settings.get_boolean("desktop-effects-workspace")) {
this.openAndCloseTime = 0;
enableRadialEffect = false;
}
if (!this._cinnamonReactive) {
this._lightbox = new Lightbox.Lightbox(this,
{ inhibitEvents: true,
radialEffect: enableRadialEffect });
this._lightbox.highlight(this._backgroundBin);
this._eventBlocker = new Clutter.Actor({ reactive: true });
this.backgroundStack.add_actor(this._eventBlocker);
}
global.focus_manager.add_group(this.dialogLayout);
this._initialKeyFocus = null;
this._initialKeyFocusDestroyId = 0;
this._savedKeyFocus = null;
}
get state() {
return this._state;
}
_setState(state) {
if (this._state == state)
return;
this._state = state;
this.notify('state');
}
clearButtons() {
this.dialogLayout.clearButtons();
}
/**
* setButtons:
* @buttons (array): the buttons to display in the modal dialog
*
* This sets the buttons in the modal dialog. The buttons is an array of
* JSON objects, each of which corresponds to one button.
*
* Each JSON object *must* contain @label and @action, which are the text
* displayed on the button and the callback function to use when the button
* is clicked respectively.
*
* Optional arguments include @focused, which determines whether the button
* is initially focused, and @key, which is a keybinding associated with
* the button press such that pressing the keybinding will have the same
* effect as clicking the button. Other arguments include @default
* and @destructive_action which add additional styling.
*
* An example usage is
* ```
* dialog.setButtons([
* {
* label: _("Cancel"),
* action: this.callback.bind(this),
* key: Clutter.KEY_Escape
* },
* {
* label: _("OK"),
* action: this.destroy.bind(this),
* key: Clutter.KEY_Return,
* default: true
* }
* ]);
* ```
*/
setButtons(buttons) {
this.clearButtons();
for (let buttonInfo of buttons) {
this.addButton(buttonInfo);
}
}
addButton(buttonInfo) {
return this.dialogLayout.addButton(buttonInfo);
}
_fadeOpen() {
this._monitorConstraint.index = global.display.get_current_monitor();
this._setState(State.OPENING);
this.dialogLayout.opacity = 255;
if (this._lightbox)
this._lightbox.show();
this.opacity = 0;
this.show();
this.ease({
opacity: 255,
duration: this.openAndCloseTime,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._setState(State.OPENED);
this.emit('opened');
}
});
}
setInitialKeyFocus(actor) {
if (this._initialKeyFocusDestroyId)
this._initialKeyFocus.disconnect(this._initialKeyFocusDestroyId);
this._initialKeyFocus = actor;
this._initialKeyFocusDestroyId = actor.connect('destroy', () => {
this._initialKeyFocus = null;
this._initialKeyFocusDestroyId = 0;
});
}
/**
* open:
* @timestamp (int): (optional) timestamp optionally used to associate the
* call with a specific user initiated event
*
* Opens and displays the modal dialog.
*/
open(timestamp) {
if (this.state == State.OPENED || this.state == State.OPENING)
return true;
if (!this.pushModal(timestamp))
return false;
this._fadeOpen();
return true;
}
/**
* close:
* @timestamp (int): (optional) timestamp optionally used to associate the
* call with a specific user initiated event
*
* Closes the modal dialog.
*/
close(timestamp) {
if (this.state == State.CLOSED || this.state == State.CLOSING)
return;
this._setState(State.CLOSING);
this.popModal(timestamp);
this._savedKeyFocus = null;
this.ease({
opacity: 0,
duration: this.openAndCloseTime,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._setState(State.CLOSED);
this.hide();
this.emit('closed');
if (this._destroyOnClose)
this.destroy();
}
});
}
/**
* popModal:
* @timestamp (int): (optional) timestamp optionally used to associate the
* call with a specific user initiated event
*
* Drop modal status without closing the dialog; this makes the
* dialog insensitive as well, so it needs to be followed shortly
* by either a %close() or a %pushModal()
*/
popModal(timestamp) {
if (!this._hasModal)
return;
let focus = global.stage.key_focus;
if (focus && this.contains(focus))
this._savedKeyFocus = focus;
else
this._savedKeyFocus = null;
Main.popModal(this, timestamp);
if (!Meta.is_wayland_compositor()) {
Gdk.Display.get_default().sync();
}
this._hasModal = false;
if (!this._cinnamonReactive)
this._eventBlocker.raise_top();
}
/**
* pushModal:
* @timestamp (int): (optional) timestamp optionally used to associate the
* call with a specific user initiated event
*
* Pushes the modal to the modal stack so that it grabs the required
* inputs.
*/
pushModal(timestamp) {
if (this._hasModal)
return true;
if (!Main.pushModal(this, timestamp))
return false;
this._hasModal = true;
if (this._savedKeyFocus) {
this._savedKeyFocus.grab_key_focus();
this._savedKeyFocus = null;
} else {
let focus = this._initialKeyFocus || this.dialogLayout.initialKeyFocus;
focus.grab_key_focus();
}
if (!this._cinnamonReactive)
this._eventBlocker.lower_bottom();
return true;
}
/**
* _fadeOutDialog:
* @timestamp (int): (optional) timestamp optionally used to associate the
* call with a specific user initiated event
*
* This method is like %close(), but fades the dialog out much slower,
* and leaves the lightbox in place. Once in the faded out state,
* the dialog can be brought back by an open call, or the lightbox
* can be dismissed by a close call.
*
* The main point of this method is to give some indication to the user
* that the dialog response has been acknowledged but will take a few
* moments before being processed.
*
* e.g., if a user clicked "Log Out" then the dialog should go away
* immediately, but the lightbox should remain until the logout is
* complete.
*/
_fadeOutDialog(timestamp) {
if (this.state == State.CLOSED || this.state == State.CLOSING)
return;
if (this.state == State.FADED_OUT)
return;
this.popModal(timestamp);
this.dialogLayout.ease({
opacity: 0,
duration: FADE_OUT_DIALOG_TIME,
mode: Clutter.AnimationMode.EASE_OUT_QUAD,
onComplete: () => {
this._setState(State.FADED_OUT);
}
});
}
});
/**
* #ConfirmDialog
* @short_description: A simple dialog with a "Yes" and "No" button.
* @callback (function): Callback when "Yes" is clicked
*
* A confirmation dialog that calls @callback and then destroys itself if user
* clicks "Yes". If the user clicks "No", the dialog simply destroys itself.
*
* Inherits: ModalDialog.ModalDialog
*/
var ConfirmDialog = GObject.registerClass(
class ConfirmDialog extends ModalDialog {
/**
* _init:
* @description (string): label to display on the confirm dialog
* @callback (function): function to call when user clicks "yes"
*
* Constructor function.
*/
_init(description, callback) {
super._init();
let title = _("Confirm");
let content = new Dialog.MessageDialogContent({ title, description });
this.contentLayout.add_child(content);
this.callback = callback;
this.setButtons([
{
label: _("No"),
action: this.destroy.bind(this),
key: Clutter.KEY_Escape,
},
{
label: _("Yes"),
action: () => {
this.destroy();
this.callback();
},
destructive_action: true
}
]);
}
});
/**
* #NotifyDialog
* @short_description: A simple dialog that presents a message with an "OK"
* button.
*
* A notification dialog that displays a message to user. Destroys itself after
* user clicks "OK"
*
* Inherits: ModalDialog.ModalDialog
*/
var NotifyDialog = GObject.registerClass(
class NotifyDialog extends ModalDialog {
/**
* _init:
* @description (string): label to display on the notify dialog
*
* Constructor function.
*/
_init(description) {
super._init();
let title = _("Attention");
let content = new Dialog.MessageDialogContent({ title, description });
this.contentLayout.add_child(content);
this.setButtons([
{
label: _("OK"),
action: this.destroy.bind(this),
default: true,
}
]);
}
});
/**
* #InfoOSD
* @short_description: An OSD that displays information to users
* @actor (St.BoxLayout): actor of the OSD
*
* Creates an OSD to show information to user at the center of the screen. Can
* display texts or a general #St.Widget. This is useful as "hints" to the
* user, eg. the popup shown when the user clicks the "Add panel" button to
* guide them how to add a panel.
*
* This does not destroy itself, and the caller of this is responsible for
* destroying it after usage (via the %destroy function), or hiding it with
* %hide for later reuse.
*/
var InfoOSD = class {
/**
* _init:
* @text (string): (optional) Text to display on the OSD
*
* Constructor function. Creates an OSD and adds it to the chrome. Adds a
* label with text @text if specified.
*/
constructor(text) {
this.actor = new St.BoxLayout({
vertical: true,
style_class: "info-osd",
important: true
});
if (text) {
let label = new St.Label({text: text});
this.actor.add(label);
}
Main.layoutManager.addChrome(this.actor, {
visibleInFullscreen: false,
affectsInputRegion: false
});
}
/**
* show:
* @monitorIndex (int): (optional) Monitor to display OSD on. Default is
* primary monitor
*
* Shows the OSD at the center of monitor @monitorIndex. Shows at the
* primary monitor if not specified.
*/
show(monitorIndex) {
let monitor;
if (!monitorIndex) {
monitor = Main.layoutManager.primaryMonitor;
} else {
monitor = Main.layoutManager.monitors[monitorIndex];
}
// The actor has to be shown first so that the width and height can be calculated properly
this.actor.opacity = 0;
this.actor.show();
let x = monitor.x + Math.round((monitor.width - this.actor.width)/2);
let y = monitor.y + Math.round((monitor.height - this.actor.height)/2);
this.actor.set_position(x, y);
this.actor.opacity = 255;
}
/**
* hide:
*
* Hides the OSD.
*/
hide() {
this.actor.hide();
}
/**
* destroy:
*
* Destroys the OSD
*/
destroy() {
this.hide();
Main.layoutManager.removeChrome(this.actor);
}
/**
* addText:
* @text (string): text to display
* @params (JSON): parameters to be used when adding text
*
* Adds a text label displaying @text to the OSD
*/
addText(text, params) {
let label = new St.Label({text: text});
this.actor.add(label, params);
}
/**
* addActor:
* @actor (St.Widget): actor to add
* @params (JSON): parameters to be used when adding actor
*
* Adds the actor @actor to the OSD
*/
addActor(actor, params) {
this.actor.add(actor, params);
}
};
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